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Thanks for making a separate page for this! CoM seems like such a weird project, since it started out english with the original mods/addons, then went Russian, and has to go back to English now. Hopefully everything gets translated again eventually.
That's actually something that's always bothered me. I'd rather Loners and Bandits just not even be a "joinable" faction, but just a state of being if you don't fit into another actual faction. CS made things weird by turning Loners into Defiance or whatever.
Are you talking about the Horde guys? I don't really like them either. I like the idea of them, but I think they need a lower cap on how many can spawn, because it gets out of control and lags maps out pretty quickly.
That'd be a good way to stop the player from exploting the armor/weapon drops at a low level. Looks a little weird to still have the DB helmet though.
I'd love to win a copy of the game.
Yeah it sounds fine now that I've played a few levels with it.
What other things do you intend to add? I'm hoping Mark leaves out the flipping demons off and other goofy stuff from the mod, since BD64 is a nice blend of original and BD so far.
EDIT: The footsteps actually aren't too bad in-game, I think they seemed louder to me in the video for some reason.
Looks pretty good so far. I think the footsteps are slightly too loud, though; they could be lowered by like 25-33% I think, at least.
The Doom 3 sounds are always a nice touch. The only one I've never really been a fan of is the Imp, particularly the deaths creams. It gets grating sometimes if you kill a bunch of them in a row since it's so high pitched.
It sounds like he merged Mercer's Doom 3 weapons into the latest BD or something.
Cool idea, I don't think I've seen a pack for him before. Would you be able to do a Kyle Katarn one?
Cool submod! I tried it out, but ended up going back to the regular mod, because the graphics felt kind of glitchy. Everything was very bright and too sharp. I tried configuring it with the graphics settings and next-gen options, but wasn't able to fix it.
Nice, thanks for updating this! I had a lot of fun with the earlier version just by having the maps feels more populated with zombies etc.
Does this work with the latest version, or does it need to be updated?
Thanks for this! Any other tweaks you can recommend? I always have trouble with the sikkmod graphics options, knowing what to enable and what to change, since just enabling them flat out usually results in something ugly without tweaking.
Additional note; I think I'm getting virals after me on almost any kill, even if they're fairly quiet or indoors. I have a few other mods on, but none of them affect the AI as far as I know.
Thanks for updating the mod! I had a balance question, is there any way for me to reduce the amount of virals spawned? I don't mind them appearing during melee combat, but it ends up just being an endless stream of them as the noise of more combat draws them back, and it's gotten frustrating. Their animations are kind of glitchy at the best of times, but having a constant stream of them just sliding around your attacks and hitting you with what appears to sometimes be invisible arms (the attack animations don't always match up right) is annoying.
I'm playing on Nightmare right now, which is probably part of the frustration, since most enemies take a bulletsponge amount of hits. I think I'd mostly like to reduce the detection range a bit so that nearby ones will come, but not an endless attack.
Glad to see you've been able to update! So this does work with The Following? It's a shame the enhanced edition stuff messed things up so much, hopefully you're able to restore most of it.
How much side content do you have planned to promote the game's longevity?
How accessible is it compared to your other games, about the same learning curve, easier, or harder?
How large can a map/galaxy be?
How long can a game run for?
How prevalent are the possibly game-ending random events?
Nice sprite work! It's always good to see some more D3 weapons. Will you be using the D3 Rocket Launcher as well? The current one kind of stands out since it's one of the only centered weapons there, same for the BFG.
Thanks for doing a PB compatible version too!
Congrats on the new fame! I remember playing this during one of its earlier versions and enjoying it. It really does fix up a lot of ACM's problems!
What sort of modding can you do with ACM? It's good that you're able to mess with balancing and AI; are you able to add more friendly marines or anything to add more conflict in the big fights? I'd actually rather have squads of generic marines than 2 annoying, invulnerable buddies the whole game, though it's probably not possible.
Looking good, actually better than I was expecting, particularly the lighting. I was worried the ambiance was wrecked when I saw those torches before, but you were right that it was just a brighter area anyway. So far it's looking faithful to it. Have you been able to re-use much from your regular BD mod, or is it mostly from scratch due to the new sprites, lighting, etc?
So this adds a bunch of games into the world, or is it an item spawner?
I think that might be a little too much, it's overpowering the gloominess/darkness of the original lighting.
Is there a more recent Doom 64 for GzDoom? I've mostly only seen older things or mods that only replace the weapons/enemies but not the maps.
I'm really enjoying the texture pack in particular for this. It's nice to have a darker reskin of the levels that isn't so hi-res that it clashes with the rest of the map and enemies. I do wish it was a little less grey though, since tiling is really noticeable in certain areas.
Do you need Jedi Outcast installed to play the JO campaign? I've been able to play without it; I own JO but don't have it installed, wanted to double check.
I second what everyone else is saying, seems like a great mod, the saber combat is great, it's just super buggy in SP right now. I haven't really gotten anything new, just the same kind of bugs like invisible grenades, blaster bolts disappearing, etc.
Would this work with SmoothDoom with the vanilla submod, or would it needs its own compatibility patch?
Yeah, that's a good idea. Will you be adding back in the gameplay ones too? I kind of liked the random items/looting and random enemy placement, even if it could be a bit buggy at times.
And are soft shadows are console command currently, or a setting in the menu?
Cool, glad to hear it'll be out soon then.
Do you have any advice on getting this to run better? I've turned off most of the extra settings but I'm still getting about 15-30 FPS on a Geforce 970, 8GB RAM and i5 CPU. I'm thinking of taking the HD texture pack off to see if that helps.
Sorry if this has been answered, but do you have a rough ETA for version 7?