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Comment History  (0 - 30 of 34)
sergesh
sergesh - - 34 comments @ Cedric 'Zaxtor Znort' Lutes 1979 - 2019

Oh, so sad to hear such news. I've heard he was working on the remake of "Oblivion" TC, and today I opened 'credits.txt' for "The AMC Squad" and read the last line... Didn't know him personally, but liked his maps a lot. I remember playing his maps loooong ago, he was mapping for vanilla Duke back then in 2003 (EDuke was released later in 2004). RIP man, you were a good and productive mapper. Your mind-blowing and creative work will be forever in my Duke Nukem 3D collection.

Good karma+1 vote
sergesh
sergesh - - 34 comments @ Blast Radius

There is, but it's hard as hell, comparing to how you add weapons to a Doom modification. There are some mods with weapons, try DukePlus by Dan Gaskill (google it), that mod has laser pistol, double-barreled shotty, mp5 etc.; it could be played with any map/episode that has no big changes in code. I believe it could be played even with Blast Radius but I'm not sure.

Good karma+1 vote
sergesh
sergesh - - 34 comments @ Fallout: New California

I want to ask if this mod is filled with in game little stories, notes, books, terminals with messages etc etc? Are there any optional areas like caves, shelters, buildings, gas stations and anything else to explore? For me, Fallout is an exploration-like adventure of a destroyed world where you get little peices of the lore one by one by youself while exploring immersive areas you can get to. And not the plot-based shooter game.
Many people say it's "empty as hell", but if it regards the outdoor areas, it's a big "OK" cause a desert is a desert, but if it regards the empty indoor areas and the absence of immersive materials, that's bad :(
Just eager to know it before playing the upcoming 222.

P.S. I can't express my gratitude towards the dev team cause the amount of work done here seems to be the biggest among all mods I've played in all Fallout games.

Good karma+1 vote
sergesh
sergesh - - 34 comments @ The AMC Squad

Also when I choose a building to create, the date below changes like that:
1) before: Imgur.com
2) after: Imgur.com

Plus the x-axis mouse speed in menus is way higher than the y-axis speed.

Good karma+1 vote
sergesh
sergesh - - 34 comments @ The AMC Squad

Playing as Highwire. Episode 1, completed 1st mission w/o problems. Then went to the DIS BASE on Ganymede. The very first 2 monsters (I'm playing on skill 3), imp-like creatures from Doom, act strange: they just peacefully run away spinning and changing their angle between looking at me and 180 degrees away. Also, "Female Marines" on this level, when trying to shoot me, choose a completely random direction, like there is also an angle problem.
Have loaded old E1&E2; installment: there's no such problems at all.

Good karma+1 vote
sergesh
sergesh - - 34 comments @ Brutal Doom v21

1st of all, hands on some weapons (eg shotgun) are drawn badly (kinda broken), the idle sprites need some polishing.
2nd, the bobbing speed is too high, am I the only one with that problem?

Good karma+1 vote
sergesh
sergesh - - 34 comments @ Total Chaos - Standalone (0.97.1) - Legacy

Ты же не ждешь ответа, да?)

Good karma+1 vote
sergesh
sergesh - - 34 comments @ Doom 64: Retribution (Version 1.5)

Hello! Everyone likes this mod, but no one (I presume) told that of all readme txt files out there, these are the most organized and unified, it's a very pleasant to read them. No typos, no mistakes, no double-spaces, no tabulations to torn tables apart. Thank you! (And thank you for the mod, but it's so obvious.)

Good karma+1 vote
sergesh
sergesh - - 34 comments @ DaggerHell V1.2

So there is no current version to be compatible with other mods (like DaggerHellUnlimited)?

Good karma+1 vote
sergesh
sergesh - - 34 comments @ Annie: Episode 1

Sounds from Daikatana! :D

Good karma+1 vote
sergesh
sergesh - - 34 comments @ Insanity Demo 1.05

This deserves a thread at Doomworld and ZDoom Forums.

Good karma+2 votes
sergesh
sergesh - - 34 comments @ ZBloody Hell 1.9.15 Full Package

Hello! I'm using GZDoom. On some maps there are red signs with exclamation marks on them. (E.g. E6M1 [E6B1]) Exactly at those points where Team Starts should be in Zandro.
GZDoom is arguing about that in console. Previous version (1.7.6) have same console error messages on those maps with Team Starts, but exclamation marks didn't appear at all.
How could it be solved?

Good karma+1 vote
sergesh
sergesh - - 34 comments @ Haunted Nukem V2

Hello. Are you that 64 guy from Doom community?) Great work and excellent sequel!

And I want it to be as perfect as it can be so the bugs should be fixed. I mean bug with dismemberment: when I shot off Liztroop's leg, it supposed to spawn a legless body but instead it spawns just a single leg. I tried to fix it for v1 fut failed and so sad this bug still exists...

Good karma+1 vote
sergesh
sergesh - - 34 comments @ The AMC Squad

Thanks and thanks for the great game.
There are 2 mods I am still waiting for: AMC TC Episode 3 and Duke Nukem Begins
I hope at least one of them will make it to the release :)

Good karma+2 votes
sergesh
sergesh - - 34 comments @ The AMC Squad

Hello. I made a fix for the speedometer needle. It took me 4 years to be annoyed enough to dig into the code and find the problem. Probably someone want this fix too, so I released it and ask you to attach it here (ofc, you may check it yourself first).
The link: Moddb.com
Thanks!

Good karma+2 votes
sergesh
sergesh - - 34 comments @ ZBloody Hell 1.9.15 Full Package

Sorry for absenсe;
Those are not errors, those are warnings. The mod can be played but I think its a mistake to have a \t symbol in class name:
TNT1 A 0 A_FireCustomMissile("S prayCanAlt11")
I just launched it and looked to the console in search for warnings, and there are 2 that I've found to be (probably) a typos. Am I right?

Good karma+2 votes
sergesh
sergesh - - 34 comments @ ZBloody Hell 1.9.15 Full Package

1) Script warning, "zblood_bb_addon_v1-7-6.pk3:actors/weapons.txt" line 2166:
Unknown class name 'S prayCanAlt11' of type 'Actor'
(There is a \t symbol midword and I think it's a mistake, am I right?)

2) "zblood_bb_addon_v1-7-6.pk3:actors/weapons.txt" line 1965:
ZIPD C 2 A_PlaySound("Lighter/Close ZIPCLOSE")

Is everything ok in abovementioned line? (There is again the \t symbol so I assume a mistake...)

3) Why Cryptic Passage is so different from the original addon? And also is very hard "from pistol start", but it's good personally for me :)

Good karma+2 votes
sergesh
sergesh - - 34 comments @ SWC20

Thanks for watching and sharing my videos.
I'll wait for another SW port to play last two maps, they seem to be great as the previous you made. Thx for you work for the almost dead game :)

Good karma+2 votes
sergesh
sergesh - - 34 comments @ SWC20

Also, I've tried two remaining maps (teh last and secret level) under SW Classic Redux and got the same crash result. Though crash frequency is slightly less now...

Good karma+1 vote
sergesh
sergesh - - 34 comments @ SWC20

>>> What's a hylotyna?
It's my bad pronunciation of "guillotine" :)

>>> Also I need to fix the transition from the wooden beam when you access the top room there
And change the view, when you look back down, you see some... sandy texture, instead of a dark one; or maybe make there, on a transition, just a transparent texture like in the water?

>>> I see on some of the videos you were having the bug happen where the video monitors and mirrors all showed that funky atomic health texture.
Yeah, it was strange bug I've noticed from the 2nd map and later. I decided to get rid of it at the start of WangBusters. I just restarted SWP and loaded WangBusters directly as a usermap; then loaded my quicksaved game. The bug has gone!

Thanks for watching my videos! :)

Good karma+1 vote
sergesh
sergesh - - 34 comments @ SWC20

>>> sounds like you're noticing all the ways that map will crash
I work as a programmer/tester so I SHOULD know how to reproduce every single error :)

>>> random secret things strewn out across most of the levels
I remember that fake Atomic Health aswell :)
And I like your way of detailing, like with hylotyna and the head lying near it :) or a toaster made of sectors...
Or when Lo Wang climbing up in Pyramid yelling "What died up here?" right before he sees the Ninja Turtle body (the WANGTALK is always at its place).
I want to ask, what's the point of the "BUG MODE" in Matrix level? I became like in water and killed myself with a lobbed grenade :)
By the way, your secrets are HARD to find comparing to the original levels. Most 'hidden' places aren't secrets at all. I was impressed by the 1st secret on "StarGate Continues" map (see my playthrough).

>>> I became a parent in November
Congratz! I hope your wife isn't angry about your spare time waste :)

>>>
Here I post my playthrough:
Youtube.com

Good karma+2 votes
sergesh
sergesh - - 34 comments @ SWC20

Yeah, for me it seems that when I look at certain points, it crashes; like when I come to the center of the waterfall at the beginning of last map and try to look "through" the water. Also I have experienced bug when my saved game becomes corrupted for an unknown reason...
Yes, crash comes from the wide-open areas, because I've tried 'Showdown in Suzhou' map and it works OK despite it's large with over 200 enemies but w/o open areas which swc's last & secret maps have.

As for the maps: first one doesn't impress me, but next 8 maps completely brilliant! Very detailed and atmospheric, with lots of eye-candy and interactive decorations. (Haha, I've found the Octabrain in ghostbusters level!) Texturing is good and I was pleased to see textures from Duke Nukem, Redneck Rampage (probably Blood?). The only problems I've found are: 1) Some doors are too big :) 2) Some sectors containing shading effects can't be looked through
I'll post here a link to a playthrough as soon as I upload files on youtube.
I hope this is not the last SW mod, neither from you, nor overall :)

Good karma+2 votes
sergesh
sergesh - - 34 comments @ SWC20

Oh... I realized I can open this kind of grates much later in the game :) Totally missed because I didn't even try to find secret level exit there; I've read from template.txt that "it is on map #5" and decided it's on "LoTrek" map :)
And yes, I play with -s4 so when I have reached lvl 10 it became unplayable( I will try to ask Hendricks, maybe he can help with advice. Even new SWP 4.3.3 beta 3 cannot handle map10 and secret one. Maybe I will try Classic Redux to get it to work.

Good karma+1 vote
sergesh
sergesh - - 34 comments @ SWC20

I'll upload some playthrough soon. BTW, got problem with secret level, I cannot find how to get there.

Good karma+1 vote
sergesh
sergesh - - 34 comments @ Nuclear Showdown

EDuke32.exe /NOAUTOLOAD /J"ADDONS\Nuclear Showdown" /G"showdown.grp" /X"ICDGAME.CON" /H"ns.def" /CFG "ADDONS\Nuclear Showdown\showdown.cfg"

Good karma+2 votes
sergesh
sergesh - - 34 comments @ Duke Nukem: taking boise

nvm :)
I have solved a problem... I used to decompile grps with XGroup.exe, but this time (what I've never encountered before, even after thousand of decompiled grps!) XGroup extracted ARTs completely broken. In a very dark corner of my HDD I've found "grpviewer", which have got this job done correctly. I'm still wondering why XGroup failed.

Good karma+2 votes
sergesh
sergesh - - 34 comments @ Duke Nukem: taking boise

Forgot to say that eduke32.log shows error: "loadpics: Invalid art file version in tilesXXX.art" for all art files. They also cannot be opened by art-editing programs.

Good karma+2 votes
sergesh
sergesh - - 34 comments @ Duke Nukem: taking boise

Is it possible to re-compile mod in .zip-format? If I am trying to decompile .grp and then compile either another .grp, or .zip, I get a black screen after new game logo. Menu is unavailable and game freezes.

Good karma+2 votes
sergesh
sergesh - - 34 comments @ Haunted Nukem

Great atmospheric mod, but I have bugs while playing. Like, when I shoot off the Liztroop's arm, after 5 frames of death animation it spawns a detached limb instead of armless corpse. Also, after Commander's special death, the arm/leg/head-less corpse is floating over the ground.

Good karma+1 vote
sergesh
sergesh - - 34 comments @ Duke Nukem: Attrition 2.0

Here I have a little feedback :)
Nothing critical, but still...

1) ATTHUD.CON, LINE 3684: "ifvarl VOLUME 4" to "ifvarl VOLUME 5", because since v2.0 there are 4 (instead of 3) episodes to pick a random map from. This may cause a little bug: if we will random a map from the episode 5, game won't show the message "MISSIONS COMPLETED: %VALUE%".

1) ATTHUD.CON, LINE 3687: "digitalnumberz 2837 100 10 truelevel 0 102 256 0 0 xdim ydim 40960", x-coord better be 115 than 100 (for me, 100 causes overlapping of two captions, I play fullscreen, 1280x720).

3) I'm not sure about this, but still: <truelevel> gamevar doesn't represent the "MISSIONS COMPLETED" value correctly; after I start a new game, and the first playable level is loaded but NOT COMPLETED, the message shows up: "MISSIONS COMPLETED: 1" (while I expect "0"), because first playable level was loaded after "dummy" start.map and technically is the second level. Maybe display a "subvar truelevel 1" instead of actual value?

4) 5th episode (volume 4) has no start.map; also the 8th map of 5th episode (WGS3.map) is defined twice, here and: definelevelname 0 20 attmaps/WGS3.map.

Sorry if I post this in the wrong place. Thx for your many years of work for Duke Nukem!

Good karma+2 votes