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Comment History
lufusol
lufusol - - 17 comments @ Shotgun Spread Fix

I'm not even going to look at this mod because
1) butt-ton of other mods also include fixes for the shotgun spread
ii) it's really a matter of preference (default spread is "22" but some like a value around 10-12 for half as much spread while others prefer lower numbers like 6 or 2 for distance and laser-focus though they tend to make the shotgun very OP) Plus default projectiles is in the teens I think but standard buckshot only has 9 balls per round, so both the number of projectiles and spread greatly affect the effective distance and also effective damage of the weapon, before even changing the damage value itself.
C) this mod most probably breaks other mods, or at the very least undoes any other customization to the shotgun that a mod may use.

Just edit the "spread" value in weapon_shotgun.def (you can also edit the number of projectiles and damage values in the same file). Player.def and ammo.def also contain useful things to change but you don't want to overwrite the whole file because it will most likely break something else.

This mod is kinda... redundant at best

Good karma+1 vote
lufusol
lufusol - - 17 comments @ FIREBLU Flashlight mod for Doom 3 (1.3.1)

I feel like if I just comment "huh?" mods might delete my comment so I'm going to elaborate:
Why the f
what even
what the
why

Good karma+1 vote
lufusol
lufusol - - 17 comments @ Doom 3 High Poly Models

This mod only contains an updated .md5mesh for the cherub. It does not modify any cherub textures...

Good karma+1 vote
lufusol
lufusol - - 17 comments @ Doom 3 High Poly Models

+1, many .pk4 files in my base folder are edited so they work together, I use 7zip and made it the default program for .pk4 and .pk4_ (what I rename paks to disable them from loading) files. Not sure about other archivers but 7zip correctly recognizes them as zip format archives and saves them correctly if you edit them, without needing to keep renaming files.

Good karma+1 vote
lufusol
lufusol - - 17 comments @ Doom 3 High Poly Models

It would be cool to have this pack updated for 2022 with the hi-def models from other mods, with some considerations:
- rule out any models with issues, only 100% working
- rule out anything that doesn't use stock-fitting textures
- choose the better models if there are competing ones
- don't include any textures for maximum compatibility
- have a separate beta addon pak(s) with the models with issues and/or those which require unique textures, with the textures included, AI upscaled if not HD

you can import .md5mesh files into blender (2.8+) after installing and enabling a plugin found on github, in order to compare meshes from this mod, phrozo2, sikkmod 1.3, doom 3 hi def (which may just be the updated models from the BFG edition, not sure) etc. which might be better than just choosing the one with the bigger filesize or poly count

Good karma+1 vote
lufusol
lufusol - - 17 comments @ Doom 3 High Poly Models

Do you mean HIS right eye (left if you're looking at him)? I think that's a design choice with arguably poor execution; if I'm right then Dr. Malcolm "Left-Eye" Lopez-Betruger, can only see out of his left eye. We're to believe his right pupil is obscured or clouded by cataracts or something like that, maybe a previous injury. Could probably be fixed in textures, if you want him to have both eyes look normal.

Good karma+1 vote
lufusol
lufusol - - 17 comments @ HIGH-RES PIPES (unoffical wulfen 2.0 update)

It's not being corrupted along the way, the ".PK4" file (actually a .RAR, .pk4's are supposed to be in .ZIP format) is actually corrupt. If you extract it, three files will be lost. Most archivers do not keep the corrupted files, just doesn't create them period. So you're good to extract it, lose the 3 files, re-zip it and rename back to .pk4. It doesn't hurt anything, we'll never know what we're missing

Good karma+1 vote
lufusol
lufusol - - 17 comments @ HIGH-RES PIPES (unoffical wulfen 2.0 update)

Wow, what a hater. Also you're full of s***. I unzipped both Wulfen 2.0 and this pack to their own directory structures then compared them using WinMerge.

Less than 10 files from the update replace files from Wulfen's 2.0 pack. The rest are unique and replace the base game textures.

Of the files that do get replaced, they are not even diff's (the color texture you see) they are speculars with corrected depth information so that relief/parallax mapping looks better than the few they replaced (mostly doorway stuff)

It's almost like "Browser" is trying to poison the well.. there is nothing wrong with this pack except for the fact that it's actually a .RAR file (as others have said, bad job packaging it), needs to be extracted, 3 files are corrupt and will be lost but that doesn't hurt anything, then re-archive the mod in .ZIP format and rename back to .PK4 so Doom will be happy.

Good karma+1 vote
lufusol
lufusol - - 17 comments @ BRASS 'n' BLOOD

no you want ungibbable and/or gore mod by nitro team for that

Good karma+1 vote
lufusol
lufusol - - 17 comments @ Quake 4: Evolved

I really wish this mod came with some documentation, or at the very least preconfigured autoexec.cfg and Quake4Config.cfg files. There are about a million different ways to configure the rendering engine, it would be nice if you knew what settings achieve the visual result you were going for when you created the mod and shared that.

Using my existing configs (which work fine with other mods) I can see triangles popping in and out constantly, right from the intro sequence with the dead guys in space. Their armor is also so reflective it looks like it's coated in glass.

My fault? Probably. But how will I ever know? No documentation, no configs, IDC how great you think your mod is, if you can't include these basic things to get it up and running as intended, it's not a good release.

Good karma+1 vote
lufusol
lufusol - - 17 comments @ Quake 4 hidef2.1

error zzzhidef q4textures2.pk4 cannot open as an archive
if any zip archiver can't read it, neither can the game(maybe)

UPDATE/SOLUTION:
Okay I see what you've done here is slide some multipart archives in the mix

I'm not sure if the game can parse this. I'm not sure it can't. In any case, if anyone else wants to unzip the textures without errors you have to rename some of the files like this:

hideftex.001 <-- "zzzhidef q4textures.pk4"
hideftex.002 <-- "zzzhidef q4textures2.pk4"
hideftex.003 <-- "zzzhidef q4textures3.pk4"
hideftex.004 <-- "zzzhidef q4textures4.pk4"
hideftex.005 <-- "zzzhidef q4textures5.pk4"
hideftex.006 <-- "zzzhidef q4textures6.pk4"

Then extract hideftex.001 with winzip, winrar, 7z etc.

I tried renaming the model files like this:

hidefmdl.001 <-- "zzzhidef q4models.pk4"
hidefmdl.002 <-- "zzzhidef q4models2.pk4"
hidefmdl.003 <-- "zzzhidef q4models3.pk4"
hidefmdl.004 <-- "zzzhidef q4models4.pk4"
hidefmdl.005 <-- "zzzhidef q4models5.pk4"
hidefmdl.006 <-- "zzzhidef q4models6.pk4"
hidefmdl.007 <-- "zzzhidef q4models7.pk4"
hidefmdl.008 <-- "zzzhidef q4models8.pk4"

I'm not sure that's 100% correct because even though it gives no unexpected start or end of archive errors, there is still one unexpected end of data: models\weapons\napalmgun\flame_gun_s.tga

It still bothers me I only got 99.9% there...

"zzz_shaders_enhancer_q4_fast.pk4", &
"zzzhidef q4maps etc.pk4" (from the separate "missing pak" download)
are apparently standalone / complete zip archives relying on no other parts

Good karma+1 vote
lufusol
lufusol - - 17 comments @ New Shaders Pack

This guy (Dafama2K7) has reuploaded dozens of shader "mods" but none of them are his. It's just different versions of other people's shader mods and he puts them in the same zip. The way the mods are packaged together is a mess, the folder structure is a mess, the autoexec.cfg and preyconfig.cfg files are a mess, the mods aren't combined (separate folders, separate configs, set up to be used only one at a time), and above all the mods aren't implemented correctly (for the vast majority of users, huge swaths of the game will just render in pure black after the shaders have been installed).

Good karma+1 vote
lufusol
lufusol - - 17 comments @ RecyclerGrenade by Stacie

For casual visitors who don't know - as a mod author on moddb, when you create a mod or upload a file, it asks for you to define a category and associations. Under category are things like "full release" "texture pack" etc. If you select, for example, "texture pack" then the mod will show up under "addons" instead of files. Then under associations, whatever games or mods you selected to associate your file with, that file will show up under that game or mod's "addons" section.

That's probably what happened here, the author mistakenly selected or added "Prey 2006" to the mod's associations when they uploaded the mod or file, now it shows up here in the wrong game's addon section.

edit: I would encourage people to report/flag it in hopes it gets the site moderators' attention and they fix the associations, but on second thought, they might just delete it without checking if it gets too many flags, and that would be a shame for people who legit want this mod for Faux Prey 2017... charming

Good karma+1 vote
lufusol
lufusol - - 17 comments @ Prey hidef

My friend, that is not the correct way to make .pk4s

zzzhideflights.pk4 - unpacks fine
zzzhidefmodels.pk4 - 3 of the files (just the 3 under the sfx\ folder) are either password protected or using an unsupported encryption type for .zip files
zzzhideftextures.pk4 - unexpected end of file
zzzhideftextures2.pk4 - unexpected start of file
zzzhideftextures3.pk4 - unpacks fine

So basically I discovered textures and textures2 are part of the same multipart zip archive, and need to be renamed hideftextures.001 and hideftextures.002 to unzip them together without the files where it splits being corrupted - the engine doesn't automatically parse this, btw, so the textures affected where the data splits are effectively corrupt as far as the game is concerned

The update doesn't address those
It's probably why some textures aren't appearing correctly (as someone else mentioned)

Good karma+1 vote
lufusol
lufusol - - 17 comments @ Brutal Doom 3 BFG new demons and helmets

2 year gap, not a good sign. Hopefully someone else takes up the calling

Good karma+1 vote
lufusol
lufusol - - 17 comments @ Regular DooM 3 Super (Double Barrelled) Shotgun

I live for comments like this

i got two words for ya

1. call 2. of duty

Good karma+3 votes
lufusol
lufusol - - 17 comments @ AI upscaled textures - Doom 3 + RoE

Doom 3 BFG? No problem. The base executable (and some other "aftermarket" engines) won't load .pk4, some do. But PK4 are just ZIP files. Rename the two AIupscaled .pk4 files to .zip and extract them to the *same* new \subfolder\

option 1: run that \subfolder\ as your mod folder:
(game.exe +set fs_game subfolder)

option 2: copy everything from the \subfolder\ you just unpacked and move it into your \base\ folder (overwrite if prompted). No other mods? Okay lite, simple, I like it, would suggest CstDoom3-BFG as your loader/engine/executable, if this is your jam

option 3: you have other \mod\ folder(s) you want to use. You overwrite the \base\ game's assets with AI upscaled assets (option 2) But whatever assets are included in each \mod\ you load will have higher priority than whatever was added to \base\ (many mods need this higher priority to work properly anyway) - use the command:

(game.exe +set fs_resourceLoadPriority 0 +set fs_game modfoldername)

option 4a: unpack AI upscaled to a \subfolder\ first, then unpack and overwrite your chosen mod to the *same* \subfolder\. Use fs_resourceLoadPriority 0 when launching. This achieves the same net effect as option 3 but instead of modifying your \base\ folder, you're only modifying that one \mod\ folder.

option 4b: YOU LOVE AI UPSCALED SO MUCH why don't you marry it then. Marry it to your mod folder. Overwrite the mod's assets. You are wild and free, you are unrestrained. Be ungovernable.

clear as mud, happy jump-scaring

Good karma+3 votes