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MachoMan89
MachoMan89 @ Apolyton pack 151

figured it out, I had only installed the latest version of your mod without first installing the first 2. Remind others to install the first 2 versions before installing the third one

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MachoMan89
MachoMan89 @ Apolyton pack 151

Followed instructions, crashes on start up with a Fatal Error

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MachoMan89
MachoMan89 @ Brutal Doom v21 Public Beta Jan 02 2018

Still having issues with the HUD, I keep trying to have the max resolution but it makes the Brutal Doom hud very small, I try lower res but it doesn't change much

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MachoMan89
MachoMan89 @ Brutal Doom v21 Public Beta Jan 02 2018

we need less recoils

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MachoMan89
MachoMan89 @ Release 20171014

Is there a nice install guide for mods for this new release?

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MachoMan89
MachoMan89 @ OpenRA

Is there a nice guide showing how to get mods working out? It was simple, now it is a bit complicated

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MachoMan89
MachoMan89 @ qore07a1

are the graphics suppose to look more like classic DOS/N64 style?

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MachoMan89
MachoMan89 @ qorev07

SWEET! Sorry I haven't given any new updates or bug finds lately, but I will do my best to check this one out

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MachoMan89
MachoMan89 @ Castlevania: Simon's Destiny v1.1

Would it be possible for you to add a NES sound/music replacer for this!

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MachoMan89
MachoMan89 @ Brutal Doom v21 Public Beta Jan 02 2018

agreed, also there is an issue when you duel wield you cannot switch weapons back with "duel wield key" unless you hit a 1-0 to another weapon

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MachoMan89
MachoMan89 @ Brutal Doom v21 Public Beta Jan 02 2018

Having issue with the Hud being too small but cannot change it in Hud settings, when I try to change aspect ratio and size in Video settings my game crashes.

Allied marines can be resurrected if they die in tact by hitting Use on them

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MachoMan89
MachoMan89 @ qorev06b

Sorry for my delay in reviews <3, I will try this one out today/tonight and let you know of any oddities!

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MachoMan89
MachoMan89 @ qorev06

I got some stuff written down, I will play more than give you my list of stuff = D

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MachoMan89
MachoMan89 @ Brutal Doom 64

Aubrey Hodges released 20th Anniversary Extended Edition of Doom 64's soundtrack, you should definitely check these out and see if these could be used and added for BD64's songs

To buy: Aubreyhodges.bandcamp.com

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MachoMan89
MachoMan89 @ qore05b

I have no doubt you will, just keeping you up to date on any bugs or weird glitches I find = )

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MachoMan89
MachoMan89 @ qore05b

Alright i figured what triggers the "give all weapons" at least. On E1M3 when you have the double rocket/grenade ammo pickup it triggers the "give ammo to all weapons and gives you all weapons in the game" the regular rocket/grenade ammo is fine

Okay still when you run out of Nailgun ammo you can't switch past it unless you are doing "previous switch", I have seen this glitch happen in many Doom mods when either you mix some together and the weapon select gets stuck, I think the code is trying to find a certain name or value and it just uses null or whatever for the place holder (I don't know the code used for the games really just pseudo code ideas) which I believe is what is causing it not allowing to switch past the nailgun


Also I noticed an interesting cool thing that enemies jump or bounce and can get knocked into a wall or corner with their bunny hop. The first Shambler in the game walked off the edge into the water where the golden key is. My only worthy with that is if there is a level where an enemy must die to trigger progression and if they get out of reach you will be stuck. I can't remember if there are any specific areas in Quake 1 where that is the case, maybe some areas need to have the enemy die by the environment but I will need to play more through the game with the mode to see if it is an issue

Those are what I noticed so far

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MachoMan89
MachoMan89 @ qore05b

I always start a new game when I play mods, I have the latest version of Quake from GOG and the newest version of Darkplaces, but like I said the only time that weird issue came back is when the other bug hit with me not being able to "Next Switch" past the Super shotgun when my nailgun ammo ran out.

I'll give a few more runs and see if I can get it to happen again

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MachoMan89
MachoMan89 @ qore05b

Did a quick play run and it is an improvement, I like the kick being keyed to right mouse button. The new gore is good and the chainsaw is a good addition. Everything in general feels like it is slowly coming along.

suggestions(could be possible bugs):

the chainsaw is good but I personally feel it should be a weapon you find/pick up and possibly have fuel ammo.

The new gore is great but I feel it seems too easy now to make enemies explode. The limb gore was somewhat better in v4 while in v5 it seems as limb dismemberment feels harder to do while making a body explode into bits seems easier. Not sure if the percentages of limb removal and exploding bodies is acting up or their occurrence factor has changed. i personally prefer that explosives be the main cause of bodies exploding(gibbing) and only an excessive amount of bullets/etc explode them(like the lightening gun). I am not sure what values you have set for bodies and limbs but just personally they feel a bit awkward with it, I mean a shotgun blast at close range would sever a limb but not blow a body up.

I liked how in v4 when you blew the Orge's head off it still attacked for a bit, I need to try more but it also felt a bit easy to blow him to pieces and even the shambler with only projectile weapons like shotguns and nailgun. I am not sure if it is the intention of making them that easy to blow to pieces or just is the update process.

The enemy has footsteps now, it isn't a terrible idea but maybe it could depend of the surface they are on or just have human enemies have sounds. I always liked the idea of the Netherworld enemies moving silently and creepily only being able to hear their moans and roars (but that is just personal)

I also noticed the shotgun's fire rate is slower, but I assume that is the intent.

~glitches/bugs~

I encountered a similar problem with the weapons, the before issue with weird ammos types not switching properly or so didn't show up at first but when i ran out of ammo with the nail gun it wouldn't let me switch past the Super Shotgun in the "Next Weapon" switch but using "Previous Weapon" switch worked. When I encountered this issue then the glitch with picking up the different ammo types gave me the other weapons, picking up energy cells gave me the lightening gun and grenades/rockets also gave me the rocket launcher. The only thing I can think of is for some reason the standard weapon switch is causing issues with the Darkplaces engine code perhaps.

I didn't see other stuff besides that yet, the weird issue from before with the empty ammo type didn't appear but the new issue and that old issue though.

all n all, again I love the new progress and the road is paved well. Keep up the great work, we all know it will take time to add all your improvements, additions, and to smooth out the bugs, no rush take your time.

i'll let you know if anything else awkward or buggy pops up

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MachoMan89
MachoMan89 @ Restore-Life

does this also include all the missing VOX announcements?

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MachoMan89
MachoMan89 @ Half Life Opposing Force Version

See if you can have the X Race also attack the Xen races too

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MachoMan89
MachoMan89 @ Qore

This is an amazing start, once BD hit the scene I have been waiting for a Quake equivalent and this is a very good start. The dismemberment I personally love because I always felt the enemies exploding to pieces from a regular weapon to be silly but with limbs being blown off and apart I feel very satisfied

I definitely recommend being able to turn certain things like "bullet time" on or off as an option for future updates, more weapons, new enemies, new enemy variations, maybe new bosses, optional reload, optional new beefy weapon sounds, updated maps, more ambient horror, anything to add to the Lovecraft nightmare! etc etc

~bugs~ (maybe they are)
I have noticed that when I pick up an ammo type it gives me that weapon and then at the next map I only have the weapons you normally would pick up from that previous level. Also there will be times I am cycling through weapons and I will be switched and the ammo type is not there and i cannot fire the weapon until i switch one more time to where ex: the nail gun's ammo is there and I will be able to fire the nailgun.


all n all I am very pleased Brutal Quake/QORE! Keep up the awesome work dude!

(I will only played a few maps, I will message ya if I see anything else that seems off)

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MachoMan89
MachoMan89 @ Manual Forgotten MCV

Cannot wait for this next update

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MachoMan89
MachoMan89 @ Kek Doom Entry no. 1

add some MoonMan Doom content

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MachoMan89
MachoMan89 @ Thopter Beam Weapon Fight

can't wait for this mod

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MachoMan89
MachoMan89 @ TE Black's Bigger Battle

WE NEED THE NEXT TIB ESS

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MachoMan89
MachoMan89 @ SirCakealots Dune2k Advanced mod/maps

I am very excited dude, can't wait!

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MachoMan89
MachoMan89 @ SirCakealots Dune2k Advanced mod/maps

DIfferent sprites will AMP up your mod for sure

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MachoMan89
MachoMan89 @ SirCakealots Dune2k Advanced mod/maps

I suggest as well changing the looks of units in different houses as well, difficult task but taking some aesthetics from Emperor and even fanart will greatly give character. Id possible, add the sub houses like in Emperor or even as playable houses.

i would love to see new original missions or remakes of others = D

very excited!

maybe even have the thinking machines as an enemy

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MachoMan89
MachoMan89 @ Death Foretold (D4T) 2.1

my game crashes when i cancel out the devil transformation, also I can't seem to find the melee keyfunction to perform glory kills. I don't see anywhere to bind it, i have to switch to normal fists to do it

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MachoMan89
MachoMan89 @ Slightly Retouched Weapons For Brutal Doom 64

Do you need to start a new game for this to work?

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