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difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Thanks for the feedback! Sadly, we won't be bringing autoaim back for Infinite, as it's not the intended (or advised) way to play the game. Can't balance the game around people who don't want to aim (spawns, monster traits, attack speed, ammo types, etc) and those who do at the same time.

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Have you tried the in-game powerup guide you can access through the main menu? That might be a bit helpful when you pick up new items...

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Welp, honestly, that's probably right then. I do know that it's not for everyone. Like I myself don't play realistic sim games or RTS games. Hope you can find something you like, thanks for checking this out!

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Are you talking about the tutorial, or is this in Limbo / big green area later on?

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Red ones open only for a moment, while the purple ones stay open forever. To open them you need to find some special pickups that persist between runs.

Good karma+2 votes
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Go ahead, it's all in the Doom Infinite Options (need Simple Options Menu to be disabled first to show it).

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Oh come on now. It takes just like two, three minutes and you have no idea how many (hundreds) of repeated questions about basic Doom Infinite mechanics we had to answer...

Good karma+3 votes
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Sorry for the confusion, it was late at night and I was dead tired... That should be the very same bind as for opening doors / action. Are you playing on Windows? Maybe Touch Input is enabled in Doom Infinite's option? Can you see the pick up prompt (weapons stats and all)?

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Hi! I'd advise you to go and check out the freshly posted guide. But hey, if you still have problems - hit me up!

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Hey, that's bad then. Seems like a missing bind. I'd advise to read the guide (uploading now). Looks like the bind for weapon pickup unbound itself somehow (DOOM Infinite Options -> Input Options).

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Yeah, so, there's a another thing we didn't catch with the mod config help screen - please try to set your game to "Doom compatibility - Strict". We had some people report those issues recently and I think this setting helps.

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

It's kind of a bug with version .6 and previous ones. Try increasing the scale of the crosshair! It's all original, not GZDoom based, and we corrected it since then.

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Oh, super sorry to hear that! Let me try to help out:

1. This is something super new and nobody reported it even once yet, so I'd love to investigate and hear more about it.

2. That's a GZDoom thingy, where it doesn't have actual permissions to write to the confing INI file - you'd need to use either a batch file or a Doom Mod launcher to point it to a different one (not the one on the C drive)

3. Hm... that's interesting, are you sure Touch Input (Doom Infinite options) is off? Seems like that might the case.

4. Yes, especially Vapor Density, Ambient Particles and Ambient Lightning - all found in Doom Infinite's option (need to disable Simple Options menu to see that stuff). Get in touch with me to figure out more! :)

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

I'm absolutely positively shocked and pleased by the way you decided to phrase this request! Thank you!

This subject has been mentioned a bunch of times throughout the years and my answer will be quite disappointing - it's quite impossible. It's like smashing two very different total conversions together. The only way this could be ever implemented is that we work on both Brutal Doom and Doom Infinite at the same time with the same objectives, making some kinda of a singular project. That is not we hope to do - we want to work on Doom Infinite and bring it to its fullest potential (which you can get a feel of with the demo version). It would also mean a LOT of re-coding. Insane amount of work would need to happen while most of the hacks and features would be lost.

tldr: quite impossible, insane amount of work, not our goal. Sorry!

Good karma+2 votes
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Adding new maps isn't a straightforward process unfortunately. We're constantly researching what can be done to improve that in the future, but in the meantime... it might be interesting that we do plan to have our own level generation system built into the future releases!

Good karma+2 votes
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

There's an Emergency Restart option under Doom Infinite -> Misc, that should help with any unfortunate stuck spots still left in the game! It places you at the start of the map with current progress but takes away all your souls.

Hm... for migrating data you need to look up where there config file (.ini) is located, if you're using GZDoom 4.9+ there should be an option to navigate to it straight from the game.

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ DOOM INFINITE - December Crunch

Well, thank you!

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ DOOM INFINITE - December Crunch

Sadly, no. That's why it points out that's a "single-player roguelike action FPS..." as a tagline. Sorry about that, but really nothing we can do about it at this point!

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ DOOM INFINITE - December Crunch

We'll get around the missing info pretty soon!

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Oh, well... I cannot say for certain, because we didn't test incompatibilities between LZ and GZ (and developing for both at the same time is... challenging to say the least). But I'm afraid its description:
"LZDoom is based on an older version of GZDoom. It does not provide all features currently supported by GZDoom..." points to it being incompatible with Infinite, as the required minimum version of GZDoom is 4.8.2.

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Any kind you want! The suggested aspect ratio is hard coded atm, so it's not always the best (but works in MOST cases). It's just that if you see misaligned or cut-off HUD elements tweaking the aspect ratio will help.

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ Players Choice - Mod of the Year 2023

Ah hell, what? :o Congrats to all projects being highlighted here! You did a marvelous job, keep it up!

Good karma+7 votes
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

One more quick thought, if you're impatient enough you could try a little tool called JoyToKey - it has some fun features and you could make it "agree" a bit more with Infinite at this point.

Good karma+2 votes
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Gotcha, thanks for the info! As we implemented a lot of custom inputs those need to be tweaked internally to make it work. I think it's absolutely possibly, you just need to hand tight!

Good karma+2 votes
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Oh man, I'd need to research what QuestZDoom / MetaQuest are! Any further insights? Maybe I can help in some way...

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Aw damn, we're about to test / implement more controller compatibility with the upcoming update. Hope it's better then - we'd never imagined people would try to run Infinite in so many different ways, on so many devices, systems and control schemes... Hang in there, we'll investigate!

Good karma+2 votes
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

I... greatly doubt that, to be honest. Focusing on the core of the project already took years to develop, and since those are gameplay-altering mods (and DI being actually almost a Total Conversion) that's extremely tasking, sometimes near impossible to do correctly. Maybe a lightweight mini-version of Infinite in the future with less focus on being its own thing? Maybe. :)

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Sadly, (for people in the future looking around) - no... All Doom Infinite's tech, tricks and hacks are based on GZDoom (and also the code was never designed to work with multiplayer), and that doesn't have any online backend. Maybe something DI-inspired for multi in the future...? ;)

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Sadly I don't think so... You're welcome to try, but it says "for GZDoom" somewhere up there.

Good karma+1 vote
difficultoldstuff
difficultoldstuff - - 159 comments @ Doom Infinite

Wait, wait, wait... so the guidance system doesn't work for you? There should be a glowing arrow pointing you in the right direction, a hint what to do next and a (!) symbol on the next thing to press / use / go to. Well, not if you're playing on the Hard difficulty...

Good karma+1 vote