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Comment History
The-Bright-Side
The-Bright-Side - - 25 comments @ Is Blade of Agony v3.1 horribly censored?

The German version of TNC is heavily edited.

Good karma+2 votes
The-Bright-Side
The-Bright-Side - - 25 comments @ Is Blade of Agony v3.1 horribly censored?

Thanks for following up with us all. Personally, I have every reason to trust in your artistic vision, I'm excited about version 3.1 and on top of that, damn it, you're releasing this amazing game for free!! Nobody has any right to complain.

I understand you came under a lot of pressure from outraged people on the Internet because of contents in 3.0, to the point where it started affecting your personal lives. When you then announced you were changing some contents, you got flak for that, too. I don't think any of that is ok, and I'm really sorry it happened to you.

In the end, TheVidmaster said it best above. For every shithead complaining, there's a ton more people who simply appreciate this game and enjoy playing it. It freaking kicks ***. Keep up the awesome work, and thanks!!

Good karma-4 votes
The-Bright-Side
The-Bright-Side - - 25 comments @ Wolfenstein - Blade of Agony

Respect to your kind and insightful responses, UsernameN00bIsTaken.

Good karma+2 votes
The-Bright-Side
The-Bright-Side - - 25 comments @ Blade of Agony returns! - Release date vor 3.1 announced

Hey guys, just wanted to say thank you for all the hard work and the amazing game. I didn't yet get to play very far (little time these days), but I'm really happy you keep supporting it and came out with this patch and new version.

It sickens me that you fell victim to harassment and bullying, and it must suck really bad to have to rework your project because of it. I'm confident you made the right choices to revise the game while preserving your vision.

Don't let the bastards grind you down. For anybody yelling at you, no matter from what side of the aisle, there's tons more people who simply love and respect what you're doing. Keep up the amazing work, it f*cking rocks. Can't wait to play.

Good karma-2 votes
The-Bright-Side
The-Bright-Side - - 25 comments @ Brutal Doom Screen Effects

Hey Mechanical-Sanity, could it be that this is not compatible with GZDoom 4.6.0? When playing on Linux Mint, I regularly get these messages:

P_StartScript: Unknown script 853
P_StartScript: Unknown script 289
GZDoom doesn't support execution of console commands from scripts
P_StartScript: Unknown script 577
P_StartScript: Unknown script 530

Good karma+1 vote
The-Bright-Side
The-Bright-Side - - 25 comments @ RealRTCW

Hey WolfETPlayer, thanks so much for this new version! I just installed it and I love it. Just one thing... The game resets my Options > System > ioRTCW settings every time I restart it.

Do you have any idea why that is happening? All other settings are saved between sessions.

Good karma+1 vote
The-Bright-Side
The-Bright-Side - - 25 comments @ Tomtefar's Extension V1.12

Awesome, yeah! I look forward to your new version after v21 comes out. Thanks for your awesome work. The thing that always excites me most about Brutal DOOM is death animations and more destructible bodies, and your extension provides both, plus the new weapons rock. :-D

Good karma+1 vote
The-Bright-Side
The-Bright-Side - - 25 comments @ Tomtefar's Extension V1.12

Hey Tomtefar! I tried your extension with the latest dev build of Brutal DOOM v21 (PM me if you need the file), and the wall blood for Barons of Hell and Hell Knights doesn't work. Blood will land on the floors and ceilings, but there's no blood on the walls. Can you work around that? I realize Sgt. Mark IV is implementing green blood in v21, but I really like your extension and I'd love to keep using it with Brutal DOOM v21. :-)

Good karma+1 vote
The-Bright-Side
The-Bright-Side - - 25 comments @ Tomtefar's Extension V1.12

Ahh, cool, thanks for the response! Well, like I said, you're definitely on the right track here :-) Enjoying the add-on!

Good karma+2 votes
The-Bright-Side
The-Bright-Side - - 25 comments @ Tomtefar's Extension V1.12

Hey man, I love the new version of your extension! :-) I played with it for about an hour just now, but I couldn't see any new death animations for the cacodemons. Are they tied to a particular weapon or something? Also, I didn't come across any C4 in the game. I played with the v1.2b for GZDoom. Perhaps I just didn't play long enough, though. Thanks for the awesome work, I'm really enjoying this.

Good karma+1 vote
The-Bright-Side
The-Bright-Side - - 25 comments @ BloodCM_v12.2016

Thanks so much for your amazing work! I don't know if you were aware, but this new version seems to be incompatible with the hi-res pack. It ran without problems with the 16.02 version, but after overwriting the 16.02 version with the 16.12 version, the hi-res textures no longer load.

The orchestral music and skyboxes add-ons still load without problems.

Good karma+2 votes
The-Bright-Side
The-Bright-Side - - 25 comments @ HontE Remastered (v 1.1) (outdated)

Oh man this looks incredible. Please don't abandon this set - I totally want to see play full version at some point! :-)

Good karma+1 vote
The-Bright-Side
The-Bright-Side - - 25 comments @ Brutal Doom v21

Cool, thanks man. I have friends coming over tomorrow for a LAN party and we were really really looking forward to this. Guess we'll go back to GZDoom and see if it works. Fingers crossed. o_O

Good karma+2 votes
The-Bright-Side
The-Bright-Side - - 25 comments @ Brutal Doom v21

I used GZDoom for a few years and we always got out of sync because its multiplayer code is sub-par. Has it been improved?

Good karma+2 votes
The-Bright-Side
The-Bright-Side - - 25 comments @ Brutal Doom v21

I used GZDoom for a few years and we always got out of sync because its multiplayer code is sub-par. Has it been improved?

Good karma+2 votes
The-Bright-Side
The-Bright-Side - - 25 comments @ Brutal Doom v21

Amazing! Thanks so much, Sarge!!

I checked it out right away and was a bit startled to discover that destructible bodies don't work in Zandronum multiplayer. I started a server and nothing happens when I shoot bodies in gameplay. Also, some monsters' sprites simply disappear when they get killed. Do you know a workaround?

Good karma+2 votes
The-Bright-Side
The-Bright-Side - - 25 comments @ Nice Blood on the Walls V2.1

Very happy to report this still works flawlessly, and integrates perfectly into Brutal DOOM v20. Why on Earth this simple and great-looking modd isn't getting more attention is beyond me.

Stiegi, I hope you're still out there and willing to maintain this in the future. :-) It's an essential for me and I don't want to do without it. Simple, efficient, slick. Great work.

Good karma+2 votes
The-Bright-Side
The-Bright-Side - - 25 comments @ Brutal Doom

Noticed the same about the sway animation with the March 29 test version, but only once.

Good karma+1 vote
The-Bright-Side
The-Bright-Side - - 25 comments @ Brutal Doom

Excellent summary right there! I have experienced most of these myself. In addition, I noticed (and I think I pointed it out in another post, but to be sure) that it's currently impossible to saw the weapon off a dead mancubus. I guess that would correspond to the first bug you listed above.

Good karma+2 votes
The-Bright-Side
The-Bright-Side - - 25 comments @ Brutal Doom

I've experienced something similar, where monster sprites sometimes disappear or jump to different locations.

Good karma+1 vote
The-Bright-Side
The-Bright-Side - - 25 comments @ Brutal Doom

A few more bugs...

After several hours of playing the March 29th test version on coop with 3 players (me + 2) on Zandronum, I noticed that it seems completely impossible to saw the fire cannon off any dead mancubus (regardless of which death animation he died with).

The same issue occurred in the previous beta version. I hope it's on your radar? This is one of the coolest weapons around.

Also, it seems like you get 999 ammo in the mancubus fire cannon immediately after you collect one. Not sure if that is intended.

In addition to that, I noticed a couple of monster sprites popping out of existence at different points in the game. Nothing too bad though, and unfortunately I don't have clear steps to reproduce for you.

Hope this helps!
- Matt.

Good karma+1 vote
The-Bright-Side
The-Bright-Side - - 25 comments @ Brutal Doom

Hey Sarge! When I played in coop on Zandronum yesterday, I noticed that sometimes, when you kill an imp, he briefly disappears and then re-appears, kneeling and holding his stomach.

I'm not 100% certain on this. My eyes may have betrayed me in the chaos of battle, but I believe I saw it happen more than once and I do believe it happens with the kneeling/stomach animation I mentioned.

Regarding performance, and this is just out of curiosity. While v20 runs perfectly on my desktop PC, on my laptop (which is weaker, but still has a 1GB GeForce mobile card), it does get a bit laggy sometimes. Do you know any graphics settings that one can turn down to improve performance by a big margin while still keeping a good look and feel? I've already gone down to 1280x720 and turned off a lot of anti-aliasing and filtering stuff.

Good karma+1 vote
The-Bright-Side
The-Bright-Side - - 25 comments @ Brutal Doom

Awesome, Sarge! You're on fire! Quickly tried it in coop on Zandronum 2.0 this morning. No problems encountered, but one thing struck me as odd.

When you collect the plasma gun, it disappears and no other players can pick it up.

This happened in level 1 of the "3 Heures D'Agonie" megawad. All the other weapons stayed. I'm new to Zandronum, so perhaps it has something to do with the source port?

Good karma+1 vote
The-Bright-Side
The-Bright-Side - - 25 comments @ Brutal Doom

I know, right?!

Good karma+1 vote
The-Bright-Side
The-Bright-Side - - 25 comments @ Brutal Doom

Hey Sarge! AWESOME work on the latest v20 test version. I'm very very impressed and love it a lot.

None of the additions you're making are in any way detrimental to gameplay - instead, they all greatly add to it.

It works very well with the "Nice Wall Blood" add-on and Voxelbro's voxels (plus the Brutal DOOM patch for them), all of which I love.

Played it in co-op with my girlfriend using the latest GZDoom dev build. My notes so far:

The chainsaw's idle sound isn't continuous, it stops every second or so.

While dual-wielding the rifle (slot 2), when pressing R to reload while the rifles are full, the sprite on the right briefly gets a shadow.

The sound when falling into water is a bit too loud and strong (e.g. in DOOM II, MAP02) - sounds like a very large and heavy object falling into water, not a guy.

The ammo belt dangling in front of the shotgun uncomfortably reminds me of a scrotum. o_O But I see others here like it, and I wouldn't mind playing with or without it. :-)

Not all corpses seem very destructible. Some are, some aren't (e.g. the ragdoll-dead zombies and imps are not?). Dead cacodemons or pinky demons aren't destructible either. Is this intended?

There's a strange clicking sound when you're standing in water.

Burning fire sound seems to be inconsistently implemented - I hear it when burning enemies (after they die), but not when approaching torches or such.

I killed two mancubus, and they had new death animations (awesome!): one burned to death, the other fell over backwards. Unfortunately, I couldn't saw the weapon off either of them. Is that intended?

Also, are you planning more running/burning animations? I love the ones for the zombies.

So much from me for now - I'll probably have more soon! Thanks for all the great work, Sarge, and I hope this helps a little.

Good karma+1 vote