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Comment History
Doomich
Doomich - - 8 comments @ (OUTDATED!!!!) Escape from Tarkov Footsteps and Tinnitus replacers v1.1

It’s sad that the game uses only 1-4 steps files.

Good karma+3 votes
Doomich
Doomich - - 8 comments @ JSRS Sound Mod 4.0 for 1.5.1

The error says that the game could not find the sound for the scripted controller in Agroprom Underground.
I see that the files of this mod only change weapon sounds.
Btw, here is a links for .db packer and .db unpacker from Anomaly developers if you would like to take a look at the files.
Moddb.com

Good karma0 votes
Doomich
Doomich - - 8 comments @ JSRS Sound Mod 4.0 for 1.5.1

Good lord, Sir, this is the first time in games when I hear the True sound of 9x39 SD rifles (only clap and shutter clang). Finally my ears get satisfied. This is indescribable. Ohhhh..

Good karma+1 vote
Doomich
Doomich - - 8 comments @ Soundscape Overhaul 3.0 for 1.5.1

As well as the inability to transfer artifacts from / to containers.
And also it's not for all locations. For example, Yanov is fine, but Red Forest is broken. Deleting "environment" folder helps, something inside. Hope this helps for troubleshooting.
Damn, I already deleted the previous version archive..

Good karma+1 vote
Doomich
Doomich - - 8 comments @ [3.0] Immersive Campfire Saving

Note:
It seems that this fix is still compatible with the new Update 3, since it does not affect any files used by the mod.
At least I tried to save in my current walkthrough after the upgrade and it still works fine.

Good karma+1 vote
Doomich
Doomich - - 8 comments @ [3.0] Immersive Campfire Saving

ATTENTION ATTENTION!
TL;DR: Fix a big delay (probably) for Update 2 here:
Drive.google.com
I have no idea how this all works, but I decided to try to compare scripts from the mod with the script functions that Update 2 changed.

Found that a long delay was caused by a change in the function "CreateTimeEvent" that the mod uses.
This function is written in "_g.script" file, and the latest Update 2 has changed two lines of this function:

It was:
ev_queue[ev_id][act_id].game_time = game.get_game_time()
ev_queue[ev_id][act_id].timer = timer
It became:
ev_queue[ev_id][act_id].timer = time_global() + timer*1000

Mod uses this function like this
"CreateTimeEvent (" immersive_anim_end "," immersive_anim_end ", 32, immersive_anim_end)"

I replaced the number 32 with another, and realized that this is a delay, but because of the new line "timer*1000" this number began to mean the seconds, not the hundredths or thousandths, probably this was changed for convenience.
I set the delay equal to the duration of the black screen (5 seconds) and it seems that this works fine.
Also added changes from Update 2 to "ui_main_menu.script", lines 422-426 were changed.
Fixed version link at the beginning of this comment.
Sorry for this strange description, I'm just still surprised that I found these differences, although I don't understand anything in these scripts x)

Good karma+6 votes
Doomich
Doomich - - 8 comments @ [3.0] Immersive Campfire Saving

Oh no, after Update 2 there were huge delays after the black screen, need update, can’t play without your mod :(

Good karma+3 votes
Doomich
Doomich - - 8 comments @ CatsVisor HUD 1.10.3

Great visor! But after UDV, I didn’t feel any visual injuries, so I replaced the cracks images with some blood splatters.
Thank you!

Btw, Sir, please could you tell me the Wad name with map from your v1.9 title screenshot (with revolver and revenant)? And do you know Wads with a similar design?
I really lack the elaborate design of cramped corridors and rooms with few but dangerous monsters and a lack of ammunition.

Good karma+1 vote