Twenties- something Norwegian dude with a penchant for black coffe, Guinness and psychedelic music. If it ain’t DOOM its all gloom.

Comment History
SkjalgGK
SkjalgGK - - 15 comments @ Quake 1.5

Sure is man! I just recently fixed this myself, so i’d be happy to help.
Now traditionally you’d need the official Quake CD to get the music in- game, but hypothetically you could just:
1. Download the “quake_campaign_soundtrack.zip” from here: Quaddicted.com
2. Stick the tracks into “.../quake/id1/sound/cdtracks“
3. Enjoy the atmosphere of interdimensional dread as brought to you by Trent Reznor

Good karma+4 votes
SkjalgGK
SkjalgGK - - 15 comments @ Overthinked DooM^3 (Realistic Mod)

Ha, actually managed to solve it! The Screen Frost Time was set to 5 which, as it turns out, was far too low for some reason. Set the timer to 100, now it both looks and works just fine. :)

Thank you so for your time and help, can't wait to play through the entire game with this mod!

Good karma+1 vote
SkjalgGK
SkjalgGK - - 15 comments @ Overthinked DooM^3 (Realistic Mod)

Trust me, the kind words are well deserved. DOOM 3 has always felt weird to me in terms of level/combat design, because cramped and sparcely lit corridors don't really mix well with action shooter elements. This mod takes the combat to a place where stopping to listen to audio logs and solving puzzles doesn't break the flow of the game. What's not to like?

As for the problem with the camera pan, it really does seem like more of a bug than a feature. Its not so much a blurring effect as the entire center of the screen is tilted up and to the right, meaning that both aiming and using the cursor is off. Its been a while since I played DOOM 3, but I do seem to remember some outdoor combat. That's going to be tricky seeing as I can't even get the gun to aim at the center of the screen. I assumed it had soemthing to do with either the sikkmod settings or the DoomConfig file, but after fiddling around with it for a bit I've yet to be able to fix it. If you could give me any pointers as to how I'd go about disabling the chromatic aderration, I could try that and at least pinpoint that as the actual issue. Sorry for the wall of text, this mod has me very excited.

Cheers indeed!

Good karma+1 vote
SkjalgGK
SkjalgGK - - 15 comments @ Overthinked DooM^3 (Realistic Mod)

Hey, this is a fantastic mod! I've encountered a small issue though. Whenever I go outside (Martian surface) the camera slides down and to the left, meaning that where the center of the screen would be drifts up and to the right. Not really gamebreaking or anything, I can still play it fine, but it makes trying to click the airlock panel kind of a bitch. Any idea if there's a fix for this?

Good karma+1 vote
SkjalgGK
SkjalgGK - - 15 comments @ Dual v19 Plasma+Kicks v2

Sad to say man, but I don't think this is compatible with the latest version of gzdoom... Think you could look into it? I'll do it myself if you can't be bothered. :)

Edit:
Scratch that, I figured it out! Simple matter of completely replacing the original plasma.txt within Brütal Doom itself.

Good karma+1 vote
SkjalgGK
SkjalgGK - - 15 comments @ Shotgun guy with proper strap (COMES WITH THE MOD SINCE RC3)

Amazing work man, tiny inconsistencies like that will always haunt my mind. Thankfully there's people like you out there who chip in for the greater good. :)

Good karma+2 votes
SkjalgGK
SkjalgGK - - 15 comments @ Deep Water

Great mod, little things like this go a long way to make the gameplay more immersive. :)

But I found a small bug. If any gibs from dead enemies fall into the toxic sludge(or nuke, if you will) a lava splash texture appears. Dunno' if it's because of any other mods I use, but it just strikes me as odd.

Good karma+1 vote
SkjalgGK
SkjalgGK - - 15 comments @ Classic Chaingunner 64

Actually working on a combo- pack which will feature more distinctive- looking zombies at the moment! At least in terms of their clothes. :)

But if you have any particulars in mind, do feel free to share them. A little input from the actual people who are going to be using my work is never a bad thing. ;)

Good karma+1 vote
SkjalgGK
SkjalgGK - - 15 comments @ Classic Chaingunner 64

Confirmed!
Here's an ingame preview of the new Revenant sprites that'll ship with the upcoming update to BD64. Hope it looks less like the Tchernobog now to the extent that people will complain less. :)

For those who still think it needs work, I am considering doing a revision where I turn the talon- like claw feet into regular ol' fleshy bone- feet. No need to do that if people are satisfied as is, but hey, if anybody wants it I'll do it. ;)

Good karma+3 votes
SkjalgGK
SkjalgGK - - 15 comments @ Classic Chaingunner 64

What about them? I think they're distinguishable enough as they are to be perfectly honest, seeing as the pistol on the regular zombies is fairly easy to spot. But hey, I might do a color swap pack somewhere down the line. :)

Good karma+1 vote
SkjalgGK
SkjalgGK - - 15 comments @ Classic Chaingunner 64

As nice a change as that would make, you'll have to ask someone else for the time being. Just finished off the revenant rotations and I'm kinda' tuckered out atm. Remind me in a week or so and I might just pick up on that! ;)

Good karma+3 votes
SkjalgGK
SkjalgGK - - 15 comments @ Classic Chaingunner 64

NEWS!

Instead of trying to work up a full goddamn redo of the BD64 revenant, I am working on giving the poor fellow already in the game full sprite rotation. Don't like Tchernobog with rocket launchers on duct- taped to his shoulders? Well I do, and I'm gonna' make him spin. Sorta'.

Good karma+2 votes
SkjalgGK
SkjalgGK - - 15 comments @ Classic Chaingunner 64

As cool as that'd be, you'd have to ask someone else to whip that up. All I've got the skillset for is spritework and a bare minimum amount of coding. But I'm sure it would be possible for someone more experienced.

Oh, and from what I understand, MarkIV's already planning to add an assault rifle to the mod in a separate game- mode. So it might not be that far off.

Good karma+1 vote
SkjalgGK
SkjalgGK - - 15 comments @ UAC AUTOPISTOL v1.1b

Glad to hear you managed to figure it out on your own. Really isn't too hard to alter these kinda' things once you get the hang of it.

Good karma+1 vote
SkjalgGK
SkjalgGK - - 15 comments @ UAC AUTOPISTOL v1.1b

If anybody's interested, I've made a semi-automatic version of this pistol mod. Obviously I take no credit(Didn't really do much, and 5 minutes of editing in SLADE isn't really anything to brag about), but if anybody here wants it just say so and I'll give it to ya'.

On a side note, many thanks to the creator of this mod for making an interesting alt-fire attack for the pistol!

Good karma+1 vote