Irresponsible psychopath playing around with guns when drunk

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Stiegi
Stiegi Oct 4 2014, 1:29pm replied:

and no growing bloodpools on bodies. also, brutalbloodsuper decals dont appear

+3 votes   download: Quaker540's Sub-Mod V17C
Stiegi
Stiegi Oct 4 2014, 8:27am replied:

try out decal "BrutalBloodSuper01", for the beginning this might look good! It's a wide splat with a bit smearing. In the future I can create extra decals for every single sticky-gib, but just to take a guess how it looks like I think that's pretty fine, at least for the big gibs. -I just need this system working so I can fit the decals to it

+1 vote   download: Quaker540's Sub-Mod V17C
Stiegi
Stiegi Oct 4 2014, 7:48am says:

Hey Quaker, I have another question. So, when a rocket hits a wall, then there's a "scorch" decal on the wall, exactly where the rocket hit the wall.
Since all those sticky gore and brain pieces are customrocktes or projectiles, too, why isn't there a decal where they hit the wall? Or am I wrong and those are no missles or projectiles?

+1 vote   download: Quaker540's Sub-Mod V17C
Stiegi
Stiegi Oct 2 2014, 5:13pm says:

lol just tried with your submod man and a half on brutalized overkill with x9 - got about 0.5 frames per second in the second room... damn, would be really fun, but the engine cannot handle it I guess

+3 votes   download: 2-10x Monsters and Ammo - UPDATED!!!
Stiegi
Stiegi Oct 2 2014, 11:17am replied:

Sure. More important is the reactivation of all the bloodpools anyway. I found out, that the tinybloodpools, that should be spawned by the drippings of ceiling blood, don't appear either.

+1 vote   download: Quaker540's Sub-Mod V17C
Stiegi
Stiegi Oct 2 2014, 9:59am replied:

Here are 2 screenshots to show you what I mean. Both use the nicefloorbloodpackage from above.

No1, after killing just a few enemies. As you see, there's still room beteen the blood, you can still see the floor. Dropbox.com

No2: same scene, a couple of enemies later. Now the whole floor is covered in blood. Normally this would be the case immediatly. In normal v16, the floor looks like that after killing a single enemy. I think it's nice to have that difference. Dropbox.com

+1 vote   download: Quaker540's Sub-Mod V17C
Stiegi
Stiegi Oct 2 2014, 9:44am says:

I played around with the blood on the floor and gave the nashgore splats a variety of 15 different splat images (the same one like on the walls). Now, although there is less blood overall, I think it looks better, and especially when the bloodpools of the bodies work again, I think thats a nice touch to create a unique mess instead just having red color only on the floor Dropbox.com

+1 vote   download: Quaker540's Sub-Mod V17C
Stiegi
Stiegi Oct 2 2014, 8:33am replied:

well one thing that might have happended: maybe some of the offsets of the pngs have been changed, I remember you said you're trying out some stuff there. Maybe that's what damaged the animation. but as long as the offsets are set to the default 0, the animation works and fits fine

+1 vote   download: Quaker540's Sub-Mod V17C
Stiegi
Stiegi Oct 2 2014, 7:55am replied:

You also need to reactivate the animations in the new blood decaldef, not sure why you deactivated them in the first place (for example line 931)

+1 vote   download: Quaker540's Sub-Mod V17C
Stiegi
Stiegi Oct 2 2014, 6:47am replied:

One question: shouldn't dying enemies spawn GrowingBloodpool? Because how I see it, right now the "main bodies" dont spawn any bloodpool at all... Its kind of hard to see because theres so much blood all over the place, but when you look very carefully, you can recognize that a body itself has no bloodpool... which is strange, since the growing bloodpool is in modeldef

+2 votes   download: Quaker540's Sub-Mod V17C
Stiegi
Stiegi Oct 1 2014, 8:59am replied:

I agree, it looks pretty damn small, esp. compared to the Brutal Shotgun, but that's the original sprite size. I couldn't manage to create bigger version that looks good, but maybe you have more luck and talent. Just open the pk3 with Slade, export the pngs with the shotgun, work it over in Gimp or Photoshop, then import it back in via Slade and make sure that all the offsets are set right, it's actually not a big deal

+1 vote   download: Classic Pack V2.666
Stiegi
Stiegi Oct 1 2014, 8:55am says:

There's a bug with the blooddecals: some image files are missing, image files that are important for the smear effect. For example SBS2XS.png and SBS2S.png. Due to the lack of these files, you only see the upper half of some of the decals. Please make sure that all the files of my Nice Blood Addon are included

+1 vote   download: Quaker540's Sub-Mod V17C
Stiegi
Stiegi Sep 30 2014, 5:19pm replied:

cool

+1 vote   download: Quaker540's Sub-Mod V17C
Stiegi
Stiegi Sep 30 2014, 8:43am replied:

yeah, finally! I was hoping for that feature since version 9 ^^ Also please dont forget to make those meat shields killable, the sprites for zombie soldiers and the imp with bloody heads are there already

Also, this should work not just when they are injureds, but also when they didn't recognized you. And no berserk kit should be needed in order to do it! I love that feature, but as for now it's pain in the *** to use, so I look forward to that improvement

+1 vote   download: Quaker540's Sub-Mod V17C
Stiegi
Stiegi Sep 26 2014, 12:51pm replied:

Wow cool, thanks a lot!

+1 vote   download: Quaker540's Sub-Mod V17C
Stiegi
Stiegi Sep 26 2014, 12:49pm says:

Thanks for the positive feedback, guys! btw: I'll hide some of the first comments that state that it doesn't work, since that bug is fixed

+1 vote   download: Nice Blood on the Walls
Stiegi
Stiegi Sep 26 2014, 12:32pm replied:

oh yeah, almost forgot: you forgot to credit me for the blood decals and the low health script

+1 vote   download: Quaker540's Sub-Mod V17C
Stiegi
Stiegi Sep 26 2014, 12:30pm says:

Ok, I took some time to check this out, and I have to say: good work! I enjoy all the new features! Even the ned shotgun sound is pretty interesting, I like it - although I can understand when people complain about it. However, I dont like the new primary fire of the pistol, that three-shots-in-a-row mode. I prefer the old one here. The slidekick is really awesome!

What I need for sure: a no-janitor mutator! the casings for example disappear almost very fast! I want it all to stay forever!
Also, since we have blood decals on sprites now, I think it's time to make the weapons bloody, that dead enemies drop! I mean those weapons are shoot out of their splattering hands, they HAVE to bloody, right?

Apart from the pistol and the janitor, for me that's still 10/10!

+1 vote   download: Quaker540's Sub-Mod V17C
Stiegi
Stiegi Sep 25 2014, 5:29am says:

Feel free to use it, man

+2 votes   download: Classic Pack V2.666
Stiegi
Stiegi Sep 24 2014, 12:39pm says:

In case someone is interested: here's the classic shotgun, I created that some months ago by mixing the vanilla sprites with the gloves of the bd shotgun. So here doomguy has fingernails, which you dont have in other classic shotgun sprites Dropbox.com

+2 votes   download: Classic Pack V2.666
Stiegi
Stiegi Jul 19 2014, 9:54am replied:

I actually just activated the joystick in the in-game-menu. I'm using a wireless 360 controller though, but that shouldnt be a problem

+1 vote   download: [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only
Stiegi
Stiegi Jul 19 2014, 9:52am replied:

Is ist possible that this fix of yours caused the problem, that now sometimes the blood doesnt appear at all? (i mention this on a comment on page 21) In that case: i'd clearly prefer having too much blood with the chaingun over somtimes no blood at all

+1 vote   download: [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only
Stiegi
Stiegi Jul 19 2014, 9:40am replied:

sounddesign of Bulletstorm really kicks ***! looking forward to hear that in BD! But I think you should credit "People Can Fly" in case you use the sounds, even if you work them over. Those guys did such a great job, they just deserve being remembered!

+3 votes   download: [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only
Stiegi
Stiegi Jul 17 2014, 1:44pm replied:

thumbs up! make it as nasty as possible ;-)

+1 vote   download: [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only
Stiegi
Stiegi Jul 17 2014, 7:02am replied:

you have the most recent version of gzdoom from here Devbuilds.drdteam.org ?? -make sure you have.

+1 vote   download: [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only
Stiegi
Stiegi Jul 17 2014, 6:59am replied:

yea somethings wrong with the spawn mechanics. I'll give you an example: imp in front of me, right behind the imp there's a wall. so I shoot him in the chest, he dies a normal death, and there is NO BLOOD AT ALL behind him at the wall. Sometimes it works, and sometimes not. It works fine when theres a brutalized death, like a headshot. but the normal blood sometimes doesn't appear!

+1 vote   download: [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only
Stiegi
Stiegi Jul 16 2014, 5:27pm replied:

I like the smaller brain pieces btw

+1 vote   download: [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only
Stiegi
Stiegi Jul 16 2014, 5:24pm replied:

I got it to work, but Brutal Doom is almost impossible to play with it! Vanilla Doom works great, many Shooters work great with the 360 pad, but at Brutal Doom aiming is either too fast or too slow. I tried every possible value for sensetivity since I love playing with gamepad, but here, well, it's just a mess, unfortunately.

+1 vote   download: [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only
Stiegi
Stiegi Jul 16 2014, 5:21pm says:

hey man, is it possible that you lowered the amount of wall decal blood spawns? I compare it to good old v10a, and it's really not enough blood there anymore now! there should be a spwan chance of 100% of decalgroup "BloodSplat" for EVERY SINGLE BULLET that hits the enemy, and a couple of spawns of "BrutalBloodSplat" and "BrutalBloodSuper" for extreme splatter deaths!

+1 vote   download: [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only
Stiegi
Stiegi May 14 2014, 9:15am replied:

we tried out the beta of zandronum 2 some days ago, and it didnt work. I'm not sure what exactly they change in new versions, but I'm pretty sure that they don't add new commands. i hope i'm wrong though

+3 votes   download: BRUTAL DOOM: PA1NKI113R & QUAKER540 COMPILATION V4
Stiegi
Stiegi May 13 2014, 7:43pm replied:

if you really wanna make it run in zandronum, you can forget about interactive bodies unfortunately. and for blood on the screen: you'll always have that red pain flash. theres just no workaround because of the lack of commands

+2 votes   download: BRUTAL DOOM: PA1NKI113R & QUAKER540 COMPILATION V4
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