Well hi there. Thanks for stopping by. I'm just some guy who got 60 grand in student loans to go to school for video game design & digital art... only to end up just using it for making Doom and Skyrim mods. :P -Brett-Bot The Cryonaut

Comment History  (0 - 30 of 73)
Cryonaut
Cryonaut - - 73 comments @ Dark & Unsettling: A Dynamic Doom Soundtrack

Ah - it sounds like what you want is this then: Moddb.com

Good karma+2 votes
Cryonaut
Cryonaut - - 73 comments @ Doom But Slightly More Spooky

How about instead I release ALL my palettes?
Moddb.com

Good karma+1 vote
Cryonaut
Cryonaut - - 73 comments @ Doom But Slightly More Spooky

Sure why not! Just be sure to let me know when you release it so I can check it out!

Good karma+1 vote
Cryonaut
Cryonaut - - 73 comments @ Dark & Unsettling: A Dynamic Doom Soundtrack

Glitched how?? Can you elaborate? I can't fix what I don't know about and I've never noticed any glitching so far.

Good karma+2 votes
Cryonaut
Cryonaut - - 73 comments @ CodeFX v2.55

07/18/23 - v2.52 to v2.55 update - Nukage droplets no longer get stuck on top of barrels. "Burnt rubble" (debris from exploding missiles) appearance improved. Bullet puffs improved (15% chance of generating sparks now). "Live stick" (impaled still wiggling) zombies now make the default zombieman pain sound when hit, bleed, and can be killed. This also means if you're using Universal Gibs then they can be gibbed.

Good karma+3 votes
Cryonaut
Cryonaut - - 73 comments @ CodeFX Fire Sprites

July 14th - replaced flame particle sprites with a more pixelated version so they mesh with the rest of the game's visuals better, and removed the replacement candle flame sprites because the new ones in CodeFX 2.52 are better.

Good karma+3 votes
Cryonaut
Cryonaut - - 73 comments @ CodeFX v2.0

AH! Why didn't I think to account for that?? The candle flames move along with the candles when they are on a lift, but for some reason I must have been thinking "nah ain't no way anyone is putting a torch on a lift". I'll make sure that is fixed for the next update. :)

Good karma+1 vote
Cryonaut
Cryonaut - - 73 comments @ CodeFX v2.0

This actually brings up a good point on mod load order general rules. Always put your cosmetic mods higher up in your load list than gameplay mods. This way in case there's any sort of conflict, the gameplay mod's changes will take priority since it was loaded after the cosmetic one.

Good karma+1 vote
Cryonaut
Cryonaut - - 73 comments @ Compatibility Patch For CodeFX 2.0 & Universal Ambience 1.7

Nice! Except Universal Ambience does have a ModDB page. :)
Moddb.com

Good karma+2 votes
Cryonaut
Cryonaut - - 73 comments @ CodeFX v2.0

that's weird. any other mods loaded?

Good karma+2 votes
Cryonaut
Cryonaut - - 73 comments @ CodeFX Blood Sprites & Decals

That is not at all surprising. The new CodeFX has a custom liquid shader being used for water and blood, and PBR Liquids also uses a materials shader to apply the pbr effects to the liquids. Unfortunately you can't apply two different shaders to the same thing at the same time. GZDoom doesn't like that. If you don't want to lose out on using PBR Liquids, then you can open CodeFX.pk3 with Slade or 7Zip, and I THINK the only two files you would need to remove to resolve the conflict would be GLDEFS.FWATER and GLDEFS.BLOOD. If it looks screwed up though after you do that, then you will also need to remove animdefs.FWATER and animdefs.BLOOD. That should get the water and blood reverted back to vanilla so the PBR Liquids mod has complete control over it. If you do that, let me know how it goes!

Good karma+1 vote
Cryonaut
Cryonaut - - 73 comments @ CodeFX v2.0

If CodeFX is the only mod you load, does that still happen? If not, then add one mod at a time, testing each time, to find which mod is causing that to happen. Or give me a list of all your other mods and I'll see if anything stands out as being the likely culprit.

Good karma+1 vote
Cryonaut
Cryonaut - - 73 comments @ CodeFX v2.0

Whoops. Had to do a quick little hotfix because imp fireballs and baron fireballs weren't making a sound when they hit something. That is fixed now.

Good karma+2 votes
Cryonaut
Cryonaut - - 73 comments @ The Code-Based Visual FX Suite for GZDoom (aka CodeFX)

Bypassed CodeFX Plus all together and went right to CodeFX v2.0 after developing a few new tricks to make it look better than ever, run better than ever, and STILL be 100% code only. Just tested it with Voxel Doom and found no problems. Played the first two levels of each of the original three episodes, and so far everything seems to work perfectly.

Good karma+1 vote
Cryonaut
Cryonaut - - 73 comments @ CodeFX v2.0

Hmmm... The bullet puffs never really stood out to me as having a lot of room for improvement... I know Smooth Doom adds a few more frames of animation to them... Anything you have in mind for them? I suppose I could make really tiny explosions and replace them with those?

Good karma+2 votes
Cryonaut
Cryonaut - - 73 comments @ CodeFX v2.0

But yeah... about the option menu... I've always meant to add one for toggling every effect on or off, but man... it's just so not fun to make a menu. It's like math homework. I just can't get myself motivated enough to do it. :P

Good karma+2 votes
Cryonaut
Cryonaut - - 73 comments @ The Code-Based Visual FX Suite for GZDoom (aka CodeFX)

Yeah but I still haven't made the damn options menu for toggling all the effects on or off. :(

Good karma+1 vote
Cryonaut
Cryonaut - - 73 comments @ The Code-Based Visual FX Suite for GZDoom (aka CodeFX)

A lot is specific to that aspect of Doom though, like the individual decorations and enemy attacks. I suppose the fire, water, and blood could be ported over though. Not sure if I'll ever have the motivation to mess with it but anyone who wants to is welcome to have at it. :)

Good karma+1 vote
Cryonaut
Cryonaut - - 73 comments @ CodeFX Blood Sprites & Decals

This add-on is specifically for the new version of the main mod. 2.0 is only a few days old. :)
No gusts of wind here though. Must have been something else!

Good karma+2 votes
Cryonaut
Cryonaut - - 73 comments @ CodeFX v2.0

Thanks for the kind words! No the loss of the red mist was a mistake actually. It is back in the new version I just uploaded, along with ceiling blood. :)

Good karma+2 votes
Cryonaut
Cryonaut - - 73 comments @ CodeFX v2.0

I'm sorry but I don't understand what that means.

Good karma+2 votes
Cryonaut
Cryonaut - - 73 comments @ The Code-Based Visual FX Suite for GZDoom (aka CodeFX)

I dunno don't they already have new liquids, new fire, new explosions, etc? What would be the point?

Good karma+1 vote
Cryonaut
Cryonaut - - 73 comments @ The Code-Based Visual FX Suite for GZDoom (aka CodeFX)

It's caused by Voxel Doom wanting to voxelize the missile explosion cloud, which is the same thing I use to make my fog and smoke. Correction: same thing I DID use to make my fog and smoke. Next version will include a new sprite for the fog and smoke to work around that issue. It'll make it no longer a "code only" mod since it will include a new sprite, so I figure I'll also include a few more sprites so I can do a lot more with the mod, and therefore the new version will be called CodeFX PLUS. :)

Good karma+2 votes
Cryonaut
Cryonaut - - 73 comments @ The Code-Based Visual FX Suite for GZDoom (aka CodeFX)

Yep I've implemented a ton of things to the effects already that will be in the next release which help with performance (less flames from imp fireballs, limits to how many nukage gas generators can be active at one time in a level, timers that fade out half the blood spots within 12 seconds and the other half within 2 minutes, line of sight requirements for explosion effects, distance checks for fog and smoke, and tweaks to the sprites so that some of the effects can follow a "do more with less" strategy), but then on top of that I'm making a menu that allows most things in the mod to be toggled on/off. In fact that menu is the last thing I have to finish before releasing the next CodeFX.

Good karma+1 vote
Cryonaut
Cryonaut - - 73 comments @ D64ifier MONSTERS v1.0

Sounds should all be the D64 versions. Are you possibly using any other mods that might be overwriting sounds? Sound Caulking, Sound Bulb, Perk's HQ Sounds, or anything else like those? If you are, then they are probably overwriting the D64 sounds so you would want to disable those when using the D64ifier.

Good karma+1 vote
Cryonaut
Cryonaut - - 73 comments @ The D64ifier CORE v1.05

GZDoom v4.6 or higher recommended.
EDIT: That reply made me look really dumb. Thought you said 4.1 which is different than 4.10. If it is crashing I'd need more details to understand why (frequency, error messages, etc...).

Good karma+1 vote
Cryonaut
Cryonaut - - 73 comments @ CodeFX v1.10

Thanks! Well I've implemented FPS-saving measures on the fog/smoke in the form of limiting the number of generators that can be active at a time and adding distance & line of sight checks, so those will be in the next version. Hopefully those will be enough for you to not have to deactivate it, but if not then I am also working on an options menu so you can toggle different effects on and off.

Good karma+2 votes
Cryonaut
Cryonaut - - 73 comments @ The D64ifier Hi Res Textures Beta 1 (including specular and normal maps)

LOL I just realized I said "Relighting Skyrim". Woooo boy.

Good karma+1 vote
Cryonaut
Cryonaut - - 73 comments @ The Code-Based Visual FX Suite for GZDoom (aka CodeFX)

Ahhhhhh okay I misunderstood you. I thought you were saying you had to extract the contents of the pk3 to get it to work, but what you actually meant was just that you had to extract the pk3 file from the zip file, and yes that is absolutely correct/normal to have to do. ModDB won't let me upload a pk3 file directly so I have to put it into a zip file to be able to upload it here. :)

Good karma+1 vote