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  (30 - 60 of 176)
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
Ronnie42
Ronnie42 Nov 21 2013, 12:12am replied:

Thanks

+1 vote     article: Doom 1/2 compile files ready.
Ronnie42
Ronnie42 Nov 21 2013, 12:11am replied:

I was referring to episode 1, this download brings episode 2/3/4 into the mix.

+1 vote     download: Full Doom 1 on 1 level with plenty of bugs
Ronnie42
Ronnie42 Nov 20 2013, 8:39am replied:

It's untested in co-op but I suspect it should work through so feel free to let me know if you do plan on using it through co-op.

+1 vote     game: Doom 1 as 1 level, Doom 2 as 1 level
Ronnie42
Ronnie42 Nov 19 2013, 3:05pm replied:

Yes that's what I moved onto, did notice Zdaemon was very restrictive, the problem is at the moment the Doom 1 build compiled is very buggy, may take a while before I decide to if I will upload in it's current state or until I find the bugs to fix then upload at a later time.

+2 votes     article: Fistful of update
Ronnie42
Ronnie42 Nov 16 2013, 10:43am says:

I was using Mountain Lion until I had to fix my hard drive then realised Apple are terrible at supporting old OS, then I realised each update barely updates anything, is a waste of money so I ended up staying at the Snow Leopard. Also after there horrible support with the ios for my Ipod before 5th gen it decided to drop support had completely put me effort supporting any future apple support.

+1 vote     poll: What version of Mac OS X do you use?
Ronnie42
Ronnie42 Oct 24 2013, 4:28pm replied:

I guess it is to be fair, couldn't figure out how to get it to look right.

+1 vote     article: Long overdue.
Ronnie42
Ronnie42 Sep 15 2013, 3:48pm replied:

It was shifted to Ps Vita but for odd reason the development was ceased........even though the last image uploaded, was updated about a month ago.

+1 vote     mod: Doom3PSP
Ronnie42
Ronnie42 Sep 11 2013, 7:25pm replied:

I use the site on, off. Before University I didn't use it as much.

+1 vote     member: Ronnie42
Ronnie42
Ronnie42 Jul 13 2013, 5:53pm replied:

Actually it didn't before the recent edit since it said it was just say IV, didn't before say 4th, example I don't say 5th when saying GTA 5 or GTA V.

+1 vote     mod: GTA Sonic 4 Mod
Ronnie42
Ronnie42 Jul 9 2013, 1:36pm replied:

Read AGAIN:

Mod called: GTA Sonic IV Mod

It say's GTA IV, it's either a mistake on the mod name or a mistake on the 'Game' section, either way there's a mistake on the page.

Not saying the mod is bad or anything since it look's good but I just think it need's to be more clear.

+1 vote     mod: GTA Sonic 4 Mod
Ronnie42
Ronnie42 Jul 8 2013, 7:47pm says:

Shouldn't this page by moved to the GTA 4 page? The page says GTA IV (4) but the game page say's San Andreas, there well there 2 different game's.

+1 vote     mod: GTA Sonic 4 Mod
Ronnie42
Ronnie42 Jun 13 2013, 5:58am replied:

I would assume the Halo 5 trailer shown at E3.

+1 vote     group: Halo Fanatics
Ronnie42
Ronnie42 May 1 2013, 7:36pm replied:

Looks pretty good so is this going to be turned into a full campaign similar to class halo or just custom weapon/character swaps? Just curious because just found this, looks quite interesting, going to pass this onto others so quite interested in this project.

+2 votes     mod: Halo Custom Edition: Total Conversion
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