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Comment History
Doomstein.
Doomstein. - - 10 comments @ Doomstein.

Ok then. I will sent you a private message with guidelines, but do remember, it may take a while.

Good karma+1 vote
Doomstein.
Doomstein. - - 10 comments @ Doomstein.

I will answer your questions a bit later (when I have time to) on "Ultimate Performance Mod" page. Be patient, please. But I can tell you now, that I do not intend to make "private" updates to my mods. However, if you able to open pk3 archives with your rig, I can make a guidelines for you.

Good karma+1 vote
Doomstein.
Doomstein. - - 10 comments @ "Ultimate Performance Mod" for PB 2.03

Support for this mod is discontinued, because of low popularity. Update to version 1.1 won't be released.

Good karma+1 vote
Doomstein.
Doomstein. - - 10 comments @ "Ultimate Performance Mod" for PB 2.03

I'm planning now to release an essential, big update for this mod, that fixes major performance issues in coop multiplayer (Zandronum). The main goal is to achieve smooth (in most cases) and lagless multiplayer gameplay experience. Also this update will fix some "only-multiplayer" bugs like: overlord's infinite invisibility and infinite bfg's beam sound.

Since there is only one commentary (besides mine), I wonder - is there anybody who looking forward to it?

Good karma+1 vote
Doomstein.
Doomstein. - - 10 comments @ "Ultimate Performance Mod" for PB 2.03

Hello.

Yes, like "Project Brutality" itself, this mod does work either with GZdoom or Zandronum.

Recommended commands can be changed with console or in-game options. Also you can change it in configuration file placed in GZdoom root folder.

Good karma+1 vote
Doomstein.
Doomstein. - - 10 comments @ "Full Random" preset for Project Brutality 2.03

I could help you, but I need more info (step by step). Tell me the way you load your pk3/wad files. Load order would be nice too.

Good karma+1 vote
Doomstein.
Doomstein. - - 10 comments @ "Full Random" preset for Project Brutality 2.03

I tested those three gentlemen you mentioned above. They look like raw, pre-alfa content, as expected. Only "Aracnorb" has a potential, but, unfortunately, he needs lots of improvements (AI, animations, difficulty balancing) anyway. I don't want to be misunderstood, I really want to make this mod more variable by adding some more bestiary, but only if it worth it. This content doesn't look like polished enough. I think, it's quite understandable.

Good karma+1 vote
Doomstein.
Doomstein. - - 10 comments @ "Full Random" preset for Project Brutality 2.03

Update.

Version 1.1 - Light change. This addon no longer replaces "Dynamic Progression". "Full Random" spawn preset now completely new and doesn't interfere with original ones.

Good karma+2 votes
Doomstein.
Doomstein. - - 10 comments @ "Full Random" preset for Project Brutality 2.03

You are getting this error, because you're trying to load "RandomSpawnPreset_v1.1.pk3" before the "Project Brutality 2.03.pk3" addon main file, you must load it after.

Good karma+1 vote
Doomstein.
Doomstein. - - 10 comments @ "Full Random" preset for Project Brutality 2.03

Hello. There are some unused presets in PB, and, I assume, one of these can be replaced by "Full Random" preset without "killing" Dynamic Progression. Fair enough, I can do that.

Nazis can be easily added as a random spawn, but I see no reason to do this, because there are lot of humanoid guys with the guns already. Needless to say, they do not fit in "Doom" stylistics at all. Do you think it is necessary?

I made this preset for PB 2.03 in a first place. Since there are no such monsters like "Aracnorbs", "Fleshspawns" and "Shadows" in PB, I can't add'em to a random spawn list.

Good karma+2 votes