Completed my course at university for games design, currently learning about the UDK, modding Doom and several other engines while using various modeling software's like 3ds Max, texturing in Photoshop. Also I experiment with video's sometimes, my youtube account is 'doomvshalo' I tend to use the site for old/new work, I rarely do AMV videos so feel free to check it out. Also I'm currently mainly experimenting on my Doom 1/2 compiling project, my own original game design, both are work in progress.

Comment History  (0 - 30 of 159)
Ronnie42
Ronnie42 Apr 6 2014, 2:59pm replied:

It's my custom texture's, I'm mainly focusing on getting the UVW maps correct first, when I finished making sure the UVW are correct then I'll look into changing effects of materials. Also as for the 'shiney' this isn't an issue anymore. Plus I'm working on different techniques to make them work with Udk.

+1 vote     media: CrossRoadsRender
Ronnie42
Ronnie42 Apr 6 2014, 2:55pm replied:

Actually it it's very accurate since I'm actually using the proper maps, I'm aware of certain grids but you have to remember this is a very small section compared to the actual scale of the city. Also the project is based on Salt Lake City but it isn't an exact duplicate.

+2 votes     media: Roadwork in Progress.
Ronnie42
Ronnie42 Mar 27 2014, 6:12pm replied:

I wasn't sure about this at the time, anyway yes it does seem to be Halo CE since I recognise some of the 3d models. So what your saying your trying to import Halo CE campaign/multiplayer to Killing Floor?

+1 vote     mod: Halo Custom Edition: Total Conversion
Ronnie42
Ronnie42 Mar 27 2014, 6:08pm replied:

I know the feeling, just hope you stink to it since looks good so far.

+1 vote     mod: Halo Custom Edition: Total Conversion
Ronnie42
Ronnie42 Mar 4 2014, 5:04pm says:

Sure is big but depressingly full of bugs that I'm having a hard time pinning down.

+1 vote     media: Doom 2 Build 3 50%
Ronnie42
Ronnie42 Mar 3 2014, 2:26pm says:

If you're interested I have made sure that my Open World Doom 1 mod is now compatible with Brutal Doom via Doomseeker.

+1 vote     member: Sergeant_Mark_IV
Ronnie42
Ronnie42 Mar 3 2014, 2:11pm says:

Have to say that's a pretty insane Brutal mod, just tried using the mod with my Open World Doom mod, well it's pure insane to play.

+2 votes     mod: Brutal Doom
Ronnie42
Ronnie42 Feb 28 2014, 11:06am replied:

Thanks, I'll try to do something at some point, it's just have a lot to do with personal life, only one guy but I'll see what works also been looking at some new tutorials to help with making an open world game look right but the thing is I have been testing with different ideas on how to plan it.

+1 vote     game: Doomsday
Ronnie42
Ronnie42 Feb 23 2014, 7:22am replied:

That's why people like ourselves test these things to see what works, some levels might work, example the first 2 levels might be ok because there smaller levels while some levels are probably too big.

+1 vote     mod: Doom Reborn
Ronnie42
Ronnie42 Feb 22 2014, 2:03pm replied:

Just because someone may have tried it, doesn't mean they can't at least try themselves.

+3 votes     mod: Doom Reborn
Ronnie42
Ronnie42 Feb 21 2014, 9:37pm replied:

Makes sense, I usually do keep track of Doom 4 related news on a regular basis so usually do tend to post news as I find it.

Also if you noticed the Wolfenstein trailer then the chainsaw at the end looks suspiciously like the Doom 2 chainsaw.

+2 votes     mod: Doom Reborn
Ronnie42
Ronnie42 Feb 21 2014, 9:35pm replied:

Maybe it would crash within 3 or 4 levels but maybe that's something you could work on like have a level load every 3-4 levels.

+1 vote     mod: Doom Reborn
Ronnie42
Ronnie42 Feb 21 2014, 5:29pm replied:

Seen that too, pretty hyped about it, already posted about the Doom 4 in the Pc forums.

Moddb.com

+2 votes     mod: Doom Reborn
Ronnie42
Ronnie42 Feb 21 2014, 5:24pm says:

Seem's pretty cool, wasn't sure what 'gamehacker' meant by switch to next level being similar to my own Open World Doom but maybe you could try connecting the levels together in Doom 3, not sure if that would be stable on the Doom 3 engine due to upgraded graphic's on the Doom 3 engine while it was easier to make Doom 1 open world due to the original Doom engine because of how it's was a lot simpler, easier on new machines to edit, easier to tell the limitations and well not really sure on the current limitations of Doom 3 source.

+2 votes     mod: Doom Reborn
Ronnie42
Ronnie42 Feb 9 2014, 8:42am replied:

I was considering something like this but I was just trying to avoid too much programming to avoid any stress on the engine plus sometimes code would break so had to find work-around's to make it playable/fun.

+1 vote     game: Doom 1 as 1 level, Doom 2 as 1 level
Ronnie42
Ronnie42 Feb 8 2014, 9:27am replied:

It's not something that I can do with the keys since I'm mainly focusing on level design, I'm mainly focusing on connecting the levels so people can get through them, explore Doom openly so in theory it could be Open World.

+1 vote     article: Doom 1 under 1 level preview.
Ronnie42
Ronnie42 Dec 31 2013, 12:42pm replied:

Yes I have noticed this issues but sometimes the issues become conflicting so I do try to trace the issues then try find fixes as I find them.

ACS? Will have to look into it, as for the computable space well I'll have to look into that too.

Also I have noticed an increased loading times which is why I'm considering just keeping separate builds but the fusion design was a prototype to see how far I can stretch the levels, I will will reattempt everything at a later time.

Also I understand I need to improve my skills, which is why mainly been doing this alone, I do it as a hobby/interest so will need to re-think everything before attempting any new build's.

+1 vote     game: Doom 1 as 1 level, Doom 2 as 1 level
Ronnie42
Ronnie42 Dec 31 2013, 12:00pm replied:

That seems like a nice idea but I mainly interested in doing it alone so can help improve my own skills but be happy to share information if needed.

+1 vote     member: Ronnie42
Ronnie42
Ronnie42 Dec 31 2013, 11:34am replied:

Well I did something a while back before DoomOne in 2007 but it was a beta, ended up re-doing everything from scratch.

Feel free to check one of the 1st attempt's here:

Youtube.com

+1 vote     game: Doom 1 as 1 level, Doom 2 as 1 level
Ronnie42
Ronnie42 Dec 31 2013, 11:27am replied:

Sure I'll look into those since it sounds helpful.

I know we want to keep the teleports as they once were but the thing is they do break like a lot of things, there really one of many issues, I'm trying to fix like 'invisible' walls errors, I have noticed the teleporter's sometimes don't spawn in the right places so I'll either try fixing some or disabling some of them.

Also I'm aware of what might be against their EULA and have already messaged them previously, they actually liked what I was doing.

As for the dependency I'm mainly using Doom 2 for that so I can use things like the 'double barrel shotgun' in Doom 2.
Also I'll have a look at Zdoom at some point and curious about 'UDMF'. Also I understand 'special events' but trying to avoid changing those settings until I have a better understanding of ACS scripting.

+1 vote     game: Doom 1 as 1 level, Doom 2 as 1 level
Ronnie42
Ronnie42 Dec 31 2013, 11:20am replied:

All secret levels are already in, I try put them in between where the levels usually take you from, after as if they were standard.

Also I understand there other mods to add new minions but my main goals is to make Doom as open world as I can or at least make Doom 1 stable under 1 level, Doom 2 stable under 1 level.

+1 vote     article: Doom 1, 2 fusion progress
Ronnie42
Ronnie42 Dec 19 2013, 10:00am replied:

There's been issues but it really depends on which build your playing because the smaller builds are more stable than the bigger compiles.

+1 vote     game: Doom 1 as 1 level, Doom 2 as 1 level
Ronnie42
Ronnie42 Dec 16 2013, 7:52pm replied:

I have noticed this issue mainly at the start, beginning area's of the game, thanks for feedback, I have been fixing the spawning, as for the 'monsters' glitching well I have noticed it only seems to be happening at the first level section, at the 'icon of sin', am looking into the first level glitching in Doom 1 but at moment it's 'trial and error' at moment since having to do several test by myself to try troubleshoot what's causing the problem.

+1 vote     article: Doom 1/2 compile files ready.
Ronnie42
Ronnie42 Dec 9 2013, 8:30am replied:

Seem#s like a really good mod but it would probably get more attention if the mod was posted on the main news page.

+2 votes     mod: Doom Reborn
Ronnie42
Ronnie42 Dec 5 2013, 11:46am replied:

I know the drawing sucks........ but the concept idea around it interested me.

+1 vote     media: Kart with heavy weapons.
Ronnie42
Ronnie42 Nov 25 2013, 2:08pm replied:

I get your annoyed at google but this site has nothing to do with Google, the Youtube comment problem. -_-

+1 vote     game: Crash Bandicoot Returns
Ronnie42
Ronnie42 Nov 23 2013, 7:25am says:

I'm quite curious about this project.

+2 votes     game: UDK Doom
Ronnie42
Ronnie42 Nov 23 2013, 4:02am replied:

Well like been saying, the project is mostly beta so thanks for letting me know.

+1 vote     article: Doom 1/2 compile files ready.
Ronnie42
Ronnie42 Nov 21 2013, 8:46am replied:

This is the first episode for Doom as one level with all the maps on the same level, I'm currently working on adding episode 2,3 into the same map and this will eventually lead to all the episodes being on the same level. ;)

+1 vote     download: Doom 2 episode 1 compiled.
Ronnie42
Ronnie42 Nov 21 2013, 3:53am replied:

Currently I don't recommend using with other mods at moment, my main aim is to get the maps to work together, due to issues there may be some 'minor' changes but I am trying to avoid changes as much as possible.

Currently there have been paths been made to attach them together, some area's slightly changed to avoid any glitch's turning up.

+1 vote     download: Full Doom 1 on 1 level with plenty of bugs
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