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bloodshot12
bloodshot12 @ Doom4: Death Foretold

Absolutely excellent mod, doom and quake have good autoaim so they are like, the only two fps using a touch device that are actually fun to play for me, so having a mod that so closely feels like doom 4 is incredible!

BD64 maps, doom 4 gameplay and music is a very cool combo.

Question, how do you switch equipment? I have a hologram and tesla nade but i cant figure out how to change it, the d4t keybinds dont do it, and neither do the standard inventory binds

Reply Good karma+1 vote
bloodshot12
bloodshot12 @ Hexen II - Shadows of Chaos

As of right now no, unfortunately you'll have to wait until bsp2 gets merged into the main HoT branch to get linux support

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bloodshot12
bloodshot12 @ Shadows of Chaos - 1.0 Demo

Well, Hammer of Thyrion is the main engine for it, so once bsp2 is added to the latest HoT branch it will.

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bloodshot12
bloodshot12 @ Hexen II - Shadows of Chaos

Unfortunately i don't think hammer of thyrion supports loading of external files, and this branch would have to be updated separately.

Maybe once spike updates FTEQW to have more accurate Hexen 2 support and this mod works on it we could but for now I'm no engine coder so there's not much i can do.

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bloodshot12
bloodshot12 @ Shadows of Chaos - 1.0 Demo

Quakeone.com

Spike, the developer of FTEQW engine, compiled the Hammer of Thyrion engine with BSP2 support

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bloodshot12
bloodshot12 @ Shadows of Chaos - 1.0 Demo

Thanks for the kind words, I put a lot of effort into making a polished experience. IMO hexen 2 is a great platform, it just needed larger map support (which it has now) and a bit of a push i think.

Just to check, the new music worked correctly?

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bloodshot12
bloodshot12 @ Hexen II - Shadows of Chaos

You need to use the bundled build of Hammer of Thyrion, it will not work with any other engine

Spike updated HoT with BSP2, which is what makes the large maps possible

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bloodshot12
bloodshot12 @ Hexen II - Shadows of Chaos

the developer of the FTEQW engine, spike, made a modification to Hammer of Thyrion to support BSP2 maps. Since it's the only hexen 2 engine currently that supports BSP2 map sizes next to spike's own FTEQW, I'll be including it in the release of the demo

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bloodshot12
bloodshot12 @ Hexen II - Shadows of Chaos

If you check out the mod that i used as a base, stats more directly effect your experience now. The nost obvious is strength noticeably changes your melee damage, and different stats are even tied into some of the weapon skills, such as giving the necro more lightning bolts for his spell and things like that.

I suggest you give the linked mod a try if your curious as to what you can expect, i tried to keep my new additions in line with the progression from it.

Reply Good karma+2 votes
bloodshot12
bloodshot12 @ S.T.A.L.K.E.R. - Lost Alpha

I had some problems with LA but it's nothing proper A-Life in the maps wouldn't have fixed. Excited.

I see you guys have detectors now, do you have new weapon animations as well?

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bloodshot12
bloodshot12 @ Dark Valley PDA-style map

Can we expect any changes like this to come to the cordon? I would love to see the cordon expanded with the bigger train tracks, tunnel, etc. from old builds.

Current cordon I've been in so much I am totally sick of it and it would breath new life into a rookie village start

Reply Good karma+3 votes
bloodshot12
bloodshot12 @ Original Guns Reanimated

Call of Chernobyl support maybe?

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bloodshot12
bloodshot12 @ Original Weapon Renewal 3 (v.4)

I get the same thing, I hope there's gonna be a hotfix soon

Reply Good karma+1 vote
bloodshot12
bloodshot12 @ OL Addon pack

It does but i misnamed the sounds folder. Either rename it to sounds for the music to work or wait for moddb to update the file links

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bloodshot12
bloodshot12 @ Expensive Consumables and Faction Patches >CoC 1.4

Would you be able to make an addon for AO3 to make NPCs drop guns with really low condition?

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bloodshot12
bloodshot12 @ OL Addon pack

They appear everywhere, since they are dependent on the weather of the area

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bloodshot12
bloodshot12 @ S.T.A.L.K.E.R.: Call of Chernobyl

For some reason I don't have headbob in the latest version, and cam_inert does nothing. Was this intended? Is there any way to restore headbob back? I miss it.

Reply Good karma+2 votes
bloodshot12
bloodshot12 @ Quake 1.5 Weapons Pack

The plasma cannon thing is a known and never fixed darkplaces bug unfortunately.

And what version of Quakespasm are you using? I've had multiple people tell me it doesn't work with the 64-bit Quakespasm at all, but I've never even been able to get the 64-bit Quakespasm to work so I only ever tested it on the 32-bit version.

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bloodshot12
bloodshot12 @ Quake 1.5 Weapons Pack

Unfortunately I'm not a coder, and fixing that either requires it to be in a mod directory or be done with darkplaces, limiting compatibility.

If i ever do make a mod version/find someone to help code it I'd like to add a lot more extra features as well.

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bloodshot12
bloodshot12 @ Quake 1.5 Weapons Pack

Trailer for the mod

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bloodshot12
bloodshot12 @ Gore mod 1.2 for CoC

Shoker has blood pools? do you have a video of it? I'm curious what it looks like

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bloodshot12
bloodshot12 @ S.T.A.L.K.E.R.: Call of Chernobyl

I can't speak for other people for sure but I think part of it might be the terrain textures.

SoC's match the grass quite well, but in CoC (and in regular CoP) they don't match and you can see exactly where the grass ends and the ground begins.

I edited some of the colors of the level textures and the grass matches way better when I do and it makes the game look way better.

Also idk if you guys noticed but the vehicle graveyard ground texture is the worst offender, the ground color is green like the beta SoC maps when the vegetation was more vibrant, for that one I changed the color of the vegetation in build_details to match the ground color and again, looks way better.

Reply Good karma+1 vote
bloodshot12
bloodshot12 @ S.T.A.L.K.E.R.: Call of Chernobyl

What's up with the AI reaction times up close? Every time I'm near an enemy they don't see me for like 5-10 seconds even if i shoot (they seem to look at where i shot from but still don't see me)

After staring at them for like 5 seconds they finally notice me but it makes firefights against mercs and anyone with better equipment over before they start unless I'm stuck out in the open

Reply Good karma+1 vote
bloodshot12
bloodshot12 @ S.T.A.L.K.E.R. - Oblivion Lost 3.1

Just curious, have you considered merging this with OWR 3 for better weapon models/animations?

Moddb.com

Reply Good karma+1 vote
bloodshot12
bloodshot12 @ Dynamic Shaders

Yep r2 renderer, changing these didn't do it. The only thing I could think of is that I disabled DoF. Do those shaders maybe require it to be enabled for some reason?

If i disable DoF my load times (sitting at black screen before load) go from 20 seconds to nothing, so maybe turning it off turned off those others as well?

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bloodshot12
bloodshot12 @ Arsenal Overhaul 3

Can you implement stuff like putting your weapon away when you use a medkit/bandage, breathing sounds for suits and maybe mask overlays?

Reply Good karma+2 votes
bloodshot12
bloodshot12 @ Oblivion Lost Remake

So what do you do after you find strelok's stash? It seems to basically tell me to explore the zone but I can't go to 'quiet hills' (army warehouses) or yantar because i get killed by the scorcher-type things immediately and I don't really have much direction, checked dark valley and it just leads into a lab I can't enter because i don't have a code, and can't exit because there's no level changer at the entrance.

Reply Good karma+1 vote
bloodshot12
bloodshot12 @ LA guns: BM-16 long, AKM and revolvers

TBH I think it would be best to mostly focus on ShoC's pack first and wait to see if the new version of LA fixes these problems (or just ignore them for now).

There aren't enough good vanilla weapon replacers for ShoC. The best current one is from AA2 but it's not easily merge-able with other mods like this one will be.

Reply Good karma+3 votes
bloodshot12
bloodshot12 @ Dynamic Shaders

Yep I followed em, I pretty much dropped it on a clean install with 1.0006, put the new bin folder in the right place, shaders are the only gamedata folder

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bloodshot12
bloodshot12 @ Dynamic Shaders

For some reason reflective wet surfaces don't seem to work for me, all rain seems to do is increase the r2_gloss_factor even though wet surfaces are enabled. Been waiting in the rain quite a while.

Sunshafts don't seem to show up either, playing vanilla.

Is there a tutorial or something for merging DS2 with other mods btw?

Reply Good karma+1 vote
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