This member has provided no bio about themself...

Comment History
bradg-img
bradg-img - - 3 comments @ Brutal Doom 64

Am noticing that I get stuck in certain area's of the first couple maps. There's a section in the second map that has a backpack and map module on a small t-shaped pedestal. It's only a small step but my character gets stuck on it. Notice something similar around a couple of the elevator areas.

Good karma+2 votes
bradg-img
bradg-img - - 3 comments @ Aliens (TC) 2017 [v 1.2]

This is exactly what I'm experiencing. The only thing I can see that's odd is that GZDoom port I'm using doesn't seem to allow BEX files to be loaded.

Whats weird is I just tried the Aliens Total Conversion Final from November 3rd...and all of the sprite issues are okay in that one. The holes are in the ceiling, the water drips from the ceiling to the floor (instead of everything just floating about 3-4 feet off the ground). The evil eyes are all replaced by the little light posts. Also Sgt Apone audio is there.

I think you may need to pack everything into the pk3?

Good karma+1 vote
bradg-img
bradg-img - - 3 comments @ Aliens (TC) 2017 [v 1.2]

Using the Aliens (TC) 1.1 on Beloko's GZDoom port on my Android. I
seam to be having an issue with some of the sprite textures. The holes and srips from the ceiling are floating at about chest height and there seems to be a bunch of stock Doom lighting sprites visible throughout the maps (the skull torches and evil eyes in particular).

I'm noticing that the port doesn't seem to be seeing BEX files to add them to the loading pathway. I'm guessing that's were you were loading in your replacement sprites and definitions?

I also seem to be missing all the marine sounds, Apone talking...

Good karma+2 votes