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Comment History  (0 - 30 of 38)
Govik
Govik - - 38 comments @ F.E.A.R. : MMod

Seems to be the SMG. It ignores armor so you don't lose any armor when attacked by the SMG. Which is the only weapon the enemies have for the first bit of the game.

Good karma+1 vote
Govik
Govik - - 38 comments @ Diablo: The Hell

Now I'm confused started new game with the new character that was left after I died and I can't save or load they are grayed out and I'm playing on normal difficulty. This all started with pressing 5 to use a potion on my belt and the game alt-tabbed out to my desktop when I tabbed back in I was dead and it kicked me to the main menu where my character was still there but was level 1 and only had the starting gear. I was level 5 and had some really nice gear. This has been a very negative start to playing a mod that seems like it would be amazing if it wasn't giving me so much grief.

Good karma+1 vote
Govik
Govik - - 38 comments @ Diablo: The Hell

nice work. Think the documentation could use some more info like the new keybinds and some of the other new features. Was playing on normal and thought it would save something of my character like Diablo 2. seems dumb to have the only thing be that I don't have my character deleted doesn't mean much when I died and lost everything and it's basically a brand new character that wasn't deleted yay. It needs to be mentioned that you still have to manually save. Lost a few hours of play and some nice items. Keep up the good work.

Good karma+1 vote
Govik
Govik - - 38 comments @ Do we need ADS(Aim down sights) in RTCW?

I like ADS from a realism stand point cause it gives the player the option of hip firing with less accuracy and shouldering your weapon which improves aim at the expense of movement. I feel it would fit with the theme of this mod but having it optional I think would be the best option to appease all.

Good karma+2 votes
Govik
Govik - - 38 comments @ FEAR Complete Edition Explosion

Looks great.

Good karma+2 votes
Govik
Govik - - 38 comments @ FEAR Complete Edition

Thanks for the update!

Good karma+3 votes
Govik
Govik - - 38 comments @ F.E.A.R. Complete Edition v1.01

Just glad a fix is incoming since so far really loving this mod for one of my all time fav shooters. Keep up the good work!

Good karma+2 votes
Govik
Govik - - 38 comments @ F.E.A.R. Complete Edition v1.01

I am having similar issues and they started happening at the same point in the game. I managed to get past it but shortly after ran into the same issue. I CTD when it tries to load the next map. I reload the game and use the most recent save and it will CTD. I will try different saves and sometimes they will load and be bugged where can see body and can't move or been stuck in cieling. If I load a save file far enough back it will and work correctly and I can proceed only to run into the same problem at about the same point. It only crashes when it is loading either the next level or a save file. Never while playing.

Good karma+2 votes
Govik
Govik - - 38 comments @ Max Payne Remastered 1.3

Looks amazing but I'm getting crashes to desktop during loading of levels. Seems random. Sometimes I can get it to load but more often than not I CTD. Followed install instructions on a fresh install on steam on a computer with a fresh install of Windows 10 on new SSD only a few weeks old.

Good karma+1 vote
Govik
Govik - - 38 comments @ Black Autoshotgun

Awesome mod Thank you for putting this together.

I'm getting an error saying putMag is missing and there is a slight pause during the reload (right at the end of the reload and the error pops up at the same time as the pause). I am using Zandronum 3.0 with BurtalDoom V21 Public Beta Feb 24.

Good karma+4 votes
Govik
Govik - - 38 comments @ Qore

Even better you can add files to folder like you said example "qore" and then create a bat file with:

echo off
start darkplaces.exe -game qore
exit

then run the bat file and it will launch darkplaces with qore mod already running much simpler.

You can also create a shortcut to darkplaces.exe and go into it's properties. In the target field there will be the path to darkplaces.exe surrounded by quotes you can add -game qore after the quotes and apply then run the shortcut for same function as the bat file.

Good karma+2 votes
Govik
Govik - - 38 comments @ 2-10x Monsters and Ammo - UPDATED!!!

Would it be possible to get a version that works with ketchup V5?

Good karma+1 vote
Govik
Govik - - 38 comments @ Xash3D FWGS v0.19(Android)

Touch controls aren't working for me. They work flawless with the CS1.6 client. But this with half-life I can look around but the move doesn't work. The buttons don't seem to work like menu but occasionally jump will work. I've tried looking at the touch options but can't figure it out. I've reset the touch options but still not working. Everything shows up just doesn't work right. Samsung Galaxy Note 5 is my phone. The Blue Shift client works but it doesn't show the joystick for moving like cs1.6 client. The cs1.6 client works the best and is the cleanest. It would be nice if they all looked and worked as well as that client. Any help with the touch controls would be greatly appreciated.

Good karma+1 vote
Govik
Govik - - 38 comments @ Brutal Wolfenstein: Revamped weapons animations

I wasn't aware of that looked it up and sure enough. Good to know, thanks.

Good karma+1 vote
Govik
Govik - - 38 comments @ Brutal Wolfenstein: Revamped weapons animations

Nice, but the Thompson M1 fires from an open bolt position meaning when you **** the bolt back it stays back and doesn't travel forward. Each time the weapon fires it releases the bolt and it travels forward it has the firing pin in the bolt which strikes the primer when the breach locks and then the recoil causes the bolt to travel back and it locks in place for the next shot unless the trigger is held down then it doesn't lock it just goes forward again.

Good karma+1 vote
Govik
Govik - - 38 comments @ pk v3 0 - rc1

I'm getting an error whenever I try to use the pk3.bat or start it with -game painkeep3 and start a server.

Host_Error: SVVM_ExecuteProgram: QC function self.think is missing

I have windows 10. Tried running it as admin and whatever else I could think of. I also made sure to add the .pak files for quake since they are obviously not included.

Good karma+1 vote
Govik
Govik - - 38 comments @ Aliens TC

I wish I knew how to make a Zandronum compatible version. This would be amazing with friends. I may try and figure it out on my own. Seems the enemies work and for the most part it all works. The only issues I see is that the scripted xenomorphs aren't moving they are just stationary and the placement of certain object, wires hanging from ceiling and even the scripted xenomorphs, are too high or low. If these issues were fixed it seems like it would be perfectly playable. There are classes you can choose when you join, not sure if they change anything, this would be a solid multiplayer mod if the issues present were fixed. Wish Zandronum and GZDoom weren't so out of sync so modders can make amazing mods and people can play them SP with GZdoom or MP with Zandronum and not have to worry. All that said this is some amazing work. Keep it up. The aliens make me jump and I really feel a sense of panic. The weapons are really fun too. Keep it up and consider making it Zandronum compatible.

Good karma+2 votes
Govik
Govik - - 38 comments @ Aliens TC Full

delete me... sorry... mispost

Good karma+2 votes
Govik
Govik - - 38 comments @ Alternative Gun Models for Quake

A mod called Hunter's Moon, which is a coop quake III in Doom mod, made me think how cool it would be to have a doom mod with 3d models and fancier maps with the gameplay of quake 3 arena but in doom style. Something along the lines of "Doom Arena". I was thinking I'd want the weapons to still have that classic look, and looking at these they would be perfect. With zandronum already having a solid base for multiplayer, i.e. the gamemodes, slapping some solid models and good quake III/doom like/inpired maps on top with a little bit of scripting magic to flavor things just right. I think we could have a pretty amazing multiplayer doom mod. I personally don't have much experience with modding or at least the really technical things. I really want to learn though and this might be my start. Sorry for posting about a doom mod in a quake mod page.

Good karma+2 votes
Govik
Govik - - 38 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

I am having an issue with UDV. I am using the latest Dev version of Zandronum (3.0-alpha-r160814-2010). I have both the A and B module loaded. It seems like everything is working except there are clearly errors on the bottom right corner where the weapon and inventory stuff is shown. This only happens in multiplayer when you are a client connecting to a server hosting UDV. If I play the latest Dev version of Zandronum in SP launching with ZDL it seems to work fine. Here is a screenshot Goviksrealm.net

Good karma+1 vote
Govik
Govik - - 38 comments @ quake2xp

Love this engine, however a real time light only option with more complete relights (I'm guessing those are the real time lights?) would be awesome. I know they are a pain to do... need to figure out how to do them myself and I might start going through and adding more lights. If you have the GPU horsepower it is so much more immersive and scary with the real time lights. The light map mixed with real time lights looks good but when it's all real time it really shines (just too dark in certain areas because not enough real time lights). The light map mixed with real time lights could be a higher end performance option but not the ultra option that full real time lights would be. The only other thing would be better X-Fi support on windows 8+. The sound positioning is horrible at times I'm sure that both of these suggestions could already be planned or are being working on right now. Just some wishful thinking that would make this engine that much better in my book. Keep up the good work!

Good karma+2 votes
Govik
Govik - - 38 comments @ Project Brutality 2.03

This mod is amazing keep up the great work. This compliments Brutal DOOM so well. I would love to see Zandronum support at some point because this mod seems like it needs to be a shared experience. Some skulltag style DM with these features and weapons would also make for some hilarious epic gore filled moments. I love the weapon skins they look so much better then the default DOOM/BD weapons. My only input would be that the secondary fire and weapon zoom/iron sights, since the secondary functions of so many weapons has been expanded, feels like it should be it's own mapped input separate from secondary fire. I feel like some weapons should have a zoom function like the auto shotgun maybe even the plasma rifle(s). Sometimes it can be confusing what weapons have a true secondary fire versus an iron sight/zoom feature. granted this may compound things with having to effectively have 4 mouse buttons if you want to have all weapon functions mapped to your mouse. However if the dual wield was moved from alternate mode or whatever that could easily be mapped to a keyboard key (like the new Wolfenstiens) and have secondary mode for those weapons be the zoom feature. Maybe this is all just wishful thinking but it seemed like the weapon fire modes and zooms and all that were a bit scattered and could be set up in a more uniform way. Just my 2 cents, I also feel like I'm missing some points I wanted to make. I'm going to play some more and get a feel for what I'm looking for and come back with some better worded advice/input. Again keep up the great work!

Good karma+1 vote
Govik
Govik - - 38 comments @ Operation: Inhuman ( GZDOOM. get this first.)

I'm not seeing any errors specific to the visor in the console. I will try without the texture pack and get back to you. I am playing at 1920x1080. I had the visor in my gzdoom folder before cause I have used it before and it was working then. I replaced that one with the one in your .zip but they appear to be the same since they were the exact same size but over wrote it just to be safe. I will try a few things and again get back to you so others that are having this issue can get some help. My only issue with not running the visor is I'm not getting any type of hud so I can't see what my health and armor are at and it's nice to know if you can go in guns blazing or you need to be careful, that kind of stuff lol.

Good karma+1 vote
Govik
Govik - - 38 comments @ Operation: Inhuman ( GZDOOM. get this first.)

Okay I figured out the drop/pick up weapon issue. I had the wrong drop command bound to a key so I fixed that. But still can't get the visor to work and without it I can't see how much health, armor, and ammo I have.

Good karma+1 vote
Govik
Govik - - 38 comments @ Operation: Inhuman ( GZDOOM. get this first.)

Also the visor is not working either. I have used the batch file and am having the same issues. Can't pickup weapons and visor not working.

Good karma+1 vote
Govik
Govik - - 38 comments @ Operation: Inhuman ( GZDOOM. get this first.)

I am having an issue, I have bound 'g' key to drop weapon. If I am fully loaded it gives me the message that I have to drop my weapon 'cause my slots are full. When I drop my weapon it won't let me pick up a new weapon. It still says that my slots are full and won't allow me to pick up the weapon. I even dropped all my weapons and then I can't pick up any weapons if my "inventory" was full before I dropped all my weapons. So all I can do at that point is run around with my fisticuffs. I am using latest GZDoom and ZDL. I am using the default Ultimate Doom IWAD and Brutal19.pk3/zdoom-dhtp-20130802.pk3/a music .pk3/opinhumanbeta.pk3/DoomNukem_Visor.pk3 in that order. It runs and looks and feels great just can't switch out weapons.

Good karma+1 vote
Govik
Govik - - 38 comments @ Quake Definitive

Figured out what you did with the autoexec.cfg file so they are different. Just had to read the full description *embarrassed*

also note that adding the parallax does look incredible but is a performance hit

Good karma+1 vote
Govik
Govik - - 38 comments @ Quake Definitive

3 things...

1. This has the pak0.pak and pak1.pak included and they are the full versions not a shareware. So I'd suggest taking those out so it's legal. You even show in the Tutorial at the top to add those files yet they are already there.

2. This mod looks considerably better with these 2 commands which you can add to the autoexec.cfg

r_glsl_offsetmapping 1
r_glsl_offsetmapping_reliefmapping 1

This adds parallax mapping which makes the textures look even better. Don't believe me start up this Mod stand next to a wall and enable them and see the difference.

3. I am not sure but it seems the autoexec.cfg that you also linked is included in the main Quake.rar, I haven't looked at them both but when I replaced the one already present with the one linked above they are the same size.

Thanks for the great compilation mod, as many have stated I like this more than Epsilon.

Good karma+1 vote
Govik
Govik - - 38 comments @ Quake series graphical update mods

Confirmed, Thank you very much!

Good karma+1 vote
Govik
Govik - - 38 comments @ Berserker@Quake2

"medve Jul 5 2012, 8:43pm replied:

first one is simple: its a bug, so delete your cfg. should be fine afterrunning..."

Guess it helps if I not only notice the second page of comments but, also read them. :S Deleting the config files resolved the ammo not decreasing issue.

Good karma+1 vote