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MasterZeroFlash
MasterZeroFlash - - 40 comments @ DOOM INFINITE DEMO 0.978.6

Oooh, this is an interesting mod, the idea is brilliant!

Good karma+1 vote
MasterZeroFlash
MasterZeroFlash - - 40 comments @ DOOM+ V1.3.1

V1.3 Seems to be broken, specifically E2M7: Spawning vats, the extra enemies in the spawning vats (the room near the exit with the invuln sphere) do not spawn and the teleporter for the exit is broken, reverted to 1.2.2 and it works just fine :/

Looking at the map in Slade it seems that the v1.3 is missing the trigger to lower the walls of the spawning vats (exists in the earlier version) and also the 1.2.2 version of the Exit Room has 3 extra linedefs with a WR teleport (the missing of which is probably the culprit for v1.3)

EDIT: Im assuming that when removing the room you teleport to in V1.2.2, you forgot to put a linedef for exiting the level in there?
EDIT2: That seems to have been it, I manually added a W1 Exit in the Exit room on E2M7 and it took me straight to E2M8. Hopefully youll have an official fix out soon, as this is really fun to play. (Also hope nothing else is broken from v1.2.2 to v1.3 >_<)

PS. I can really reccommend people to play this in combination with BeautifulDoom and Relighting, it really freshens things up and is an awesome experience!

EDIT: Oof, apparently They Will Repent lacks a Player 1 Start.

Good karma+2 votes
MasterZeroFlash
MasterZeroFlash - - 40 comments @ DOOM INFINITE DEMO 0.978.6

Yea, personally BeautifulDoom is my go to "Autoload" mod, so to speak, but there is nothing wrong with a dash of Brutal Doom if that suits your fancy, to each their own and whatnot, any other opinion runs the risk of getting a bit petty.

Good karma+3 votes
MasterZeroFlash
MasterZeroFlash - - 40 comments @ GZDoom Launcher

DoomRunner is also a really good launcher: Github.com

Good karma+1 vote
MasterZeroFlash
MasterZeroFlash - - 40 comments @ DOOM INFINITE DEMO 0.978.5

Good to know, thanks for the answer :)

Good karma+2 votes
MasterZeroFlash
MasterZeroFlash - - 40 comments @ DOOM+ V1.3.1

Ooh, Maps of Chaos is a old goodie (that is surprisingly seldom talked about), so Im eager to try this out too!

EDIT: Trying a few maps before bed in combination with Relighting and Beautiful Doom, it is a real breath of fresh air so far and I like it a lot :)

EDIT2: Also, I think that two versions of this would be awesome, one where it goes more all out with the monsters like this one, and then one that is more thematically "correct" so to speak and that introduces monsters in a more episodic and vanilla fashion :)

Good karma+3 votes
MasterZeroFlash
MasterZeroFlash - - 40 comments @ DOOM INFINITE DEMO 0.978.5

I would love both, procedural sounds kind of interesting, but it could also potentially be a fun (and ridiciously random) combo with Obsidian-generated levels, hah.

Good karma+3 votes
MasterZeroFlash
MasterZeroFlash - - 40 comments @ DOOM INFINITE DEMO 0.978.5

0.978.5? Does that mean it is close to finished for the sake of being a fully playable and working mod?

Good karma+2 votes
MasterZeroFlash
MasterZeroFlash - - 40 comments @ Is Blade of Agony v3.1 horribly censored?

With the risk of sounding like I am part of a group I most certainly am not, I think the description of their descision and excuses (as untruthful and silly that they are) of being "pathetic litte pussy" ones is a bit...eh, but that is just me "attacking" the design and not the actual subject, so to speak, I do agree with you though, though I wont go and hate the creators forever for this probably >_<

As a side-note I dont think v3.1 being censored would have garnered so much hate (as from what Ive read the changes arent really much to speak of, objectively) if it wasnt for the fact that "SJW"'s (or whatever to call them) doing this sort of thing is a real and very common thing and when put together with everything else is yet another creative outlet unfairly edited for all the wrong reasons. At least thats how I think about it, if this type of censorship didnt happen so often, it wouldnt feel like such a threat to freedom. (I realize I just ran into a major tangent here, sorry XD)

Good karma+2 votes
MasterZeroFlash
MasterZeroFlash - - 40 comments @ Is Blade of Agony v3.1 horribly censored?

And honestly, I think you are also a product of the SJW's, "snowflakes" (whatever you want to call it) of today, as I do believe there probably are some things that would be over the top, or at the very least that it wouldnt be impossible to create such a mod (or similar), but the fact that these people throw a "hissy-fit" over the most minute of supposed transgressions have made your standard reaction just be "Oh no you didnt...I'll show you offensive!" (and in 99% of the cases, probably rightly so). Otherwise it would be a tad bit assholeish methinks. Correct me if I am wrong, I do not want to put words into your mouth.

Good karma+1 vote
MasterZeroFlash
MasterZeroFlash - - 40 comments @ Is Blade of Agony v3.1 horribly censored?

The only problem with this is the fact that it is not a mod exclusive to or majorly just played in Germany, Id say that for most players, whatever german laws exist dont actually apply at all, but other than that, yes, a mostly sound and neutral answer.

Good karma+1 vote
MasterZeroFlash
MasterZeroFlash - - 40 comments @ Is Blade of Agony v3.1 horribly censored?

Why are they all named JeffBerkley though :o

Good karma+1 vote
MasterZeroFlash
MasterZeroFlash - - 40 comments @ Is Blade of Agony v3.1 horribly censored?

It wasn't scrubbed of swastikas? I feel like the text heavily implied this though, what with the specific mention of swastikas being illegal to show in Germany?

Good karma+2 votes
MasterZeroFlash
MasterZeroFlash - - 40 comments @ Is Blade of Agony v3.1 horribly censored?

I think the issue you are having is mostly from a difference in what defines 'girl', 'man' etc rather than anything, though assuming your issue is calling someone with a ***** a 'girl' like it would seem, it would be a little bit ironic that a mere game is not allowed to make the same sort of "transgressions", so to speak, but even then it is not very concise an argument methinks.

Good karma+1 vote
MasterZeroFlash
MasterZeroFlash - - 40 comments @ Is Blade of Agony v3.1 horribly censored?

I cant speak for the 90's but I never took offense to Duke Nukem because I KNOW he is kind of a piece of **** when it comes to his regards for things like women, and it is part of what makes Duke, Duke. I do not understand why this is so hard for people to do, like back in the day it might have not been an issue for the wrong reasons but why is it today that everything is judged as if it is presented as the truth or the correct way to behave oneself, be it a character or otherwise, despite the disclaimers often stating things like "X opinion is not necessarily the opinion of the creators" and whatnot.

Good karma+1 vote
MasterZeroFlash
MasterZeroFlash - - 40 comments @ Is Blade of Agony v3.1 horribly censored?

You are right, but based on your other comments Im willing to bet the minority you are thinking of is not the correct one for this description.

Good karma+1 vote
MasterZeroFlash
MasterZeroFlash - - 40 comments @ Is Blade of Agony v3.1 horribly censored?

And sometimes that abnormally loud and agressive minority turns into the normality, and hence v3.1...

But on the whole, I agree with your message (though maybe remove the "internet" from the sentence to make it more inclusive).

Good karma+1 vote
MasterZeroFlash
MasterZeroFlash - - 40 comments @ Is Blade of Agony v3.1 horribly censored?

Wait, so because of laws in Germany and a few dumb journalists you are removing Swastikas etc despite said things either still being very much what it is even without certain infamous logos on them or despite them being displayed only in a historical context, Im not going to try to judge if you all have crossed the "SJW" line (so to speak) or not, but I find your explanation as to why to be extremely unsatisfactory as it would only make logical sense if coming at it from a "We need to remove everything that could cause any sort of mental distress" point of view, in which case one wonders why make this mod at all?

My personal speculation is that someone has put pressure on you (legal threats or not) to make these changes and you are scared for whatever reason.

At least make it an optional thing so everyone can decide for themselves, since everyone reacts differently to different things. Or maybe censor literally everything, since it is bound to offend or distress someone. (No, really, just think about it, do I need to mention this is about a mod which is about Nazis and killing people in a number of different ways, it is even dumber than if Call of Duty: World at War had a non-disableable swear-word filter for the voice clips).

Good karma+2 votes
MasterZeroFlash
MasterZeroFlash - - 40 comments @ Doom3 Textures For Doom v5 - the Evil Reloaded update

"added patch with expanded flats and liquids and some minor texture fixes"

Could you elaborate on this, what fixes and what textures, also how come it is not just baked into the main mod?

Also, what is the Pal wad for?

EDIT: I'm asking because I am a noob btw and not a negative critisism.

Good karma+2 votes
MasterZeroFlash
MasterZeroFlash - - 40 comments @ relighting v4.0165b

OK, Ignore basically everything else that I have said, it would seem that the real culprit is mostly actually reflections, turning them off did most of the trick, even as far as make me able to enable all the "Lights Added to Spawns" again without any major hiccups. Reflections are kinda cool, but I was also kind of whining how it usually just makes things look like they are made of marble (even grass and water), so I should probably be glad it seems to be the reflections in the end. (Oh, and the Ghost Lights, which seem to screw something up for my graphics card and end up flickering for some reason, kind of in the same way that some things start flickering when I turn on TAA in ESO, so it honestly probably is something on my end again)

So now I guess my only real issue is that some shadows (like the shadows of the standing green lanterns mentioned in the previous post) seem unable to decide what light-source to latch onto, and end up cycling through a bunch of different angles (imagine the shadow being one of the arms on a clock and that it rapidly ticks from 12 to 3 before jumping back to 12 and so on), but it only happens when I am standing in certain positions, so Im trying to figure out if there is another setting that makes the shadows go bonkers, but it is more annoying than anything affecting the game.

...watch me go another 45 minutes before I come back with a "..hmm, now theres a problem with the settings I spoke of before, but 'x' new setup seems to work so maybe 'y' was actually the thing causing problems" or something x.x

EDIT: Nope, that seems to have done the trick for the most part, am playing Doom 2: The Way We Remember It with Beautiful Doom, Relighting and a Doom 3-ish Texture pack and I havent had any major issues yet :)

EDIT2: Said combo lags like all hells when trying to play that version of Barrels o Fun though, and turning off or limiting Solid sprite Shadows solves it, though then it also removes some extra glow from the barrels that look really nice so I wouldnt want that, fiddling with the settings I got to no satisfying conclusion, I tried tweaking the shadow sizes etc but nothing changed much. It is not like every map has as many barrels though, so eh, Ill have to suffer through it for this one level XD (Though one wonders what causes said extra barrel lights to tank the FPS so much and if there is a setting that would help)

EDIT3: Apparently the culprit this time is Death Lights in the "How Lights Interact With Shadows" category.

Good karma+1 vote
MasterZeroFlash
MasterZeroFlash - - 40 comments @ relighting v4.0165b

Also, I seem to get a framerate smoothness problem each time there is a lot of certain lamps in a close proximity (I think it is the green sort of standing lanterns doing it) and no setting seems to do much (the problem is seen for example at the part connecting to the beforementioned circle in "O of Destruction" where there is the staircase leading up to the Arachnotron and up the further stairs to a Keycard and an Archvile, the first set of steps has standing green lanterns on the bottom left and right and top left and right of it and especially when traversing to the top of the stairs from the area above there seems to be a dip in framerate.
THOUGH: I don't know if this is actually Relightings fault, I have not tested that particular thing much yet, it was a long time since I played a lot of Classic Doom, but I seem to remember it not happening with other or no mods but it could be something going on with GZDoom for all I know. (EDIT: I tried another mod and also Vanilla Doom 2 and went to the same places and had no problems at all at this place so I do think there is something in Relighting, bug or not, that makes my computer protest a bit.)

EDIT2: Did some more testing and setting the Lights Added to Spawns preset to "Performance" seems to have fixed about 85-90% of the issue, a bit of a shame, but eh, what can you do, and it wouldnt be the first game where I had to turn down dynamic light-sources. Question solved, I guess >_<

Missile lights are awesome and the most important in that category anyway though, so :)

Good karma+1 vote
MasterZeroFlash
MasterZeroFlash - - 40 comments @ relighting v4.0165b

Just did some more testing, I'm not a hundred percent on this, but I think something with the Ghost Lights function causes flickering on my screen.

Yup, again using Doom 2, the first room of the first map has a Ghost Light to the left and to the right of the opening (with the iconic pyramid staircase) and something with it or something interacting with it makes it flicker on my screen, which is a G-Sync screen btw, that might have something to do with it, it often is.

Good karma+1 vote
MasterZeroFlash
MasterZeroFlash - - 40 comments @ relighting v4.0165b

EDIT2: I also realize there are performance presets for most of the categories of options (very nice with categories and descriptions now), but when my problem lies just with one (or a few) things, they are a bit overkill.

Also realized something else to ask: I know that things that need a restart to take effect do so when starting a New Game, but if I then load a save, does those settings not apply properly to that save then because things in that map where already spawned etc, or am I doing it right? (I would think I am, but wanted to ask to make sure, since I am having trouble discerning what exactly some of the settings do sometimes, there is no test map to show off a visual example of each subtle or non-subtle change that a setting has on the visuals as far as I know, this is NOT to be taken as a "Why haven't you made a test map yet?", just that lighting and shadow effects etc are sometimes very subtle and it is not often that any random spot in any random map makes me stop for a moment and go "Oh, hey, this looks different", even if I'm looking for it >_<)
EDIT3: Turns out my hunch was right, oof, no wonder I had such a hard time seeing changes sometimes then!

I hope you can stand my wall of text, I'm sure most people dont care or are pedantic enough to let some of these things bother them, but here we are, lol.

...now to play some Doom! XD

Good karma+1 vote
MasterZeroFlash
MasterZeroFlash - - 40 comments @ relighting v4.0165b

I have a small problem when playing Doom 2, I want to turn off the pickup shadows because I think it looks a bit ugly on for example Pistol Clips, but if I do, the nice, green glow around the Armor Bonus pickup also disappears, easily seen in the first room of Doom 2, to the right, where there is such a bonus in view (looks like a Helmet), and no amount of fiddling seems to be able to get rid of just one and not the other, also, I would preferably like to be able to only disable shadows for pickups that spawn during the course of the game (for example ammunition drops from dead enemies) but be able to still have shadows for the stationary pickups that are placed there by the map-maker (medkits, spheres etc), is there a way to do this and I'm just dumb?

And two side-notes: I turned off the Missile Shadows in the "Sprite Shadows Added to Spawns" menu since they seemed to wreck havoc on my framerate when firing a Rocket in an enclosed space with lots of different lightning and shadow spots like the Circle part of the Map "'O' of Destruction", also, for me Missile shadows just seemed to create this sort of subtle cone-shaped variance in the lighting just around the projectile as it was moving, which I thought didnt look very good and also the built in / other light effects still do plenty, so Im not sure if Im doing something wrong or if that is just how it looks with graphics this old.

And now two proper side-notes (>_<): Even though I have turned off Player Shadows, sometimes Doomguys shadow still appears on walls, and turning off shadows from corpses seems a bit wonky too, did I miss a setting or what is happening?

When just screwing around with the settings to test them I realized I can for the life of me not get shadows from certain things to disappear (like the standing, green lanterns), no option I choose seem to get rid of said shadow (which in that stair situation mentioned before do propagate both on the wall properly, but also on the air behind the pillar, where the floor would be, had said floor continued), I dont know what is up with this either, which brings me to my last question, which I feel a bit embarrassed to have to ask, but still: Am I supposed to manually disable any and/or all of GZDooms built in Shadow and Lighting options while using Relighting? (I am asking because sometimes I feel like turning off some options doesn't do much/enough).

Also, I feel like the Reflection code could probably use a bit of work as Water (for example in Underhalls, Doom 2, Map2) looks very Marble-like with the default Reflection setting, but maybe this is just a limitation that arises when using an automtic filter to create an advanced visual aspect, but applying it to the not-so-advanced base textures and the result being something of a mind-screw for the perception, or maybe changing something would risk screwing it up when using it with whatever custom graphics might be part of another mapset? I'm imagining the simple answer is that should just turn down the reflection value in general and stick with it, no?

I wasn't planning on making such a long post, but (as you can see) there was a bunch of things I wanted to say and ask, and I was contemplating if it would matter if I made a comment or not (aka I was being lazy), so now that I finally decided to take the time to comment, it was better to put as many things in there as I could think of, especially if it turns out Im just a dumb and some of it is really easy to solve, heh >_<

That being said: This mod is amazing! <3

Good karma+1 vote
MasterZeroFlash
MasterZeroFlash - - 40 comments @ relighting v4.0164b

Ooh, Im happy to see people are starting to notice this mod, Ill be sure to try this new version when I get back to playing me some classic Dooms :)

Good karma+1 vote
MasterZeroFlash
MasterZeroFlash - - 40 comments @ relighting v4.0156b

Ooh, Ill keep an eye out for the new version then!

Also no problem, Im relieved to hear that you appreciate the comments, I was about to apologize for being too intense >_<

You are doing some stellar work in any case :)

Good karma+1 vote
MasterZeroFlash
MasterZeroFlash - - 40 comments @ relighting v4.0156b

I might have done it wrong but I tried it a bunch of ways and didnt really see a difference, what is this addition supposed to do?

Good karma+1 vote
MasterZeroFlash
MasterZeroFlash - - 40 comments @ relighting v4.0156b

Setting Other Shadows Max to 1 seems to have done it (I cant believe I didnt think of that >_<), wondering though, what does the Solid Shadows and GLDEF Shadows under the Other Shadows category do? (Wondering since Im already playing with Pickup Shadows set to off and I cant easily discern if anything apart from the gib shadows go away when setting the Max to 1)

EDIT: Ah, it seems to also remove the shadows from for example the Lamps (added by Beautiful Doom I think), shadows which didnt look all that good to be honest, though I kinda liked the wall shadows), is there any other potential "losses" of shadows other than those?

Good karma+1 vote
MasterZeroFlash
MasterZeroFlash - - 40 comments @ relighting v4.0156b

Don't know exactly what you did but Im seeing much smoother frame-rates in areas where I used to have minor stutters before (probably because of combining with BeautifulDoom and adding a lot of fancy visuals XD). Thumbs up!

EDIT: Nevermind, got the same thing but in different places this time, so probably something to do with the monsters or my particular combination of mmods. EDIT2: (Yup, Monster Shadows and Dual Shadows mainly.)

EDIT2: Played around with some settings and it seems that no matter what I do, if I have Beautiful Dooms "Enhanced Gibs & Death" option enabled, Relighting applies shadows to the gibbed parts, even when Monster shadows, Other shadows etc are turned off, and if theres a lot of gibs, it tanks the performance >_<'

AFAIK Beautiful Doom doesnt do anything with the shadows so I was wondering, would it be possible to add an option to disable all the non-wall/floor/"furniture" shadows (for debugging if nothing else), or is this most likely just a case of the two mods being quirky when used together?

Good karma+1 vote
MasterZeroFlash
MasterZeroFlash - - 40 comments @ relighting v4.0155b

I think I found a middle ground, as you said it will likely vary from monitor to monitor but setting the Bleed to 10 instead of 25 seems to have struck a good middle-ground between the intended effect looking good and proper saturation.

Also tried playing it with BeautifulDoom and got lag-spikes from firing weapons (especially the shotgun) each time, unless I turned off Floor Reflections (or by disabling the BeautifulDoom option for Smoke, Trails, Sparks and Debrie from ricochets, bullet holes, casings etc, as I learned after some extensive testing, Im guessing the combination just results in too much code at the same time >_<), dont know if this is of any interest, but I thought Id note it in case someone else ends up with this problem.

Also, a CVar, is that an On/Off or an X-to-Y slider? Looking forward to trying it out in any case :)

(Currently playing some "Doom The Way We Remember It" combined with Beautiful Doom and this (Relighting) mod and it is pretty awesome! You are doing some proper wizardry with this!

If I could think of anything I would really want to be added though it would probably be descriptions for all the settings (since Im probably not the only "noob" around and because some of the options dont always result in an instantly obvious image change and/or need restarting the map), either in a separate text file or via tooltips when hovering on an option (like in BeautifulDoom where having an option selected shows a specific tooltip in the top center of the screen for that chosen option, though I dont know if this is something inherently supported by GZDoom or something you'd have to code yourself >_<)

(Sorry for the wall of text, but cant be bothered to rewrite the whole comment now, it is late XD

EDIT: Also just tried adding Doom 3 For Doom Texture Replacer into the mix and holy smokes, this is soo good :o

EDIT2: I also tried Relighting with BeautifulDoom and the Doom 3 texture thing and Sigil, and what with Romeros love for cracks in the floor and whatnot, it made for quite the wow feeling. <3

Did Relighting win a Cacoward yet, and if not, wat.

Good karma+1 vote