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Comment History
APOGEEchild
APOGEEchild - - 7 comments @ Dark Interval

Actually, I changed it by mistake. I tried again, using "darkinterval-beta" this time, and it worked. Thank you A-Shift! I can now enjoy the updated mod properly now. Look forward to what the next chapters will be like.

Good karma+1 vote
APOGEEchild
APOGEEchild - - 7 comments @ Dark Interval

Big fan of the mod. However, for some reason when I load Dark Interval, the menu screen, chapters, and hints aren't working right. For example, on the menu screen, you see things #D1_NewMenu #D1 Game Options, and the chapters are like #Chapter One Title. And this has been a problem with the previous versions of the mod. What is causing Dark Interval to play that way? Is there a way to edit the menu commands to be more straightforward?

Good karma+2 votes
APOGEEchild
APOGEEchild - - 7 comments @ DXN - Deus Ex: Nihilum

Thanks! I tried it out, and it did what I wanted. Thanks again for the help.

Good karma+2 votes
APOGEEchild
APOGEEchild - - 7 comments @ DXN - Deus Ex: Nihilum

Isn't there a way to change the save directory for Nihilium? I don't like having my saves for Nihilium being stored to My Documents. Why is the mod prefigured to save that way?

Good karma+2 votes
APOGEEchild
APOGEEchild - - 7 comments @ SYSTEM SHOCK: ReWired

3RDplayer, have you ever had a case where the updated System Shock Enhanced port doesn't read mods? I put the rewired folder into the res/mission folder, and it doesn't show up on the list of missions at all. I tried this with Ruby Station, and it doesn't read it either. Could there be some bug that prevents mods from being read? I've uninstalled and reinstalled, and I've moved the correct folder to the correct place, but it still doesn't show the mod at all. It seems like a rather strange and stubborn problem to exist in a port that's supposed to support mods. Could it be a configuration problem?

Good karma+1 vote
APOGEEchild
APOGEEchild - - 7 comments @ Mayhem Mansion

I've played the latest version, Darsycho, and I think what you made is brilliant. I checked out the few videos which exist on You Tube on the obscure game Exploding Lips, and I must say, you've proved that the content for a game such as that could still work with the right engine and design. From what I saw of Exploding Lips, it seemed like a very experimental and existential game which interesting textures, sprites, and level design ideas, but didn't know how to make it all work or flow right. You took the unique weirdness of Exploding Lips, and polished it for the better in Doom II's engine. I liked how you combined Exploding Lips' weapons with aspects of Doom's and Hexen's weapons, and I like how you implemented the Strife civilian as the main character (Exploding Lips' character sprite looked like a freaky 3D gray Pinnochio warrior). This just makes me think of other unique yet badly executed FPS games which could work better as mods for other classic games.Good work across the board, Darsycho.

Good karma+3 votes
APOGEEchild
APOGEEchild - - 7 comments @ The cassandra project

A brief mod, yet so brilliant. Its humor, ideas, and abrupt ending definitely influenced The Nameless Mod in some degree. I liked some of the incorporations from Neuromancer, I like the main character (a cool female main character), and I liked seeing the Narcissus Entity at the end. Even though this was just a demo, was incomplete in its voice recordings, and didn't get a chance to try out its weapons for any missions, I definitely loved how this mod demo was done. All Hail the Narcissus Entity!

Good karma+4 votes