My name is Slav, I'm originally from Bulgaria, Varna, I moved to England, Hull in 2009. My first steps in modding began a long time ago when Brood War came out. Even then I aimed high with maps that used ( or abused ) the trigger system to it's maximum to create Role-Playing scenarios. Then Warcraft III came out and I moved to that. Something was missing, however. That void was filled with discovering one simple command in Doom 3's console: "editor".I've been modding for Doom 3 since 2005, ultimately leading to my application in the University of Hull. I'm currently studying Computer Science with Games Development, so, hopefully, you'll be hearing from me in the future. Also I'd like to say that I've been a part of Doom 3 World community since the beginning of my modding days. Most of what I know about id's engines, I've learnt there. If you want to know more about idTech4 feel free to visit that amazing site.

Comment History  (0 - 30 of 103)
SpiritusSanctus
SpiritusSanctus @ Doom 3 Evolution Revision 2 is Complete

Extra psy point? That is interesting. Should not be happening :D . Not saying it's impossible, but I couldn't replicate it on my copy.

Bio transfer works on all non-armored zombies for me. Not sure what's happening there for you.

There shouldn't be a weapon model when the implant weapon is in idle but a hand should appear throwing a blue projectile when you fire it. The first thing I could think of there was a conflict with vanilla or other mod model/animation files but maybe there is a problem with linux- I haven't tested the mod with that soooo - there's that :D .

About the g_armorprotection cvar - I use that in the mod so even if you change it it will instantly reset to whatever your char stats should be. In vanilla - you can change it freely. I'm not sure but I think it might revert on restart.

TheDarkMod - good place to start :) .

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SpiritusSanctus
SpiritusSanctus @ Doom 3 Evolution Revision 2 is Complete

All powers implants and traits are locked for the play-through after you pick them. The console commands you can consider cheats :P . Not that I have anything against it but keep in mind - if you do it too many times it will break your build :D .

Bio transfer was pretty weird to implement and i'm not surprised it's a bit janky. That and it's supposed to only work on zombie enemies :) .

Can you pm me a bit more info about where you installed the mod/if you have anything in the base folder and anything else you might think is relevant. This is a strange one that I've never experienced and would like to see :D .

Reflex and med gel aren't saved when you leave the game - not a bug ... well it sort of isn't - at the time I wasn't sure how to save permanent vars so that's just the way it is ... now I do but don't have the time to remake this beast.

And thank you for playing my mod so far after it was released - it's nice to see people still play D3 :) .

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SpiritusSanctus
SpiritusSanctus @ Doom 3 Evolution Revision 2.2 + SikkMod 1.1 Addon.

Apparently (even though no-one else has complained about it) there are problems with this version so please Download the D3ER 2.2 version WITHOUT SikkMod.

Thank You.

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SpiritusSanctus
SpiritusSanctus @ Doom III: Torn

that's a good question, will check this weekend

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SpiritusSanctus
SpiritusSanctus @ Doom 3: Evolution

Thank you for your interest in the mod. Sent you a personal message. Hope I can help with this problem.

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SpiritusSanctus
SpiritusSanctus @ Still Decay Status

Thanks :)

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SpiritusSanctus
SpiritusSanctus @ Doom III: Torn

Did you do all of this:
- How to install and run this Mod:
- Have Doom 3 installed on your hard drive.
- Extract the "Torn_1" zip file (using Winzip or Winrar) in you "Doom 3" folder.
- Run the mod selecting "Torn" from your mod list.
- Pull the console down by pressing "`" or "Ctrl+Alt+`", type "map Torn_p1" in the console field and press "Enter".

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SpiritusSanctus
SpiritusSanctus @ Doom 3: Evolution

Sikkmod can't be deactivated. You will have to download the standalone version of D3ER2 install it as instructed in the readme file and patch it to 2.1 and then to 2.2. You can then run it from the mods menu in Doom 3, just like any other mod(there will be a new mod choice). If you wish to play your save files you have to copy the "savegames" folder from your D3ER2.2+Sikk folder to the new D3ER2 folder. The whole operation shouldn't take you more than 3-4 minutes after all files are downloaded. I've added links to the standalone version and the patches below.

D3ER2 - Moddb.com

D3ER2.1 - Moddb.com

D3ER2.2 - Moddb.com

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SpiritusSanctus
SpiritusSanctus @ Endarchy

Amazing mod! Watch and 10/10. Enjoyed it thoroughly :)

Reply Good karma+3 votes
SpiritusSanctus
SpiritusSanctus @ Grimm: Quest for the Gatherer's Key

Hey, btw, if you need some help I'm sure I can give a nudge with a map or two (least I can do for continuously using your older stuff :P). Feel free to PM me about that :).

Reply Good karma+3 votes
SpiritusSanctus
SpiritusSanctus @ Grimm: Quest for the Gatherer's Key

A+, awesome mod :). Just played through the demo/alpha. I got one nitpick, the scythe is a great weapon and it's fun to play around with it, but it's hard to hit enemies as they get close to you very quickly and hit you almost instantly. A simple sollution would maybe be to increase the range just a little bit? Other than that - you've got a pretty cool thing there, can't wait to play the final release (or any demos in between :P).

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SpiritusSanctus
SpiritusSanctus @ Trains

I like this :D

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SpiritusSanctus
SpiritusSanctus @ Doom III: Torn

Thank you for the kind words and the watch :). I'm sorry it left you scratching your head. I put some time into the puzzles so that was kinda my intention lol. I hope your experience with the mod wasn't in any way broken or buggy and am glad you liked it despite not finishing it :).

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SpiritusSanctus
SpiritusSanctus @ In Game Shot

My apologies for the low res shot... been doing some debuging and didn't realise it was that bad till after upload :P

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SpiritusSanctus
SpiritusSanctus @ Doom III: Torn

Hey Guys.

@marco1975 - Thank you! :) I checked my version and I don't have the speed bug, nor the HUD bug. I play in standard 4:3 ratio in windowed mode though.
My suggestion for the HUD- check the new screenshot I've uploaded (might not be up right away), and see if the HUD you get is nothing like it, then try running the game in 4:3 resolution (one of the standard res) please pm me if this issue persist after that.
My input on the speed power bug- I'll take a look at my code and see where the problem may be. Expect a fix file soon (not sure how long moddb will delay it).

@DarkStarAngelo - I'll be uploading a screeenshot after I post this, also you can see a vid of the old mod version (as in the one that participated in the Doom3World speed mapping contest and won) in Youtube :
Youtube.com
Keep in mind a few things - there are spoilers to the game in the video, it does not represent the features, quality and gameplay of the new version just the feel of it. I have added magical powers, many more places to explore in the ruin, better sets, puzzles and more enemies and hazards. Take the vid for what it is - the alpha to this version :).

On the question of a trailer. I am not really good at this promoting thing as you might have noticed by now. I like to make things and let people judge them for what they are. That being said. I extend an invitation.
IF YOU ARE INTERESTED IN MAKING A TRAILER FOR TORN MESSAGE ME.
All help will be greatly apreciated and propperly credited :).

Finally thank you guys for the input, and also I'd like to thank the guys that rated the mod so well and everyone else that downloaded and played it :).

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SpiritusSanctus
SpiritusSanctus @ Still Decay

Yea, unfortunately at this point probably not any time soon. TBH I keep coming back to the design docs occasionaly, only to realise I don't have the time to finish it propperly.

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SpiritusSanctus
SpiritusSanctus @ Recall 2011

Dude, I remember seeing this in D3W a loooong time ago thinking "This is awesome, I wish I had the leet skills this Adonis of a man has!"... well... something among those lines. Well... not really. Ah the good old times when one could say "leet" and not be ridiculed.
Anyway! I write here with one simple request. Please finish this mod so everyone can enjoy the hell out of it, but mostly so I don't have to tell tales of the good old times. It makes me feel old :D.

Slav the Old Sod (Previously known as Slav the Slayer)

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SpiritusSanctus
SpiritusSanctus @ Doom 3 Speed Mapping Contest #2

I want in this time :D. First thing I get home- Joining :P.

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SpiritusSanctus
SpiritusSanctus @ Still Decay

Hey, keithktam,
I know of normalmapping and I do use it in my textures, I've never thought of using it as a substitute for brushwork though. Thanks for that idea :).

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SpiritusSanctus
SpiritusSanctus @ Doom 3 Evolution Revision 2 Is Finished

Vanila Doom 3 Evo Rev 2 (and the patches) don't use a modified dll. Versions with SikkMod have a modified dll, but that's because of SikkMod, not because of my mod. What I'm saying is, I have no access to a Linux system so I can't say if my mod works there. If the game files in the 'base' folder are the same on Lynux and Win, then it should work on both. If someone is willing to give it a go- please do. If you don't mind, post the results here as well :). Thank you.

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SpiritusSanctus
SpiritusSanctus @ Doom 3 Speed Mapping Contest

It sucks that I only see this too late. I got so excited when I saw the headline ... today. Sucks to be me. Anyway- Good luck to all the contestants. Can't wait to see what they make :). (Also, Hey THF :D)

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SpiritusSanctus
SpiritusSanctus @ Doom 3: Evolution

lol thanks for the heads up ( no really-thanks :) )

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SpiritusSanctus
SpiritusSanctus @ The Brachacki TARDIS

thanks man ;)

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SpiritusSanctus
SpiritusSanctus @ Silent Shout

Nice textures and geometry. Love the mirror. Awesome attention to detail. Two complaints. Soap dispencer model on the mirror itself, and the texture you used for the wall of the toilet. Concrete toilet stalls do not work :D. Otherwise- love the little details like the missing tiles or the grate under the sinks.
Awesome work :).

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SpiritusSanctus
SpiritusSanctus @ Doom 3: Evolution

I've taken my sweet time with this, but it's done. I'm uploading the D3ER2.2+SikkMod1.1 addon as I write this. And, yes, my mod has the 2.2 version to it. In fact I've been busy fixing a lot of the bugs and adding new functionality to the mod for the last two weeks. That's the reason I've been taking so long. In a nutshell, I'm uploading 2 files:

Doom 3 Evolution Revision 2 Patch to 2.2.

And

Doom 3 Evolution Revision 2.2 + SikkMod1.1 Addon.

They will both need the previous Rev2 versions to run.
From now on new patches to the mod will have two versions, one for d3er2 and one for d3er2+sikk.
More info on how to install the patche/addon and changes in the new versions will be in the readme files.

Peace.

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SpiritusSanctus
SpiritusSanctus @ Requiem: Avenging Angel

Just saw this ( thanks TheUnbeholden ;)).
Very sad that you decided to freeze/cancel this mod. It's a shame for all that work to go to waste :(.

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SpiritusSanctus
SpiritusSanctus @ RPG System

This is really cool :). Can't wait for the final release!

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SpiritusSanctus
SpiritusSanctus @ Doom 3: Evolution

The Patch is uploaded now (has been for a while, i know people would've noticed by now, i just hate leaving false info :D ).

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SpiritusSanctus
SpiritusSanctus @ Doom 3: Evolution

I just remembered something. In a reply to one of x56erx's comments I said I'd make a Diable 2 style tutorial/info dump HUD overlay. Well, I didn't and the reason is I simply forgot. I apologise for that and will see to it being implemented in some way in future versions. Again, I'm sorry, I usually write these things down, but for some reason it got out of my mind.

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SpiritusSanctus
SpiritusSanctus @ Dodge This !

Thanks, man. Those were some great ideas from you.

Reply Good karma+1 vote
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