This member has provided no bio about themself...

Comment History
random_soldier1337
random_soldier1337 - - 14 comments @ Dox's Deagle for Brutal Doom v21

Hi, I'm not too familiar with the work addons for BD. Do you have a single file for all the weapons you have made?

Thanks and regards.

Good karma+1 vote
random_soldier1337
random_soldier1337 - - 14 comments @ Live Through DOOM - Survival Gameplay

It's looking pretty lit (sorry if puns are not you're thing or someone else already said it).

Good karma+1 vote
random_soldier1337
random_soldier1337 - - 14 comments @ Johnny Doom v20g [Update 13]

For the latest update, is it possible to use other addons such as prof existentials addons? Also how optimized is this? Base BD can usually run on smaller slaughtermaps but I don't want to set my expectations too high or low if it should or shouldn't work with them.

Good karma+2 votes
random_soldier1337
random_soldier1337 - - 14 comments @ CatsVisor HUD 1.10.3

Would it be possible to make the radar indicate items as well?

I don't remember which one it was but I think it might be radar.wad or the zradar mod that showed enemies in red and items in green. You can use those as an example to inform yourself and maybe implement it in the next update if you decide to do that.

You could also try this minimap: Forum.zdoom.org
The minimap is textured, making for easier navigation.

Good karma+1 vote
random_soldier1337
random_soldier1337 - - 14 comments @ CatsVisor HUD 1.10.3

No problem. What you have done is more than enough. It really helps in maps knowing traps when you know what surfaces there are and how many enemies are behind them.

Good karma+2 votes
random_soldier1337
random_soldier1337 - - 14 comments @ CatsVisor HUD 1.10.3

Is there some way to change the zoom on the minimap as well as its size and the size of the dots?

Good karma+1 vote
random_soldier1337
random_soldier1337 - - 14 comments @ Doom Exp - 1.9

When is it 1.9 coming?

Good karma+2 votes
random_soldier1337
random_soldier1337 - - 14 comments @ Brutal Doom

Just dropped in to say I really appreciate the optimizations.

I tried the counter attack slaughter mapset with some ~1000 monsters on the first map itself and many of them activated instantly upon detection. Despite the lag spike upon initial detection, I played on GZDoom with all graphics and Brutal Doom performance settings at maximum (even the upscaling, gibs and casing) and my FPS rarely dropped below 40 and it was still relatively playable FPS for the few seconds it did.

As the McDonald's slogan goes, "I'm lovin' it!"

Good karma+1 vote
random_soldier1337
random_soldier1337 - - 14 comments @ Doom Slayer Chronicles

So for whatever reason, I just float infinitely in the prison of souls (the one where you have to find the three saints). I can't do anything other than quit since I can't land on to the ground. Any solution to this?

BTW, I'm using PB3.0, UDV, autoautosave, weapon wheel, dmg overlay, tophpbars, spriteshadows, dsc 1.0, dsc materials in that order.

Good karma+1 vote
random_soldier1337
random_soldier1337 - - 14 comments @ Johnny Doom v20g [Update 13]

Probably should have said this in my initial reply to this but there is no rush on the newer features like Jpoints and the rewards system. I was just surprise that it wasn't there since you said you had fixed the latest version of Johnny Doom which had such features.

Good karma+2 votes
random_soldier1337
random_soldier1337 - - 14 comments @ Johnny Doom v20g [Update 13]

Oh it's quite alright. Please continue at your own leisure. I simply think that all iterations of brutal doom from base upwards could use an overhaul to the fatality system to have an activation similar to DOOM 2016 i.e. having a single button at least to initiate the fatality instead of having to switch out to your fists and then punching the enemy which can cause a mess up in the interim period.

I usually play Project Brutality for the variety in monsters and weapons it has (who doesn't love being fried by that OP beholder or compressing the cyberdemon with a blackhole) on top of the awesomeness of BD. But fatalities not being as easy as in DOOM 2016 or BDJ/Johnny Doom takes out half the fun and the point of BD. That and the arcadey goodness of BDJ make it more fun to play sometimes.

Good karma+2 votes
random_soldier1337
random_soldier1337 - - 14 comments @ Johnny Doom v20g [Update 13]

Okay so just play tested it a little and I didn't realize that the changes you listed were actually the only changes. Hope you find the time to implement all of the latest features like Jpoints and everything and also the ability to add some of the project brutality monsters. Man it is going to be so fun to be able to actually pull off a fatality on belphegor far more easily.

Good karma+2 votes
random_soldier1337
random_soldier1337 - - 14 comments @ Johnny Doom v20g [Update 13]

Ah. So the update today is the fixes you have made to the latest addition, hopefully with no lags due to such? Many thanks!

This is one of my go tos when I feel like it's become too much of a pain to do fatalities in a wad.

Good karma+2 votes
random_soldier1337
random_soldier1337 - - 14 comments @ Johnny Doom v20g [Update 13]

Hey just wondering, not that I have anything against this but why does this have a fair few different mechanics compared to Johnny Doom of the same vein on the ZDoom forums?

I personally prefer this since for whatever reason, that caused a lag fest for any number of monsters that was ~200 or over but I still was wondering why this is so different.

Good karma+2 votes