I'm just a kiwi guy for whom gaming is basically the only regular hobby. I enjoy writing good reviews, and shitty stories, while I look for a job. I've played a whole ass-load of videogames in my time from all sorts of genres, I dive into game lore on the regular, and have an appreciation for what goes on during development and publishing as well as the games themselves.

Comment History  (0 - 30 of 32)
AschTheConjurer
AschTheConjurer - - 32 comments @ ALIENS: ERADICATION

I discovered that playing the January Update on GZDoom 4.5.0 introduces massive stuttering to the point the game outright freezes for a few seconds on entering some areas.

This isn't a problem on the other two versions of GZD I tested (3.7.2 and 4.6.0), and isn't a problem with the old update.

If anyone's having random stuttering, updating your GZD should be a quick fix.

Good karma+1 vote
AschTheConjurer
AschTheConjurer - - 32 comments @ 1:1 Ammo Restoration v2

I got lucky like that too:
My addon for universal gun inertia fortunately works in just the right way that updates and other changes don't seem to cause problems

Good karma0 votes
AschTheConjurer
AschTheConjurer - - 32 comments @ S.T.A.L.K.E.R. Anomaly Repack Minimap

Other STALKERs who are allies will start to show up on the minimap as you buy better PDAs and equip them.

I don't think anything makes enemies show up though

Good karma+1 vote
AschTheConjurer
AschTheConjurer - - 32 comments @ Detector Svarog Fix (Changes from D)

Usually as high-tier Clear Sky/Ecologist loot.
It's possible to sometimes get a recipe for it, making it show up as a craftable through an Expert Toolkit. It should require a Veles Detector, and a bunch of electrical parts

Good karma+1 vote
AschTheConjurer
AschTheConjurer - - 32 comments @ [Outdated to 1.5.0 b2.4] Universal Gun Inertia

It probably took me the same amount of time to make the description explaining everything, as it did to create the script that edits these files, and repack them for an easy download.

I had to do like 15 revisions of it so it didn't look like I'd just barfed into the details section and made that my description.

Good karma+3 votes
AschTheConjurer
AschTheConjurer - - 32 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

Make sure Dynamic Lights are turned on in your advanced options.
No Dynamic Lights, no flashlight.

Good karma0 votes
AschTheConjurer
AschTheConjurer - - 32 comments @ The AMC Squad

Sergesh
I've set my X-axis sensitivity to about 50% I think, and then cranked my OVERALL mouse sensitivity way up. It's still not perfect but it's as close to proper equal-axis mouse movement as I've been able to get.

Good karma+1 vote
AschTheConjurer
AschTheConjurer - - 32 comments @ The AMC Squad

I'm not entirely sure what you mean, but if you're trying to equip weapons/ammo types at the armory, be careful about clicking them. Click the name of the weapon or ammo just once, and then move your mouse to check if the name's text has turned yellow.

If you click TWICE, sometimes the game will equip and then immediately un-equip whatever you were trying to choose.

Good karma+1 vote
AschTheConjurer
AschTheConjurer - - 32 comments @ The AMC Squad

Yeah, I've been trying to pace out the EDF stuff more because of how they tend to be structured, and I'm willing to admit it's mostly my over-caution in making sure I have a lot of money and resources in games with Base Management that's making me play so many EDF missions back-to-back.

Also I already was aware of the difficulty pips for missions on the mission select screen, It's just that it's a very vague metric for how difficult a level is going to be. Some of the hardest or most labyrinthine levels are only given 3 Pips for their difficulty. I've been going under the assumption that they're supposed to be a kind of averaging of both monster variety and how long and maze-like the level is, but even knowing the difficulty before going in, it's still hard to summon the patience required for maps like the second stage of 'Xuglop Train', which requires running back and forth through the Cycloid supply base again and again down the same big long green hallways again and again to unlock keycard doors the player has already run past again and again. I'm aware that Xuglop Train isn't a story mission, but it's probably one of the most perfect examples of the constant backtracking and tediousness I was talking about.

All that being said, the actual STORY of the missions and some of the things that happen are ******* fantastic. 'Ghost Ship' and 'Tower of Life' are probably the two best examples I can think of, of being very obtuse and difficult levels to get through, but their respective big twists are so good it redeems them.

Oh, while I'm thinking about it, I also found a Bug in the level 'Shadowrealm', not sure if you guys are aware:

If the player hits the gongs that activate the glowing red pathways around the level before they're supposed to, it can break the level. I stabbed a 'return path' back to a teleporter before breaking the Statue in that area, and destroying the Statue also turned off said return path and made the gong non-interactive; forcing me to turn on NoClip and God Mode in order to walk across the skybox floor, so I could return to the teleporter to the giant Fortress island and head for another statue.

Good karma+2 votes
AschTheConjurer
AschTheConjurer - - 32 comments @ AschTheConjurer

When you make a new character, it's an option you can check in the same section as where all the Ironman Skill options are, that sort of thing.

If you turn the checkbox on, you should have almost all routes between all maps opened from the very beginning.

I think there's only about 3 routes that aren't (Like the shortcut going from Garbage to the end of Wild Territory, to make visiting the Ecologists easier), but you unlock those for free just by getting to the area they shortcut to.

Good karma+1 vote
AschTheConjurer
AschTheConjurer - - 32 comments @ The AMC Squad

I've been playing this mod for about 2-3 weeks now, and while I'm mostly enjoying the game for what it is, I've noticed a drastic shift in Episode 2 into having hour-long levels that - to put it bluntly - seem to be an intentional exercise in complexity creep in the maps and general sadistic design. Keep in mind that for how long this post is, the level design is really one of my only complaints with the mod, and I have been playing a lot of the EDF Side Missions as well.

Note that I'm not talking about just bugs, more about design decisions like the ending of 'A.B.B.A.' where there seems to be no indicator as to where or how the player is meant to jump from the tiny hole they're in to the far cliffs for Chopper extraction (which took 15 minutes of retrying and exploiting the Steroids replacement to succeed), or in 'Madagascar' where the entire screen is a clusterfuck of Classic-Rendered confusing obstructing spiderwebs in the jungle area.

Almost every map I finish as of Episode 2, I'm actually not sure if I've broken the level, and I keep having to make Roid-Jumps or slide-kicks to progress that I'm *sure* are not intended by the map designer -- that is, when I'm not having to use NoClip to finish missions because either triggers aren't going off, or because I actually HAVE somehow broken the level, with some doors not being unlocked or with unfound keys. To be honest, I'm now beginning to just NoClip through levels anyway (Read: 'Madagascar' and 'Complex One' most egregiously) because I just want them to end. They're not fun and involve long stretches of backtracking, and sometimes involve groups of LARD Shotgunners spawn *on top of me* (**** 'Complex One' in particular for doing that).

While I understand missions developed by people who aren't a part of the core team are subject to varying quality -- compare 'Metropolitan Starlight' to 'FORNAX 47', and I consider the former to be much more well-designed -- it's starting to become a big problem in main missions as well.

For all the ******* *amazing* mechanics that are in this mod, I really struggle and more-or-less have to FORCE myself to play it now that I'm starting to progress through the story, because every mission now is an upwards-of-an-hour slog through convoluted geometry and large groups of hitscanning armoured enemies spawning into the room every other time a switch is flicked or a keycard is picked up.

I really like The AMC TC, and I DO intend to keep trying to play to see if the level design gets better, but at the moment, where I'm up to in the story, it's not fun. It feels like work. It's boring and a slog.
I just wish I could think up a solution to the problem that doesn't involve having to redesign all the old levels, because at this point, with the sheer amount of content there is, that's just not a reasonable expectation.

Good karma+1 vote
AschTheConjurer
AschTheConjurer - - 32 comments @ Dead Air: News

Hey guys, good to see you're still working, and before anything else I'll say that Dead Air is one of my favourite overhaul mods for any game I've played - to the extent I'm actually writing up a Pen-and-Paper Survivalism RPG for my flatmates which is a combination of Dead Air, and DARKWOOD by the Acid Wizards.

However, since it seems like a lot of the upcoming features look like graphical options that I'll never get to see because I play in DX9 on a ****** computer, I thought I'd point out a couple of bugs related to just gameplay/scripting that I've noticed - although maybe someone knows something I don't and can help me out with fixes:

+ When creating new characters, the perks/loadout system seems to be super-broken: picking perks further down the list seems to give items that aren't related to the perks I've picked - for example, choosing the Mercenary Items option doesn't give me the Mercenary outfit, flashlight, or pistol with silencer.
Even after doing a fresh install and removing the Addon that rebalances the point costs of loadout options, this still happens.
Instead, picking two specific perks (e.g. Artefact Hunting loadout and Merc loadout) will seem to "add together" to reliably give me the items for an entirely different loadout - I think it's the Experienced Stalker loadout when the AH loadout and Merc loadout are picked. I've tried looking at the Faction_Select.script and it doesn't look like the loadouts are given incorrect descriptions or anything like that, so I have no idea why it's happening.

+ Treaties with Merc/Military seem to be broken too: Buying temporary treaties with either faction seem to, after loading the game a couple of times, turn Clear Sky and/or The Ecologists hostile on sight - this is with characters I know for a fact have never fired a shot at or so much as thrown explosives anywhere near either of the scientist factions. These sudden shifts in faction relations have made some of my characters effectively unable to get any further, especially early on when I need access to the Ecologists for the 'story Psi helmet'.

Good karma+4 votes
AschTheConjurer
AschTheConjurer - - 32 comments @ C&C Tiberian Sun (with Firestorm) - Free Full Game

If you've run the registry file the description tells you to run, then you're probably missing something like the MSVCP###.dlls, which come from installing the different versions of VCRedist (you can find them all super easily, I recommend just installing the entire VCRedist series for whatever type of PC you've got because it'll hopefully prevent you from having missing dll errors with any other new game for a quite a while)

Regardless, for any missing DLL files, just go google the files that are missing and, MOST IMPORTANTLY, find out where those DLLs are meant to come from. Don't just download the .dll file by itself unless you absolutely *have* to, because quite often the package the DLL comes in has a lot more files you'd also need to have on your system alongside the DLL

Good karma+1 vote
AschTheConjurer
AschTheConjurer - - 32 comments @ C&C Tiberian Sun (with Firestorm) - Free Full Game

Sounds like a problem with your GPU rendering the game.
Best best, jump on PCGamingWiki, look for where the .ini file for the game is (I'm pretty sure it's in the Tiberian Sun directory tho) and set the game to run in a window instead of fullscreen( and give it a decent 16:9 resolution while you're in there).

Running the game in a window forced it to be displayed the same why your GPU displays your desktop so it should *hopefully* fix the issue, otherwise you might need to find some fan-made Win10 patch, or a patch for your line of graphics card.

Good karma+1 vote
AschTheConjurer
AschTheConjurer - - 32 comments @ Dead Air: Hardcore ReCored

'Edit: I'd realize the error, on the actor file.. looks like this parameter, argument or whatever don't have or it's wrong'

I had a look since I had the same error, and you're right, the line for Breath Coefficient is completely missing.
I opened the Actor.ltx file from a couple other mods and checked what they had the value for breath_koef set to.

So all I had to do was add in the line "breath_koef = 0.02" somewhere near the similar lines for running, sprinting etc. and now I can start the game and play fine, it seems.

(Also took the opportunity to increase movement speed while I was in there)

Good karma+2 votes
AschTheConjurer
AschTheConjurer - - 32 comments @ Doom Slayer Chronicles

Resolution Scale is an absolute lifesaver.
I think I've got it set to about 0.7 (rendering at 70% of the screen's resolution) and it literally doubles my framerate without looking pixellated or too blurry.

It might take some fiddling with for you, because when I did it I had to find a good factor in order to avoid having weird scaling artifacts.
If the slider for it is difficult to use, you can open the command console and type "vid_scalefactor 0.xx" where x is what % of your screen resolution you want it to render at.

Good karma+1 vote
AschTheConjurer
AschTheConjurer - - 32 comments @ Arsenal Overhaul 3.1 (v.5)

Difficulty has the reverse effect you'd think it would, if I remember correctly. It's better to play the game on Veteran/STALKER difficulties because it makes everything more deadly for NPCs.

That being said, I think the values for damage HAVE been changed, because I know after I upgraded to CoC 14.16 (from a much older version) and the newer Arsenal Overhaul version, suddenly all the game's weapons felt like they were firing airsoft rounds or something.

Good karma+1 vote
AschTheConjurer
AschTheConjurer - - 32 comments @ Arsenal Overhaul 3.1 (v.5)

Ahhhhhhh, is that why there seems to no longer be dynamic HUD overlays for different helmets? Because anything not related to guns is gone?

Good karma+1 vote
AschTheConjurer
AschTheConjurer - - 32 comments @ Project Brutality 2.03

That's a pretty good option, but I'll see if I can follow Daarkon's guide to manually editing the .pk3 first.

Good karma+1 vote
AschTheConjurer
AschTheConjurer - - 32 comments @ Project Brutality 2.03

Does anyone know if there's a QUAKE soundpack that's compatible with PB/PBO?

I JUST finished replaying QUAKE and its expansions because of that new level pack that the guys behind Wolfenstein:TNO released to celebrate the 20th Anniversary. Now I wanna transfer those grungy sound effects into DOOM:PB.

PBO already uses one: when finding a secret, it plays the sound of picking up health in QUAKE.

I thought I'd ask though, considering that PB/PBO both change enough sounds and add enough new content that I imagine a full sound overhaul specifically for these mods (or even one that just does the shotgun/character and monster sounds/pickup sounds, not necessarily a FULL sound replacement) is a long-shot.

Good karma+1 vote
AschTheConjurer
AschTheConjurer - - 32 comments @ NecroDoom v4

In the meantime, pick up the Project Brutality mod for BrutalDoom, and the overhaul pack for PB, one or the other of them comes with a BUNCH of HUD conversions. Personal favourite is the UDV (Ultimate DOOM Visor)

Good karma+1 vote
AschTheConjurer
AschTheConjurer - - 32 comments @ Project Brutality Overhaul

I'm using version 1.84's C2 module, so I think I've got the same thing:
Imgur.com

The size of the screenshots in that picture should give you a fair idea of what I'm dealing with -- I have to run GZDoom on a pretty low resolution, so it's next to impossible to tell what each inventory item is at a glance. Would definitely help if there WERE images.

Good karma+1 vote
AschTheConjurer
AschTheConjurer - - 32 comments @ Project Brutality Overhaul

I don't even have icons for inventory items. Sh*t. Maybe it's because I use UDV and it doesn't support them?

Good karma+1 vote
AschTheConjurer
AschTheConjurer - - 32 comments @ Project Brutality Overhaul

Yeah, I get how retardedly long-winded it is. You have to load BOTH:

"PBO_Underbarrel_Grenade_Launcher.pk3"
and
"PBO_New_Upgrade_System_UGL.pk3"

Otherwise, you'll either have to find the UGL as a weapon upgrade, which isn't very likely (if you just load the first one), or you'll be able to get it in combat backpacks, but won't be able to actually *equip* it (if you only load the second one) because the DMR will just switch between Dual-Wield and single-wield, instead of between bullets and grenades

Good karma+2 votes
AschTheConjurer
AschTheConjurer - - 32 comments @ Hack of the Oasis - Base Game

Try getting the most recent update of the Call of Chernobyl overhaul. I'm not SURE that's what it was, but I updated CoC to 1.3.20 and got Arsenal Overhaul 3.4.4, and I now have that little Faction/Rank/Reputation area in my inventory (as do NPCs, and they have a 4th line called "Relation" which is how they see *you personally*)

Good karma+1 vote
AschTheConjurer
AschTheConjurer - - 32 comments @ Project Brutality Overhaul

Hey OP, there's some slightly misleading text in the 'readme'/mod description to do with the Underbarrel Launcher for the DMR. The description of one part of it reads "PBO_New_Upgrade_System_UGL.pk3: Same as above, this one contains underbarrel grenade launcher additionally. Load them seperately!"

From "load them separately" I inferred I *wasn't* supposed to load the New Upgrade System version alongside the regular PBO_Underbarrel_Grenade_Launcher.pk3. It wasn't until I finally got the UGL attachment from a combat backpack and couldn't figure out how the hell to use it that I realized I probably needed to use *both files at once*, and lo-and-behold it did work the way I thought, by using the Dual-Wield key.

Just for convenience's sake, it might be a good idea to clarify that users load it *with* the normal UGL.pk3 but not with the normal New_upgrade_system.pk3


That small confuddle aside, this DOOM-mod-mod-mod and its addons is probably the most fun I've had playing DOOM. The fact I can reliably get weapon upgrades instead of praying every time I load a level makes it so much more enjoyable.

Good karma+1 vote
AschTheConjurer
AschTheConjurer - - 32 comments @ saegiru

A script error? Explains why it didn't work in beta *or* stable, but I'm using the same UDV mod with no issue. Perhaps there's been a hotfix to address that in the last couple months? I got my UDV HUD files through either Project Brutality or PB Overhaul, so perhaps those distros are patched.

Good karma+1 vote
AschTheConjurer
AschTheConjurer - - 32 comments @ Project Brutality 2.03

*Brutally High-Fives*

I honestly can't play without PB anymore, no matter how much I like the 2016 weapons. The monster variants take me back to the days of Diablo II.

Good karma+2 votes
AschTheConjurer
AschTheConjurer - - 32 comments @ Project Brutality 2.03

*EDIT: Noticed someone else already mentioned the new BD weapons.*

Any thoughts on making Sarge's new DOOM 2016 weapon pack some sort of toggle-option in Project Brutality? Unfortunately it's not compatible with Project Brutality, but it'd be a nice addition to PB for broke-*** peoples like me.

Good karma-3 votes
AschTheConjurer
AschTheConjurer - - 32 comments @ Project Brutality Overhaul

Performance updates are like meth for me: I'm still waiting for something that stops the huge framerate loss with "Dynamic visor damage on" (the setting that lets bullet holes/etc. appear and disappear). It's so bad it might as well be called Macro-stutter

Good karma+1 vote