A fellow Mod enjoyer with a love of...well....anything put together by Id Software or Bethesda.
I tried that. It didn't fix the problem. Still flickery and glitchy with RT World Shadows on.
It's fine by me, just turning off RT World. It still looks really sweet with RT World off.
EDIT: Also, I couldn't help but notice that the HUD icon for the shotgun is still the default Quake shotgun icon. Nobody ever made a custom graphic for it?
Okay, I got it.
According to Quake Definitive, having both RT World and RT Shadows causes this flickering. It's a RT Lights problem. Can't be fixed, apparently.
Okay, scratch that, I was wrong. The flickering is still there.
I managed to get my NVIDIA Control Panel up. Don't suppose there's any settings in there that might help the problem?
Turning off anisotropics and antialiasing has reduced the glitchyness of RT World Shadows somewhat, but it's still not perfect.
Normally, this is the part where I fling some **** because you based the storyline off of the Doom novels, but I can't. Because the everything else sounds awesome.
EDIT: Weird. Turning on texture compression fixed it.
So, I got the build working, and it's ***-kickingly fantastic, but I seem to be running into a little problem with it set to Ultra, where the RT shadows will glitch out randomly, pixellating into big squares.
I'm using a Geforce GTX 980 and I have a quad core CPU, so i'm not quite sure why this is happening.
-I always found the headlamp to be extremely lacking in both brightness and diameter. I hope you'll make it at least compare well to the flashlight.
-Nice. That'll be good for immersion.
Looking forward to when this gets done, dude :D
OH HELL YEAH. Spider Mastermind, here we come! WHOOOOOOOOOOO!
As in each reload cycle gives 2 ammo to the weapon clip, but you're only losing 1 unit of reserve ammo each time. It's practically an exploit, because you essentially have double-ammo forever. The shotguns are a prime example of this.
Also, it seems as if ammo is only used when reloading 50% of the time, like in Doom 3. Is this intentional?
Congratulations on getting back on ModDB proper, painki113r! Hahaha, I like what I see in the screenies! I'll totally go and do playthroughs of this. : P
Okay, found a bug to report already. The problem is either intermittent or tied to the fire extinguisher in the Mars city Lounge. I quicksaved and killed myself by punching the fire extinguisher. Save didn't load.
EDIT: Intermittent. Can't replicate it now.
"failed to load console" error message in the console. Quickload, manual load and even trying to start a new game at that point all did not work. Had to restart Doom 3 altogether.
Hey hey. Long time no see.
Looking forward to V7 : D
Also, I have a bawss new computer, so i'll see if the graphical and AI issues I had previously are still here.
...That description is rather irksome.
If it works well in Vanilla, then it's really more of a Doom 2 map, not a Brutal Doom 2 map.
A Brutal Doom/Brutal Doom 2 map would utilize assets specific to Brutal Doom or one of it's addons.
Would be nice if you had provided a little bit more information on what this wad does. Such as, mentioning that it is intended to fix the advanced taunts and one-liners.
No, that's not the case. The music never STARTS playing. Nevermind changing the weapon.
And if so, isn't that a bug that needs fixing? Why would a deh file screw with it?
The fatalities and berserk pack are still rather bugged. Sometimes, the berserk pack music doesn't play, and other times, when doing a fatality, the camera will go back to first-person and Doomguy's fists kinda spaz out.
Sorry, Mojang, Microsoft, all of you. Sorry, I don't buy the starry-eyed vision. Because , I mean, it's not like big companies don't have PR firms to lie to everyone for them, right?~ ;-;
I put forth a vote of zero confidence on Microsoft. Notch, man, what can I say? I think you didn't put enough time to think on this, or you overthought it and overlooked what Microsoft is. An excessively monopolistic software giant.
Oh sure, Microsoft may spin you a web of happy diamond rain, how it's not going to drastically change the game, and development will go further, and everyone will live happily ever after. But, I know better than to trust them. Press officers and CEOs are quite good at lying.
But hey, who knows? Maybe Microsoft will accidentally *not* FUBAR Minecraft as we know it.
Quaker, there's a problem with the berserk pack. There's an Unknown Script warning upon picking it up.
Something wrong in the ol ACS, eh? And yes i'm using the latest version.
I don't think ZDL is capable of causing a crash in GZDoom.
Damn edit limits. At least for the intermission screen?
Also, your super-duper humongous text has replaced the regular text in the little text-screen intermissions, resulting in text not fitting so well.
Any chance of having the size reduced? It used to be too small, now it's too big.
Having trouble getting this to run on vanilla Doom 2 in zandronum 1.2.2.
I either get an error relating to GetFatality, or a syntax error type thing related to inventory.
Not half-bad. You need to put more ammo into the levels, though. Chainsaws don't cut it.
I like what you did with the security cams though.
I'd be more than glad to lend a hand with furthering this mod in the enemies department. Seems to me like just regular old demons seem out of place....and yet....it's not really Doom without them, is it?
Ohh ho ho ho. I have an idea. Terminus, buddy, we gotta talk in PM.
Yes to ALL of these, sir. YES.
Also, you have my permission to make zombiemen at least a LITTLE BIT tougher.
A you too to the whole "getting force-fed a Juggernaut in the Crusher where a Spidy Master should've been." thing.
You too, huh?
Uh, do you have Lose Keys on?
Fact is, the original wad has a centered version. :3