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Crashday Jun 29 2015, 1:37pm replied:

Ohhh alright! Thanks you very much for the info :D

+1 vote   download: Cilitbäng Pack | V. 3.2
Crashday Jun 27 2015, 3:56pm says:

Excuse me for this question, I have been wondering this and I can't seem to understand what you meant in the infos\description but...

What is exactly this "roll" bottom that you speak of to enable and disable the master effect?

+1 vote   download: Cilitbäng Pack | V. 3.2
Crashday May 30 2015, 3:56pm says:

Hey! I wanted to comment here to say on just how much ******* awesome this new version of the mod is :D.
I'm seriously enjoying the crap outta it!

However, I also came here to report a few... issues that I have been having soo far with the game.
I do understand that this is still a beta and that, most probably I messed something up on my own here...
(I'll be honest here: I don't know all that much about Doom modding in general... And I can be quite "dense" with certain things).

Basically, everytime I toss a grenade it spits out this code on the screen and on console: "Unknown p-code 119 in script 603".
I also get a very similar error everytime I am killed by an enemy or I spawn "Unknown p-code 134 in script 505".

I tried my best to follow every instruction possible and I have been also using ZDL to load the mod more easily (I also made sure that everything was loaded in the right order...).
I really do not know what I could be doing wrong. I am at a loss here :(

The blood splatters sometimes also behave in really odd ways... Like they spray an -entire- surface that creates a ton of framerate losses.
I had to tweak the number of decals out but even then sometimes they look a bit... excessive... I get the feeling they may be bugged on my game and they are not working the way they should :S

One last thing (But I do believe this was an issue more related to V19 rather than anything): If I happen to kill an enemy really up-close (Like with a barret) and this enemy "explodes", I sometimes (and immediately) die for no apparent reason.

I'm not sure if I get "tele-fragged" by the killed enemy or something of the sort.

Anyways, this was all I could report for now...
I am sure I am missing something real easy or stupid that anyone elses has figured out already >.>
I apologize in advance if anything that I wrote will sound stupid to you here.

+1 vote   download: Operation: Inhuman beta (BD 20 READY!)
Crashday Mar 14 2015, 2:12pm replied:

As my opinion on this stands, I think I must agree that a flashlight would indeed be a great thing.

Been wanting something of the sort in BD for a long time now no less and I had been thinking about adding it in myself (As in finding someone who already made a wad\pk3 like that).

And to all of those who are tossing a fit at this..
Well, You should all consider that BD is already a project that is filled with "new stuff".

It's still supposed to be "Doom", yes...
But it has gone trough a ton of changes and, thus, allows for many different possibilities compared to the original.

And I have to also assume that, just like some of the things already available in the mod, You will not have to -necessarily- make a use of it if you do not wish so.

People who play BD should be able to enjoy and customize their experience as they wish to do so... Instead of being forced to apply to whatever taste the "Purists" wants to *inflict* on them.

That is all.

(I also should mention that the infrared visor, as it stands now, is really fugly to go around with Brutal D.
And the "nightvision effect" really doesn't help much either.
Most of the times whenever I play it I try to avoid it intentionally)

+3 votes   mod: Brutal Doom
Crashday Dec 15 2014, 2:31pm replied:

Yeah I agree. The "Project Life" need's to, at the very least, continue on to keep this mod alive when updates to HL2 and the engine are made... maybe I am asking a bit too much... But I do think this was the point of it all and thus an update to this is necessary... Lets not make this die people! It's too ******* good to deserve that fate!!

+1 vote   mod: SMOD-DT "Project life"
Crashday Nov 6 2014, 11:55am replied:

Nevermind!! I am not at the top of my shape as a matter of recent times and I just did another extremely stupid mistake. Got it all to work good... Sorry for writing that! ^^''

+1 vote   download: Quaker540's Sub-Mod V17C
Crashday Nov 6 2014, 11:49am says:

Wanted to try this out since its big popularity.
Loaded it up following the instructions and using both ZDL and simply dragging the file to the GZDOOM exe.

Been using a development build (Or atleast I think. Its called "SVN 796" or something)... Used both Doom 2 and 1 and the error it gives me is always the same: "54 errors while parsing DECORATE scripts".

I assume I am missing something very dumb and I am just too stupid to figure it out myself... Any help would be appreciated and I apologize if this is going to sound like a very "noobish" kind of question.

+1 vote   download: Quaker540's Sub-Mod V17C
Crashday Oct 4 2014, 1:55pm says:

Enjoying the new version soo far. It all works nice but what is up with the whole "COMBAT RECORDER DISABLED" deal? (Apparently that means that my weapons indicator stop working for.. some reasons? Before hand all was fine and dandy with the previous version) Is this to avoid crashing maybe because of "old vs new" file conflicts or am I missing something entirely??

I happen to encounter this while loading a save file of a campaign I was progressing into in Doom 2 ("Whispers of Satan"... If that matters to anything). If I do repeat the game from level 1 the hud works perfectly fine like it should and all indicators are there...

+1 vote   download: **Updated for BDv20** Ultimate DoomVisor HUD v1.61
Crashday Aug 31 2014, 2:31pm replied:

Well... I got me what I assume is the latest version of Painkiller (Linked to me by someone in the comments sections) and also I started using ZDL. Unfortunately, Im sadden to report that its still only displaying your HUD options and not the other, even if the load order should be the correct one (And yes, I followed your instructions to the letter this time). I also got my the latest GZDoom SVN version and all seems to work as good as it could possibly do.

Im just stuck playing with voxel models for the time being I guess :\

+1 vote   download: **Updated for BDv20** Ultimate DoomVisor HUD v1.61
Crashday Aug 31 2014, 1:50pm replied:

Awesome. Ill check it out, thanks you again for the help! :) (I was very annoyed by making .bat files or just the usual drag and drop)

+1 vote   download: **Updated for BDv20** Ultimate DoomVisor HUD v1.61
Crashday Aug 31 2014, 1:48pm replied:

Huge thanks for the file link! :D
I seriously appreciate this

+1 vote   mod: Brutal Doom
Crashday Aug 30 2014, 10:10pm replied:

Sent you a message on your profile page. Just writing it here again since I don't know if you would have ever saw that by yourself.

+1 vote   mod: Brutal Doom
Crashday Aug 30 2014, 9:59pm replied:

Is it? Then I apologize if I missed it entirely.

I dont know to be exact, I think it was from the last time I saw the mod being available for download. I think it stated it was a "FINAL" release or something.

As for my Load order I found that by starting to select first the Painkiller mods and then the hud files (then whatever custom campaign thingie im playing) it seems to function a lot better. It works fine even if with the voxel models

+1 vote   download: **Updated for BDv20** Ultimate DoomVisor HUD v1.61
Crashday Aug 29 2014, 1:12pm replied:

And again,(Not that I want to repeat myself too much), When I can get it to work im forced to play with those damn voxel models >_> (Which I cant disable from the options).

Maaaaaaaaaaaaaaaybe there is a console command to disable 3d models??

+1 vote   download: **Updated for BDv20** Ultimate DoomVisor HUD v1.61
Crashday Aug 29 2014, 12:37pm says:

Is it just me or the Painkiller edition mod is not available for download anymore? Im guessing the author is working on a new version??

+2 votes   mod: Brutal Doom
Crashday Aug 29 2014, 12:01pm says:

Still cant get the Hud specifically to work with the Painkiller mod. Been trying all that I could soo far and it still refuses to load it up correctly.

Id say some proper launch instructions would help but im not even sure if im doing something wrong there. (And yea I checked out all of the options first and they should make me display it all correctly but it doesnt even show up. Altho, when it -doesnt- show up on screen I still hear the A.I voices and apparently I can also acess the BD options again with no problem.

Im completly stuck in this situation and some help would be truely apreciated....

+1 vote   download: **Updated for BDv20** Ultimate DoomVisor HUD v1.61
Crashday Aug 26 2014, 7:50pm replied:

Edit2: Been attempting to load this with Sperglord edition and it still barely works... The hud just doesnt want to show up at all even If I can hear the a.i sounds... Even just with the vanillia addon I think its still giving me issues by displaying the gun names as "UNKNOWN" so at this point I dont know what to do but I can only guess its something on my end. Ill keep trying and see how it goes.

Edit3: FINALLY GOT IT TO WORK! (soo far with BDSE). I highly recommend you try and add in the correct load order to make it work :D

+1 vote   download: **Updated for BDv20** Ultimate DoomVisor HUD v1.61
Crashday Aug 26 2014, 7:02pm replied:

Edit: it seems like sometimes it loads up the Painkiller BD options or the hud options but not both togheter... Im assuming this has to do with the loading order.

+1 vote   download: **Updated for BDv20** Ultimate DoomVisor HUD v1.61
Crashday Aug 26 2014, 6:56pm says:

I used this alongside the painkiller mod but now it seems like I cant access to the specific options from that and thus I cannot disable the 3d models and such... Is there anyway to fix this issue? Or am I doing something wrong??

+1 vote   download: **Updated for BDv20** Ultimate DoomVisor HUD v1.61
Crashday Aug 17 2014, 7:07pm says:

Been attempting to "revive" the gaming comunity for this game by writing down a topic for it on the Cry of Fear discussion area on Steam (Maybe not the best choise I could have gone for but, if you think about this, this mod did come from the same developers more or less and even has its own forum section on the CoF forum!)

Unfortunately, as you might have expected, things didnt go too well...
Even if I wrote this in a place that is bombared by "co-op requests", not a single soul even wrote a single comment... And I have to assume the topic has also been deleted by the admins (Since I couldnt find it anymore on the list, but I might be wrong).

Im not really angry at them... As I said it really wasnt getting any kind of responses so I wouldnt blame them for getting rid of it.

However, I feel that once again this mod deserves soo... SOO much more respect than this.
How in the holy mother of Jesus ******* H. Christ does something like BrainBread STILL get servers and a comunity that is STILL releasing custom stuff...
yet this mod is kept completly -dead- and abbandoned to the goddamn void... (Or atleast thats the impression that I have gotten soo far, So correct me if im mistaken here)

Id understand why tho. I understand that CoF took a massive effort to develop and complete and there was no time to dedicate to anything else appart from it. Id understand if the developers were tired and still needed a break (Even because they have been also working on patches for that game and such). Id even understand the fact that having to recode the whole mod again (or whatever else necessary) would require a ton of time and patience...

+3 votes   mod: Resident Evil : Cold Blood
Crashday Aug 17 2014, 7:06pm says:

But no servers?? Noone trying to make hamachi games for people to join in? Honestly -noone- in bilions interested in a fun and incredibily well made (despite the bugs) Resident evil fan-game?

Not even someone to tell me that noone gives a rat's *** and that I should stop "bitching" about this or something...

******* - NOTHING

And dont tell me that "its a very old mod so -ofcourse- people has forgotten about it"...
Do I have to remind you again that EVEN BB has servers! And surely even other goldsource mods do have those that are still up and running!...

+1 vote   mod: Resident Evil : Cold Blood
Crashday Aug 17 2014, 7:04pm says:

If I am missing something here, some very other important reasons as to why the development of this mod "seems" to have stopped (But I know that cannot be true. Atleaast not completly) and its comunity has fallen silent then please let me know...

And if all of that is the case right now I apologize for being a massive idiot...

Altho, keep in mind that I am writing all of this for a second time because I still feel that the work of a developer(s) (expecially something this good) should be treated with more respect and care...

In anycase, Im hoping to open up my own Hamachi channel to see if I can get any of my friends to play it with me... (Yeah.. Good luck with that)

+1 vote   mod: Resident Evil : Cold Blood
Crashday Apr 30 2014, 7:44pm says:

THIRD AND FINAL PASSAGE: To fix the npc's not doing any scripted action and remaining still and silent like statues I took the info's and solution from here:
(Search down the page untill you find: "If NPCs do not interact (Combine or Rebel), or you don’t hear a Breencast:")

That should be all for now! Im hoping to god that the entirety of the thing now works without an itch, Because I couldnt quite test everything out. As far as the HL2 campaign and all the CSS assets should go, all should be working correctly after you have done this.
- IF YOU STILL ENCOUNTER ISSUES AND SUCH DO POST THEM HERE! Ill see if I am getting them myself -

+2 votes   mod: SMOD-DT "Project life"
Crashday Apr 30 2014, 7:43pm says:

Second of all, I modified the gameinfo.txt file found in the mod directory using the one made here by the user "count_snipula" (ill copy it here again for reference. It can be found by searching into the comments here anyways)

game "SMOD: Tactical-Project life"
title "SMOD: Tactical-Project life"
type "singleplayer_only"
"icon" "smodicon"

SteamAppId 215 // This will mount all the GCFs we need (240=CS:S, 220=HL2).
ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.

Game |gameinfo_path|.
Game hl2
Game "|gameinfo_path|..\..\common\Half-Life 2\hl2"
Game "|gameinfo_path|..\..\common\Half-Life 2 Deathmatch\hl2mp\"
Game "|gameinfo_path|..\..\common\Counter-Strike Source\cstrike\"

+2 votes   mod: SMOD-DT "Project life"
Crashday Apr 30 2014, 7:42pm says:

Finally found what I had been missing. Soo far everything Seems to fully work for me (aside from the fact that the maps seem to be loading out in the way classic smod would load em'. That includes as far as I saw some bizzare red small explosive props and some food rations you can eat)

What I did to fix this entire mess was following the pletora of various tutorials and forums and hours of work, so I do not take credit for anything ill copy here, However ill hope it will be enough to help people to get this fantastic mod to work once again:

First of all I followed these instructions to the letter:

+2 votes   mod: SMOD-DT "Project life"
Crashday Apr 30 2014, 3:18pm says:

After countless of attempts at getting the mod to function using all sorts of methods i found online, I managed to get the basics of the game to work. All counter strike things "seem" to function correctly and even with half life 2 i am not getting any missing models or textures (soo far). It seems that, however, no matter what i tried i couldnt get the characters to move or talk at all. For example, when starting the beginning of HL2, gman just stands in front of him and occasionaly looks around without saying his lines. When loading a map where you have to follow alyx (Red letter day) she just stands there without moving nor executing any scripted actions. I'd absolutely love if anyone could help me with this and I thanks anyone in advance that will be capable to tell me what I am doing wrong.

+2 votes   mod: SMOD-DT "Project life"
Crashday Apr 25 2014, 1:36pm says:

Been testing one map after I managed to fix the issue with the mod no longer loading up the CSS assets (and causing the purple checker textures with all the red "ERROR" signs). However, like many reported here already.... While testing one map I didnt feel trough the floor or was up in the sky.... But I had no starting suit and weapons. I Hope this issue will be solved as soon as possible :\

+3 votes   mod: CSS SCI FI 3: Hardwired
Crashday Mar 14 2014, 2:28pm says:

Just stopping by to say that this mod is ******* brilliant. I Enjoyed playing the hell out of it and still continue now.

You did an amazing job bro. Im looking foward to see the relase you will make for Brutal Doom 0.20 :D

(btw, if you realy are italian......DIO CRISTO sta mod rompe davvero il culo!!! bravissimo!)

+1 vote   mod: Operation: Inhuman (updated for BD20 son.)
Crashday Dec 23 2013, 7:40pm says:

congrats on the new update! :) (cant wait to give it a shot)
as a small personal suggestion i think you should upload a list of all "remake" songs used (when you have time or have nothing better to do....i know the project surely takes priority!)

+1 vote   mod: DOOM:ONE
Crashday Dec 16 2013, 12:05am says:

hey there! im realy enjoying playing this wad project of yours...but i was wondering what song you used for the hydrophonic's lab (i can tell its a rock version of "Requiem for a Dream" :P) im loving the hell outta it and im curious to know the authors of the remake (you tube link or whatever else)

thanks in advance! :) (if anyone else knows this information id truely apreciate if you posted it here)

+1 vote   mod: DOOM:ONE
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