Hi my name is Jamie Corrigan and I am your not-average British guy. I'm a huge fan of games, anime, heavy metal, horror, etc. And I love to try new things and make new friends. I mod in my spare time every now and then, I also do a bit of art myself in traditional, digital and 3D work (Using GMod). Don't be afraid to talk to me, I don't bite but the only language I can speak right now is English (Je suis l'apprentissage du fran├žais. My girlfriend is French and she has been teaching me :3) Go ahead and ask me anything :)

Comment History  (0 - 30 of 168)
DarkStarAngelo
DarkStarAngelo @ GameFront is closing, lets save the mods

Brb, downloading every single mod for every single Doom game.

Good karma+2 votes
DarkStarAngelo
DarkStarAngelo @ RanDoom3 lite

Is this mod still in development? I think the whole concept behind it is brilliant. It would be a real shame to see it die out.

Good karma+1 vote
DarkStarAngelo
DarkStarAngelo @ DOOM 3 Mod

What was the content you were using that you didn't have permission from id? I'm honestly curious now. I believe porting over small portions of RoE content is allowed (Considering people have done so with the Double Barrel Shotgun and Grabber) so I'm not entirely sure what it would be.

Good karma+1 vote
DarkStarAngelo
DarkStarAngelo @ Absolute HD Mod

I guess the only problems that persist are the Pain Elemental and Baron of Hell not working since their textures are non-existent and all damage phases through them. That's fun.

Good karma+1 vote
DarkStarAngelo
DarkStarAngelo @ Absolute HD Mod

Turns out I was actually playing 1.5, downloaded 1.6 and gave it a try and the spongy enemies seems to be much less apparent from what I can tell. I don't know whether it was a problem that was patched in the latest version or if there was any rebalancing going on.

Good karma+1 vote
DarkStarAngelo
DarkStarAngelo @ Absolute HD Mod

I've noticed that some enemies are incredibly tough, I play on Veteran and while the high damage output create a great challenge even weaker enemies like imps and Z-secs (I have no idea idea why modders make these guys stronger and tougher at every turn) takes way too many shots, like three to four shotgun shots at times to put down unless you use an explosive weapon or manage to get in plenty of headshots. I've noticed this was an issue in Sikkmod 1.1 where even the weakest enemies were bullet sponging pricks and was corrected in 1.2 so unless this mod is using 1.1 then I have no idea why this should even be here.

Good karma+1 vote
DarkStarAngelo
DarkStarAngelo @ Doom 3: Phobos

As far as I know, this mod in quietly in flux. I feel that people forget that a really good mod takes a long time to complete. You really cannot rush this kind of thing especially when modding is just a hobby and people have their own personal lives to deal with which drastically slows down the process. Besides, I would prefer to have a mod released that's completely finished rather than playing an early alpha and waiting ages for the next update to release.

But saying that, more updates and announcements and perhaps a short demo would definitely be nice instead of keeping quiet to the point where people will lose interest and believe the mod to be dead which happens a lot.

Good karma+2 votes
DarkStarAngelo
DarkStarAngelo @ S.T.A.R. 1088

Is this mod going to be more akin to vanilla Doom 3 where it has a set linear structure or would it be more like the System Shock games where there will be a lot of backtracking through previous areas to accomplish certain tasks and goals? I'm curious, I wouldn't mind either because I love both structures.

Good karma+1 vote
DarkStarAngelo
DarkStarAngelo @ [Full 1.0] CED's Assets Pack for Doom 3 (Public)

"Changed many damage properties, where enemies with body armor like the security guards take less damage in the chest, as an example."

I swear literally every mod I play aims to make Z-secs needlessly tough and by far the most annoying enemies in the entire game. A high damage output is fine but with how plentiful they can be I feel a few shots with pistol and a little more with a machinegun to bring them down would balance things out a whole lot with them. Other than that though, this mod is great, I feel it fits Doom 3's style!

Good karma+1 vote
DarkStarAngelo
DarkStarAngelo @ Mars City Security

Motherboard - ASUS X99-S
GPU - GTX 980
CPU - i7 5820k 6-Core
RAM - 16GB Kingston Hyper-X Predator Quad-DDR4 3000MHz
OS - Windows 7 x64 Home Premium

I have a retail version of Doom 3 and I installed the mod through the official installer. Most other mods run perfectly fine (Even those that I merged together, I very, very rarely ever experience any kind of issue or crash) and the ones that don't are those that only work with versions before 1.3.1. The only thing I can think of right now is to reinstall Doom 3 but having two folders, the second being specifically for MCS only just to see if that will fix the issue altogether.

Good karma+1 vote
DarkStarAngelo
DarkStarAngelo @ Mars City Security

ERROR: Error: file script/doom_events.script, line 205: Unknown event 'getActiveClient'

********************
Error during initialization
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL

I've only seen one person on this comment section who has this same issue and I've got no clue how to fix it. I have a "pure" Doom 3 folder with update 1.3.1 and I'm still getting this error. Does anyone know how to fix this?

Good karma+1 vote
DarkStarAngelo
DarkStarAngelo @ Doom 3: Redux

I would love to see monster placement changed up completely, while I love this game - fighting imps constantly is one of my main complaints about the game and it often leaves a lot of the other enemies out such as the Mancubus, Hellknight and Pinky; they don't appear in the game anywhere near enough in my opinion.

Good karma+2 votes
DarkStarAngelo
DarkStarAngelo @ Diablozation II

Looking great! Glad to see that mods are still coming for this game, one of my all time favourites no doubt!

Good karma+3 votes
DarkStarAngelo
DarkStarAngelo @ DOOM Snapmap

Don't worry I reckon Id will be more than happy to do that - it seems like they want to strike a balance of both worlds. The simpler editor for people who want to do it TimeSplitters style and the full SDK for people who want to go balls deep in map and mod development.

Good karma+2 votes
DarkStarAngelo
DarkStarAngelo @ DOOM (2016)

Nah it's Spring 2016 - probably around April time. Although that sounds like a likely date for the beta to go live.

Good karma+1 vote
DarkStarAngelo
DarkStarAngelo @ DOOM Snapmap

Absolutely! Let's hope it turns out to be amazing!

Good karma+2 votes
DarkStarAngelo
DarkStarAngelo @ DOOM Snapmap

To me it's one of those things that differs from person to person. Some people won't like the simple mapmaker so much whereas someone like me who loves TimeSplitters' mapmakers (Still using Future Perfect's to this day, it's fun as all hell) will absolutely stick around and keep making maps just for the fun of it. Though I do understand the concern.

For console users (Especially with the severe lack of games) this will probably be the leading shooter for PS4 and Xbox One for a little while mostly because of that simple mapmaker and I think that's great but I can see that PC users who want to mod the **** out of the game want a full SDK. Knowing Id, I think they will have it both ways, the mapmaker for people who want to sit back and make maps the simple way and the hardcore, extreme modders who want to make full-fledged maps.

So I agree with the concern that you have for the PC version SDK which will most likely happen, but I completely disagree with the mapmaker being nothing more than a gimmick. To me mapmakers are far from gimmicks, being someone who played a ton of TimeSplitters 1, 2 and 3 I see them as the meat of the game (Which is why I'm still playing them to this very day) for shooters like Doom, TimeSplitters, etc because more community content is good for everybody. As long as Id makes a rating system in the Snapmap to promote the great levels and to weed out the crap stuff then I think that is where the majority of the community will go for their custom MP, SP and Coop content for the game.

It should be both ways, mapmakers for the casual editing and the full SDK for the hardcore modding - I think just about every game should have one for or another for map editing and if they can have both then it's good for everybody.

Good karma+4 votes
DarkStarAngelo
DarkStarAngelo @ DOOM Snapmap

Even if it's like the TimeSplitters mapmapker, I don't ******* care because I LOVED the mapmaker in those games - really excited for this!!!

Good karma+3 votes
DarkStarAngelo
DarkStarAngelo @ Area 51

This is a damn awesome game. Had it on the Xbox and it was fantastic, played the PC version years ago and I remember the port being oh god awful beyond belief. But I was on a wimpy rig at the time so that might be the cause.

Good karma+1 vote
DarkStarAngelo
DarkStarAngelo @ Cube 2

Has anyone ever figured out how to implement a save game function in Sauerbraten? I mean it's a bloody great engine and game in itself but I honestly think the original Cube was better because of its heavy focus on single player whereas Sauerbraten focused on multiplayer. I guess they both have their strengths but I feel like Sauerbraten could easily be the go to engine if only it had a save (And quicksave!) function for single player levels - it just makes the whole thing feel more natural and old school.

Good karma+1 vote
DarkStarAngelo
DarkStarAngelo @ Doom 3 XTRA v1.2 -outdated, check Summary

It looks great! Tons of work has been put into this, I'd definitely try this out when I get the chance, can I ask something however - are the campaign levels edited or are they the same as vanilla? Just wondering because almost every other Doom 3 mod out there only makes gameplay tweaks which are great but I would like to see the campaign overhauled with new enemy, weapon and object placement (Or entirely new things altogether) and what-not every now and then, I know it's difficult (I was doing it myself until I lost my data so I just gave up the project) but I think it would be refreshing to see. But once again great job!

Good karma+2 votes
DarkStarAngelo
DarkStarAngelo @ Blade Yautja

This looks truly fantastic, it's great to see someone taking a big and daunting project like this seriously and releasing it, you sir are a boss for going through that kind of hardship to make a Doom 3 mod like this, a big thumbs up to you! This gives me plenty of reason to fire up Doom 3 once again, so great job!

Good karma+2 votes
DarkStarAngelo
DarkStarAngelo @ Doom 2 Remake

Thank you for understanding, I may have sounded harsh but I'm just giving you the reality of how these things work. Once you save up the money and buy some sweet new parts, you'll be blazing the game in high settings at a full 60fps. So just focus on that.

Good karma+1 vote
DarkStarAngelo
DarkStarAngelo @ Doom 2 Remake

I'm afraid that's your own personal problem Victor_Frankenstein. Sahkan chose to make the game in the Unreal Engine 4 and he's going to do just that, just because your computer can't run the game and you're the only person complaining does not mean he will feel obligated to change the engine out for something more scaled and catered to your PC specs, game development doesn't work anything like that so you don't have any right to complain at all in any way, shape or form. The only thing you can do is get better specs, buy better parts so your computer is fast enough to actually run it. That's the only way your problem is going to get solved cupcake.

Good karma+1 vote
DarkStarAngelo
DarkStarAngelo @ Chaos Heart

I can see this being an extremely promising mod, loving how this will turn out and I would gladly wait for however long it would take because there is so much potential and promise here that a lot of time and patience must be dedicated to bring out a mod like this. But so far, fantastic job and when it comes out and turns out amazing, then it would be a truly amazing feet you would pull off!

Good karma+3 votes
DarkStarAngelo
DarkStarAngelo @ The Curse of Shadow House

Does the GameSalad engine allow games to be made for PC or is it solely for mobile devices? Your game looks great by the way, I would love to try it out.

Good karma+1 vote
DarkStarAngelo
DarkStarAngelo @ Quake 2 Model Editor v0.90

Hello, I've been trying to change the scale and point of origin of certain models in a frame but whenever it moves onto the next frame of animation, it reverts back to it's original size and point of origin. Is there any way to copy the scale and origin attributes over to every single frame of animation whilst keeping the model and all other animations entirely intact? It's just to eliminate the tedium of separately changing each and every frame, I would appreciate it a lot if you could help me with this.

Good karma+1 vote
DarkStarAngelo
DarkStarAngelo @ Cube

Does anyone know how to edit things like monster stats such as changing health, speed, weapons they use, etc?

Good karma+1 vote
DarkStarAngelo
DarkStarAngelo @ The Light

Hi there, may I ask how did you make this game using Cube engine? Because all I know is making levels and using predefined resources and I want to make my own singleplayer FPS using Cube, any ideas? Thanks.

Good karma+1 vote
DarkStarAngelo
DarkStarAngelo @ Platinum Arts Sandbox Free 3D Game Maker

Hey I want to say that I really enjoy Platinum Arts Sandbox but I really have a problem with the whole RPG save system, it's really buggy and whenever I try to save over it, it NEVER saves over, just stick to the same save spot every time and it is a real hassle making a new save after new save especially when you can't delete old ones in game. Do you think you could fix that any time soon? Or is that something that's unfixable?

Good karma+1 vote
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