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Comment History
Jack_Ketch
Jack_Ketch - - 28 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

The Belphegor stomps the player when it performs a fatality on him right? How about when the tables are turned, the belphegor rears back to trample the player, but the player catches him, flips him over, and does some stomping of his own?

Good karma+1 vote
Jack_Ketch
Jack_Ketch - - 28 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

Speaking of rays, I have a small complaint about the beam bfg. I love the idea, and the weapon itself seems to work fine, it's just that the sprite is too big. It takes up more real estate on-screen than any other weapon to begin with, and when you add in the muzzle flash, I have a really hard time being sure I'm actually hitting my targets. I find myself firing in bursts rather than sustained blasts (doesn't go so great with the charge-up time and all) or just using something else even in situations where the beam bfg would appear to be the perfect choice.

Good karma+2 votes
Jack_Ketch
Jack_Ketch - - 28 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

On the subject of additional demonic energy-fueled weapons, I think you should take a look at eriance's demon eclipse. Lots of hell-tech weapon sprites in that mod, and he has a standing use-as-you-will permission for all his stuff so long as you give him credit.

Forum.zdoom.org

Good karma+1 vote
Jack_Ketch
Jack_Ketch - - 28 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

New version is working quite nicely for me. The only problem I've seen is that you can still get stuck on cyberknight corpses, and we all know how bad an idea it is to stand still in a Doom fight.

Good karma+1 vote
Jack_Ketch
Jack_Ketch - - 28 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

So I decided to give TUTNT a whirl on your recomendation, and it worked great after I realized that I needed to load it before the compilation to get things to mesh nicely. I just got to episode 2 however, and there's a "message from eriance" permanently stuck on my screen. How did you circumvent this when you were playing the map pack?

Good karma+2 votes
Jack_Ketch
Jack_Ketch - - 28 comments @ BRUTAL DOOM: PA1NKI113R & QUAKER540 COMPILATION V4

If you need sprites for the SMG, consider Eriance's machinegun sprites from DE.

Good karma+2 votes
Jack_Ketch
Jack_Ketch - - 28 comments @ BRUTAL DOOM: PA1NKI113R & QUAKER540 COMPILATION V4

If that's the case, why won't it fire when I try to use it?

Good karma+2 votes
Jack_Ketch
Jack_Ketch - - 28 comments @ BRUTAL DOOM: PA1NKI113R & QUAKER540 COMPILATION V4

So what ammo pool is the freezer's secondary (the pistol quickdraw) supposed to draw from? I picked it up, along with a few crates of bullets, which is what I was expecting it to use, but it always just dry fires when I try to use it.

Good karma+2 votes
Jack_Ketch
Jack_Ketch - - 28 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

Sounds good. I was wondering why it was just gibbing stuff instead of causing flame deaths

Good karma+1 vote
Jack_Ketch
Jack_Ketch - - 28 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

The voxels are optional, you can disable them in the options menu

Good karma+2 votes
Jack_Ketch
Jack_Ketch - - 28 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

Glitch persists, but thank you for letting me know that a new version of GZD was out, I was under the impression that 1.8.2 was still the latest version.

Good karma+1 vote
Jack_Ketch
Jack_Ketch - - 28 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

Minor update. I did all the testing of this effect with the pinkies, hellknights, and zombies that happened to be around me when I first started to notice that I was taking damage when I shot them at close range. I played through the level a bit, and found that I DIDN'T take damage when I gibbed a pinky with a kick at close range, or when I point-blanked a cacodemon with the SSG (such that it immediately exploded into 3 pieces)

Good karma+1 vote
Jack_Ketch
Jack_Ketch - - 28 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

I've got the same problem; I take damage from any blood that splatters on me. Shotgun, rifle, super shotgun, even zombiemen who have had their legs blown off and are just sitting there splashing blood around and screaming, they all cause direct damage to health, ignoring armor. I'm using only v10a of the mod, no mutators.

Good karma+1 vote
Jack_Ketch
Jack_Ketch - - 28 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

I submit that the revenant launcher needs a damage buff. I find myself almost never using it because it takes scores of rockets to dispatch even a small group of enemies, and it's just easier to use the standard rocket launcher, grenades, or even the super shotgun in the situations where I'd otherewise think to use the revenant launcher.

Good karma+3 votes
Jack_Ketch
Jack_Ketch - - 28 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

I notice there's no longer a progress meter for your brutal arsenal update. Has that been scrapped or are you continuing development?

Good karma+1 vote
Jack_Ketch
Jack_Ketch - - 28 comments @ Adeptus Mechanicus: Explorators mod

Eagerly awaiting this mod's release

Good karma+4 votes
Jack_Ketch
Jack_Ketch - - 28 comments @ WiP TE Warhead

I tried to play Warhead almost a year ago just after finishing Crysis with TE installed and had to abandon it a day later. Compared to Tactical Expansion vanilla crysis just felt as interesting as a piece of stale wonderbread. Now that TE is being ported to Warhead I'll have to install it again.

Good karma+1 vote
Jack_Ketch
Jack_Ketch - - 28 comments @ Codex

Excellent, does the combiner module mentioned in the description take care of that as well?

Good karma+1 vote
Jack_Ketch
Jack_Ketch - - 28 comments @ Codex

So I see that this mod works with Black Templar and Tyranids, but I also noticed the Steel Legion team in the credits. Will this work with the Dawn of Steel mod as well?

Good karma+2 votes
Jack_Ketch
Jack_Ketch - - 28 comments @ Tactical Expansion Mod

I've encountered a small oddity in the game. The standard gauss rifle in crysis is a "GK8 Heavy Anti Vehicle Rifle". During the mission to destroy the KPA battleship however, I found a "GK10 Heavy Anti Vehicle Rifle". It looks identical to the standard gauss rifle and accepts the same ammunition, including the new anti-vehicular rounds added with the mod, but sports a 20 (plus 1 in the chamber) round magazine and can be set to full auto. Pretty overpowered. I find no mention of the weapon in the changelog, or anywhere else for that matter. What gives?

Good karma+2 votes
Jack_Ketch
Jack_Ketch - - 28 comments @ WIP: TItan updates

Given GDI's emphasis on firepower and survivability at the expense of speed I think an ABM pod might be in order. It could intercept some portion of the damage from enemy missiles and such, but have a longish reload time, i.e. it can survive the enemy's first attack relatively intact, but it had better finish off it's enemies before they attack again.

Good karma+1 vote
Jack_Ketch
Jack_Ketch - - 28 comments @ Tiberium Wars Advanced 1.71 [Outdated version]

Alright I've got it figured out. On a whim yesterday, I ran the installer for CNC3: The Forgotten, just to see if I could get ANY mods to work with this thing anymore. I found that the installer created a "Command and Conquer 3 Tiberium Wars" folder, containing the "mods" and "replays" folders not in the directory where the rest of the game was installed, but in the "my documents" section of all places. Putting the files from the TWA zip in there added the mod to the game browser. Not exactly neat, but I'm not one to argue with results.

Good karma+2 votes
Jack_Ketch
Jack_Ketch - - 28 comments @ Tiberium Wars Advanced 1.71 [Outdated version]

To expand on the above comment, I'm running windows 7 and the game's directory is

Computer> OS(:C)> Program Files (x86)> Electronic Arts> Command & Conquer 3

A little research has shown that many people have had a similar problem with one mod or another, solved it, and then posted something to the effect of "Oh nvm I solved it (but I'm not going to tell you how)".

Good karma+2 votes
Jack_Ketch
Jack_Ketch - - 28 comments @ Tiberium Wars Advanced 1.71 [Outdated version]

I downloaded this, added a folder called "Mods" to the game's directory, and put both the files extracted from the zip in there, but when I bring up the game browser and go to the mods tab, there's nothing there. Help?

Good karma+2 votes
Jack_Ketch
Jack_Ketch - - 28 comments @ Tiberium Essence 1.5

This version of the commando should be immune to tiberium since he's wearing zone armor. Like the Red Zone commando that EA had in the concept art.

Good karma+4 votes
Jack_Ketch
Jack_Ketch - - 28 comments @ Tiberium Essence 1.5

I think the stealth generator for this guy should be scrapped. Nod already has a cloaked commando and the 7 foot tall cyborg with the flamethrower AND the plasma cannon just doesn't seem the sort to go for a stealthy, finessed approach

Good karma+2 votes