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Comment History  (0 - 30 of 157)
RobertSteele
RobertSteele - - 157 comments @ Zer0 Voice Pack (Borderlands 2)

Came here expecting something half-assed, left here with something amazing.

Good karma+4 votes
RobertSteele
RobertSteele - - 157 comments @ Smart Scavenger v3.2j

Little error with the Project brutality version, likely related to how it only gave out 12 shells when it split before, the shell box seems to not split when you're missing 12 or more shells, even though it can waste up to 8. A similar bug may or may not also be effecting ammo boxes. I don't think so, but you might want to check anyway just to be sure.

I'm not sure if it's in this version or not (haven't found a backpack in this WAD), but last time I checked boxes would essentially always split when the player was missing ammo and had a backpack, because it only checks to see if you have, say, 201+ bullets, and doesn't take backpacks into consideration. Naught but a minor gripe now that boxes don't split into less ammo than they should, but I still thought I would let you know that that's happening (or at least was happening in a previous version.)

I don't think Smart Scavenger effects the Project Brutality large medkits (Medpacks, I think they might be called?) that give you 50 health. If it doesn't, it would be nice if that would split too. 5 stimpacks would be the obvious split, but replacing one stimpack with two ministims might be nice, since that would do a little to help avoid wasting. Say, one at the start, like a regular medkit, and the other at the end?

Do you think you could somehow add in a menu or editable config file to allow users to configure some preference things? Like spawning nothing but ministims from medkits, splitting stimpacks into ministims when the player is missing 5 or less health, and changing how fast pickups spawn from split containers? I could see some people wanting them to spawn faster because they don't care about wasting smaller amounts, as well as some people (like myself) that would like them to spawn slightly slower to make it easier to avoid wasting anything at all.

Good karma+1 vote
RobertSteele
RobertSteele - - 157 comments @ Project Brutality 2.03

YES. YES.

That's just...awesome.

Speaking of redoing assault rifles, how about making akimbo carbines look less silly? I swear, dude looks like he's aiming them at the ceiling.

I had noticed that the PK3 was named "final", and yet you're fixing things and working on a content update. Is that going to continue? Because it's already good enough, and I'm worried that making it even better with patches might be overkill and start causing people's monitors to combust from attempting to render the glory that you people have wrought.

Good karma0 votes
RobertSteele
RobertSteele - - 157 comments @ Project Brutality 2.03

*slow clap* This is really impressively done. I would go so far as saying that this is an improvement on a level that this is to vanilla brutal doom what brutal doom is to vanilla doom. It's that good. The sound design, the enemy sprites, the sound design, the mechanical enhancements, the sound design, the weapon sprites, the sound design, it's all simply superb.

So far, I have only four gripes, and they are all rather minor.

First, demon energy doesn't give out health.
I feel it should give you health instead of armor, or at least a bit of both instead of just armor. Maybe also make zombiemen have a comparatively small chance of dropping lesser energy since they are apparently now demonically possessed instead of actual zombies (which is a great change, by the way).

Second, possessed soldiers with helmets should have a much higher chance of dropping armor bonuses, since those look like helmets.
I think I've only seen one soldier drop one once, and I'm not sure it was even a soldier that was wearing one.

Third, the pump shotgun lacks the v20 mechanical upgrades where it doesn't pump after every reload and instead only when you emptied it.
This upgrade is both realism-enhancing and practical, since you wouldn't and shouldn't have to pump after every top-off.

Fourth, the chaingun comes before the starter rifle instead of after it.
This is probably the most minor problem, since it only causes incredibly minor inventory management grief.

Good karma+2 votes
RobertSteele
RobertSteele - - 157 comments @ UAC's REX 44 MAGNUM v2.0a

Could be as simple as a couple of changes to the "bullet" ammo type's code to allow for the akimbo rifles, leaving your magnum using an outdated "bullet" ammo type, which wouldn't be able to be found naturally in v20 as the pickups would be for the new bullets and not the old bullets, the old bullets then getting treated like a separate ammo type only used by the revolver. That's my guess, anyway, and if it's right then it should, in theory, be easy to fix. We can hope, at least.

Good karma+1 vote
RobertSteele
RobertSteele - - 157 comments @ UAC's REX 44 MAGNUM v2.0a

I like it. It's pretty great, though I do have one problem that keeps me from making much use of it. I'm guessing that it's because of me using one of the v20 test versions (latest I could sniff out, April 13th) instead of the v19 release (as I doubt that a hud mod would break it's ammo type, though I guess I can't say that for certain), but the magnum appears to have it's own ammo pool rather than using an existing ammo type, which means that, unfortunately, when I run out of ammo it's useless because I can't get more.

As for the weapon itself: while I like how effective with headshots it is, it's a little inefficient against targets that don't take extra headshot damage, like cacodemons. If possible, an update/alternate version with slightly higher base damage but slightly reduced headshot multiplier would be able to fix that, though it isn't at all necessary.

Good karma+1 vote
RobertSteele
RobertSteele - - 157 comments @ Brutal Doom

Well, I tried out the latest v20 test version (or what I think is, anyway; it's the latest version I could sniff out a link to, in any case). It's pretty amazing. Haven't found any major bugs or minor bugs that stood out, and as always it's really fun to play. I dig the (I think, anyway) slightly larger variety of difficulties. Haven't tried the realistic difficulty yet, since the even harder Black Metal difficulty is already kicking my ***.

I just hope that when you finish v20 you resurrect Ultimate Brutal Arsenal, because so far that was the most fun I've had with Brutal Doom add-ons because of the much larger enemy and equipment variety.

Good karma0 votes
RobertSteele
RobertSteele - - 157 comments @ TOZ-34 sawed off

I hope that with the existence of more than one type of sawed-off shotgun that one will find it's way to the sidearm slot.

Good karma+1 vote
RobertSteele
RobertSteele - - 157 comments @ FN FNC model

I like the FNC and AK5. I wish they showed up in more video games. They combine the low-recoil, high-accuracy ammo of the average NATO weapon with the more rugged working parts and better recoil compensation of Warsaw Pact weapons. In video games, at least. I'm not entirely sure if it's like that in real life, though I would like to think so.

Good karma+2 votes
RobertSteele
RobertSteele - - 157 comments @ M4 progress

Hmm. Well, you could attach it down there anyway, favoring gameplay over realism. Or halfheartedly explain it's attaching by, say, somehow strapping it on with duct tape. Or make it look like it's soldered on and not allow it to be unattached once attached. Or hand-wave it's attaching by also attaching a rail to the bottom along with the grenade launcher.

Or, expanding on that last idea, maybe you could make it so that Strelok has to bring his M4 to someone, and pay to have him permanently hack a rail onto his M4, and then the player could attach and detach the M203 at will.

Yeah, I like that idea. Something like that, where you have to have someone modify your M4 (slightly increasing weight and decreasing durability and handling in the process) to allow you to attach the M203.

Good karma+1 vote
RobertSteele
RobertSteele - - 157 comments @ Vani's Junk War Bonus Pack

Yes, that allows me to disable everything that I wouldn't want to use, but that doesn't allow me to select what specific weapon I want to spawn with. Say I wanted a crazy cowboy character, spawning with dual Wilsons, a Redwood Deermaster, and an Acoustic Guitar. Not possible, from what I've seen. Can someone make a compatibility patch for Ballistic Weapons that separates all of the Junk War weapons/shields for selection in the loadout modes (and makes all Junk War weapons go on the first slot, while we're at it)? I already have to wade through a ton of shite to find the gun I want to use, might as well be able to do the same with the melee weapons.

And if it was truly a compatibility patch (though I'd prefer everything but this first, if this would be time-consuming/hard to implement), any dual-wieldable Ballistic Weapon should be able to be used with a shield, too. That would be neat. Just somehow make the Ballistic Weapons aim key function as the block button when you're using a shield and a Ballistic Weapon at the same time, and we're good.

Good karma+1 vote
RobertSteele
RobertSteele - - 157 comments @ Vani's Junk War Bonus Pack

Wow, that's an awesomely large amount of weapons. Though that makes you even less likely to get a specific weapon that you want, so I hope there's something in place to let you choose what weapon you get (especially if you're just adding the Junk War weapons into Ballistic Loadout) now.

Good karma+3 votes
RobertSteele
RobertSteele - - 157 comments @ AS "Val"

Made from scratch? Big surprise there, Millenia and co are just that good. I would wonder if they've supplied models for AAA games, but then I realized that AAA game's weapons aren't high enough quality to be from them. :3

Good karma+1 vote
RobertSteele
RobertSteele - - 157 comments @ Ballistic Weapons

Emphasis on "super", too. I highly suggest disabling it's use (along with the staves and maybe SKAS and SRAC) if you're going to run a server with Ballistic Loadout; whether you're playing with bots or people. People are probably over-all more dangerous, while bots can insta-kill you with either gunfire or a laser as soon as you pop your head up.

Good karma+1 vote
RobertSteele
RobertSteele - - 157 comments

I like that tweak (bLockRecoil) included that locks the crosshair to the muzzle climb, but it makes most pistols a bit hard to use because of a quirk in that they had a lot of muzzle climb that was just for looks before. I think someone should look into making a second optional tweak to decrease the recoil of most pistols to some extent for use with that tweak.

Good karma+2 votes
RobertSteele
RobertSteele - - 157 comments

I recorded some silly gameplay with the Combat Defibs. They are unbelievably fun to use. Though, just like every other melee weapon, only effective some of the time.

Watch it here: Youtube.com

Good karma+2 votes
RobertSteele
RobertSteele - - 157 comments @ Ballistic Weapons

Hey, I have a suggestion for the modified red tiger camo automatic RS04 (or "Tiger's Teeth" as I call it); how about giving it extended clip size instead of increased reload speed? I think 12 round mags sound reasonable.

Good karma+1 vote
RobertSteele
RobertSteele - - 157 comments

Are there any variants of the MJ51 available through the "camo" system?
Like one upgraded with a suppressor, or one with an alternate full-auto/semi-auto trigger group?

Good karma+1 vote
RobertSteele
RobertSteele - - 157 comments @ Super mega HD bolt ingame

Image Details

Type: Entertainment

Seems legit.

Good karma+5 votes
RobertSteele
RobertSteele - - 157 comments @ AK-74 texturing

Just a question out of curiosity, but is there anything random schmucks like me might be able to do to help out with development?

Say, if low poly models of weapons would be helpful at all, someone like me with a bit of free time might whip up a couple to be helpful. I know I'd like to try my hand at making an M9 (using your techniques and videos for guidance), for example.

Or, since you're using "outside" models (as in, not making all your own models), maybe someone like me could scope out modding sites for resources that may be helpful, so you could contact their makers about using them in the mod; if you think that would be anything other than a waste of time and/or massive headache. I know I could find some nice looking Glocks and M4-type weapons on FPSBanana, for example.

Good karma+1 vote
RobertSteele
RobertSteele - - 157 comments @ Saiga-12k

Very nice. I wonder...did he learn any tricks from you, Millenia?

In any case, if this is generally representative of the work he can do, I want him to tackle as many of the NATO weapons as possible. Why, you may be wondering? This weapon looks very sleek and modern besides being highly detailed. From what I've seen, you work better on making weapons look a bit more worn and rustic, Millenia; and I would like the NATO weapons to look more fresh since they would likely be getting brought in relatively new by the Mercs, Sid and Bandit black market operator(s). Though if you have made any sweetly sleek looking tactical weapons, feel free to post links to pics, Mil.

On the topic of weapons...I think we lost weapons in the transition from 1.05 to 1.1; will we be losing more weapons from 1.1 to 1.2, gaining some, or staying roughly the same (but perhaps with different specific weapons)? Or is it too early in development to tell (as in, you're just going to do as many weapons as your team can stand before/while you finish up everything else for launch)?

Good karma+1 vote
RobertSteele
RobertSteele - - 157 comments @ Sergeant Kelly's Weapon Pack - Version 10 - WD1

Ah, so that's now a requirement? I don't remember it being that way before, hence I was using the mod just fine up until v10. You might want to make that a bit more obvious, so this doesn't happen again. Thanks, everyone. *brofist*

Good karma+1 vote
RobertSteele
RobertSteele - - 157 comments @ Sergeant Kelly's Weapon Pack - Version 10 - WD1

After re-downloading the pack again, running both removals bats, and re-installing the package, nothing seems to have changed.

Any idea why it seems to be breaking?
I'll post the full crash log now:
UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows NT 6.0 (Build: 6002)
CPU: AuthenticAMD Unknown processor @ 2511 MHz with 4093MB RAM
Video: NVIDIA GeForce GTX 550 Ti (623)

Failed to load 'BWBPRecolors4Main': Can't find file for package 'ONSBPTextures'

History: UObject::SafeLoadError <- UObject::GetPackageLinker <- UGameEngine::BuildServerMasterMap <- ULevel::Listen <- Listen <- UGameEngine::LoadMap <- LocalMapURL <- UGameEngine::Browse <- ClientTravel <- UGameEngine::Tick <- Level Asbestos <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

Good karma+1 vote
RobertSteele
RobertSteele - - 157 comments @ Sergeant Kelly's Weapon Pack - Version 10 - WD1

Everyone else seems to have stopped having installation issues, and now that I'm trying I seem to be the only one that's getting them now.

Well, let's get started with the explaining.

I downloaded the pack, and it's v10.028, I put the "Delete BWBPV6+BWBPV8+BWBPV9.bat" into the base UT2004 directory and ran it, installed the rest of the package, made sure it installed correctly, deleted the BWCache and BallisticV25 inis, changed the server package from BWBPRecolors2 (or whatever it was) to BWBPRecolors4Main, started the game, re-added the recolors config mutator to my loadout and went to configure it.

First issue spotted: There was no config options for the recolor mutator, as if it wasn't active.
Second issue spotted: All the weapons from bonus packs were missing from the loadout selection, sans the Jack_Carver/Fische11 weapons such as the MK23.
Third issue spotted: Upon attempting to start a game anyway, I got the following error (short version): Failed to load 'BWBPRecolors4Main': Can't find file for package 'ONSBPTextures'

I will now be re-downloading the archive in case of a corrupted copy, and will advise if the situation changes.

Good karma+1 vote
RobertSteele
RobertSteele - - 157 comments @ Ballistic Weapons

Youtube.com
Here it is. Read the comment box to hear me blab about how awesome that glitch was and how I want it to be a feature and how to maybe pull it off, or whatever.

Fun facts: I don't exactly have the best computer, and my internet is kind of crap (1.5MbPS DSL), but it only took me like, half an hour to render and submit this video. Groovy!

Good karma+3 votes
RobertSteele
RobertSteele - - 157 comments @ Ballistic Weapons

Wait, what? A helicopter? In my Ballistic Weapons? I don't know what you're talking about. Is that one of the bonus vehicles for gametypes with vehicles, or something? I never really payed attention to that because I only play TDM.

Good karma+1 vote
RobertSteele
RobertSteele - - 157 comments @ Ballistic Weapons

So, whats up, everyone?
I was playing the game a little while ago, and I ran into the awesomest glitch ever.
You'll see what I mean when I upload the video and stick it into a comment later.
On a related note, is there a way to embed it in the comment, or can I only link to it?

Good karma+2 votes
RobertSteele
RobertSteele - - 157 comments @ Ballistic Weapons

Oh, hey, I didn't see you there.

I don't see why screen recording programs wouldn't work. I use FRAPS and it works fine. The problem with FRAPS, though, is that you have to record in 30 second intervals and maybe also get a watermark, pay for it, or pirate it, because it isn't free.

Have you tried MSI Afterburner? I did. I'm not sure if it was a problem with my video editing software or if I just set it up improperly or not, but it didn't actually capture video for any games I tried, but it may or may not work for you.

Good karma+1 vote
RobertSteele
RobertSteele - - 157 comments @ Ballistic Weapons

Hey there, everybody. I made a video of Ballistic Weapons.
It's relatively short, and is gameplay with a shotgun.
Watch it here: Youtube.com

Good karma+1 vote
RobertSteele
RobertSteele - - 157 comments @ Ballistic Weapons

*shrug*
I have no idea. I believe they're aiming to develop as much awesome as possible, and release either by December (maybe Christmas?), or by the start of 2013.

Good karma+1 vote