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Comment History
EdOscuro
EdOscuro - - 28 comments @ Duke Nukem Forever Restoration Project 0.2.0 (Duke It Out)

Fails to run on Windows 11 here: Debug Assertion Failed! It says it happened in CrashHandler.cpp, line 422. Expression: 0 != dwTemp

Then it loads the actual error.

You guys should automatically get the bug report.

Good karma+3 votes
EdOscuro
EdOscuro - - 28 comments @ Casltevania 3rilogy HDTexure and Default Version

Yeah but you gotta remember you are dealing with the lowest common denominators always. Simple - I would put "X version, requires Simon's Destiny!" as the very first line...of course, that is just my suggestion.

I've played a few maps on Skill 2 and did like the easter eggs I found so far. Some good design, but some enemies are also annoyingly tanky for my liking, yet the Heretic wand acts like an infinite ammo chaingun. Maybe it's intentional, but I wouldn't mind enemies being less tanky but with their pain chance being reduced (so they aren't so easy to stunlock).

Good karma+1 vote
EdOscuro
EdOscuro - - 28 comments @ Casltevania 3rilogy HDTexure and Default Version

Thank you for the speedy reply! OK, all my confusion was about the prerequisites: From the HD and default WAD names, I thought that the default version needed CVSD, but the HD version only needed DOOM II (as suggested by its file name). I glanced at the readme but missed the note there as it wasn't at the very top. I would suggest "both versions require Simon's Destiny" on the main download description so simple people like me don't get confused :)

Good karma+1 vote
EdOscuro
EdOscuro - - 28 comments @ Casltevania 3rilogy HDTexure and Default Version

I can't get this to work on GZDOOM 4.7.0 or 4.6.1. I tried it on a fresh copy of GZDOOM with only the DOOM II WAD and CV3rilogyHDTex-needsDoom2.pk3 added to the directory.

I get a bunch of warnings, and finally errors:

Execution could not continue.

Script error, "CV3rilogyHDTex-needsDoom2.pk3:decorate" line 1711:
Script error, "CV3rilogyHDTex-needsDoom2.pk3:decorate" line 1711:
Tried to define class 'Clipper' without definition of parent class 'SmallHeart'.

Good karma+1 vote
EdOscuro
EdOscuro - - 28 comments @ Black Mesa

I noticed that I should add one more detail: The slowdown at the first assassin fight only appeared after the assassins were all dead. That's similar to how it appeared at the lobby fight before the dam, too.

Good karma+2 votes
EdOscuro
EdOscuro - - 28 comments @ Black Mesa

Slowdown: When looking in direction of parked Apache at first assassin fight, and when looking in direction of lobby fight aftermath (after rescuing the scientists behind the surgical machine) when scientists walk into the area
In the cliff section (leading to the chopper showdown), turning on the flashlight causes detail to be lost in the skybox (i.e. all the areas that are rendered outside the map, including the base that gets bombed)
Tank didn't open the double doors or target the player in area with usable TOW rocket launcher (the area where Ospreys deposit Marines; section before the mounted .50 cal and first Snarks, and following the large Barney-held armory), therefore TOW had to be sighted in along the tank's cannon barrel to hit the tank with the TOW. The only thing I can think of is that there was a piece of Osprey wreckage near the doors (I kicked it out of the way to be sure...)
In the second room with teleportation (where the player disengages locks), the middle platform (that rises and lowers) will not crush the player, but it can get them stuck in the ceiling
console variables (i.e. fps_max) don't save
general problem: Many stairs do not have an invisible sloping surface to smooth view when climbing; visual quirks when NPCs use stairs as well
Credits: Shines at bottom of screen (1920x1200) as text moves off screen at top

Good karma+3 votes
EdOscuro
EdOscuro - - 28 comments @ Black Mesa

Nice game (overall), but I found a bug within minutes of installing it, back on release day. Here's my list of bugs (aside from all the red text in the console you guys are already checking, RIGHT?):
Before resonance cascade - no level transition if you jump to glass doors before the elevator reaches the landing
"On A Rail" first (?) tram elevator has at least three bugs:
- the other elevator (with a tram carrying sentry guns) is triggered if you park just before your lift activates
- if you block the platform (i.e. with your head); it rebounds (no damage to player) and goes back to bottom, while movement sound still plays, but won't move any more
- bug if you pull back after platform starts moving; your tram goes upwards slightly uncoupled from the tram, so the back of it clips into the borders of the shaft (no idea what happens later)
first Assassin fight: bugged Assassin standing still, looking straight out from platform (in the direction of Apache) instead of looking at me sneaking up on right
In waste processing, jumping across the two mix pools (in a room with two mix pools only; locked office overlooking the room holds a bullsquid) can be skipped by scaling the forklift near the exit door.
Apparently failed map transition (or at least incredibly long; heard some environmental sound after switching to console after a few minutes; console and game locked up) back to map before first section with snipers, after clearing mines and enemies outside but before dropping down into mined warehouse
No visible barrier after second Gargantua smashes through doors (leading to mortar section) but player clipping (or something) prevents backtracking
Mortar cursors and controls are hard to see and use, even without the Gargantua rocking the tower
(a few more added in the following comment)

Good karma+3 votes
EdOscuro
EdOscuro - - 28 comments @ Ingame Test shots

She carries extra-strength tranq darts for "safe sex," yeah?

Good karma+1 vote
EdOscuro
EdOscuro - - 28 comments @ CURSE

Did I break the mod or is there only one ending? I got past the final boss (with the puzzle) and appeared in a totally-sealed up path to the final ramp, but just got turning heads and snakey again. Boo.

The description of the mod is pretty great, though (as everybody else has noted) the combat sucks. So what's left is kind of my least favorite style of game, the "hunt keys to open doors." But there is plenty of great map work.

Also, in the corner up the stairs from where the invincible fast zombie appears, I was able to boost myself up out of the map by standing on stuff and hitting it with the throw.

Good karma+1 vote
EdOscuro
EdOscuro - - 28 comments @ Cry of Fear

We must push little progress bar!!

Yes, I thought everybody's day needed that to be complete. Carry on.

Good karma+1 vote
EdOscuro
EdOscuro - - 28 comments @ Resistance & Liberation

I looked at all the other maps. By flat I meant - entirely and unnaturally in some cases. Yeah, some maps are better than others, I guess the focus is more on mechanics than maps. Thanks for suggesting playing a map, but I simply haven't been enjoying MP lately, no fault of the mod that. I just wanted to share the issues I found, for the possibility one of them might not be known and that it might help development.

The big point is that it's not 'bout me, it's about all the good work that's already been put into this mod and hopefully seeing that continue.

Good karma+1 vote
EdOscuro
EdOscuro - - 28 comments @ Orion: Source

I think (well, maybe that's used to think) that I was up on my Half-Life engine history and knew of the big mods, but all the GoldSrc screens were a big surprise to me. So I've got a lot of looking to do. Very informative, thanks for that. And thanks for the hard work, as well!

Good karma+1 vote
EdOscuro
EdOscuro - - 28 comments @ Resistance & Liberation

Quick note - didn't vote on the "how good" bit because I skipped the actual playing part and it wouldn't make sense to say it's bad without knowing that part. I'm not into multiplayer much right now, but thought I'd take a look at the maps anyway.

Good karma+1 vote
EdOscuro
EdOscuro - - 28 comments @ Nov 22, 2009 - Playtest

You love fat legs and cannot lie?

Good karma+1 vote
EdOscuro
EdOscuro - - 28 comments @ Resistance & Liberation

It's promising, different from DoD:S and everyone should keep in mind it's an ALPHA. Likewise, please note I'm not hating. The mod has promise, but I would like to note some apparent bugs and other stuff. There are some obvious difficulties with moving with the ragdoll, but I give the mod team credit - it's hard to do (Dark Messiah did it pretty well). That said...I tested the first map, Ardennes, as allies and after not being able to get up the first staircase, I circled around and promptly got stuck on a wall by the doorframe. The only weapon I could fire was the grenade...

Usually I enjoy exploring maps, but not these. There are often sight lines into large open flat squares of field, and the scenarios are a bit too simple and vanilla. All doors I tried opened poorly, usually right into me. Blockable doors that can be shot through are better. Spawns on Ardennes often put you close to an edge of the field where you can see (through the ground) the vertical side of the brush used for the roads into town. Didn't notice any use of soundscapes. Once, I threw a potato masher around a corner (on the second from final map I think) and didn't hear it go off (the scorch mark was there). I turned some settings up and it seemed to run very smoothly (albeit with no other players).

The weapons seem good, though it could use tactical reloads - and reloading the Garand at will? I question the need for the intermediate iron sights mode, and it's odd for the Garand to have no bayonet on the world (ground) model, and for it to leave a CSS knife mark (horizontal, from a vertical blade). At one point I dropped my Colt pistol, and instead of picking it up it got kicked across the ground. I had to shoot it away from the edge of a vehicle to get it. The FOV is strange, although it's livable. Unchecked reverse mouse.

The final problem was the uninstaller, had to manually add .exe for Windows to recognize it as an executable.

Good progress, but not yet MOTY material.

Good karma+1 vote
EdOscuro
EdOscuro - - 28 comments @ Research and Development

This mod definitely kicks ***. I just finished it up. Ehh, actually not such a big fan of how the vehicle handled (kept pulling to the right), nor that it could die (early on). I guess vehicles are the new Xen level, anyway. All the rest was good to amazing. It took me a few minutes just running around a courtyard with concrete slabs and catwalks to get all the details. I like how the solution to that was just the result of "alright, let's just try this now..."

I thought I'd get stuck at a number of points, but I didn't. There's more physics stuff in this game than in a whole Valve-made episode, but it never gets boring.

I've got just a few more mods to play (from the list) but I think this one has a great shot at being my vote for best released.

Good karma+1 vote
EdOscuro
EdOscuro - - 28 comments @ Live performance project by thechineseroom

Ain't got nuthin' on Chris Burden's "Shoot" from 1971.

Then again, it's probably less stupid (in absolute terms) because there's at least no risk of infection here. Not much risk of excitement either, though.

Good karma+1 vote
EdOscuro
EdOscuro - - 28 comments @ Flesh version 1.1 (no more laboratory crash)

I was going to post the exact same thing. Downloading the mod right now, keeping my swim trunks on!

Good karma+2 votes
EdOscuro
EdOscuro - - 28 comments @ Cry of Fear

Awesome people will find their way to this mod anyway, so I wouldn't worry about it.

Even if this was just an expansion pack type thing for the original Afraid of Monsters, I'd be ready to vote this one of the top upcoming mods, but it's obviously much more.

I sorta dislike the "hurry hype this game sum moar" aspect of voting for best upcoming games, but in this case it's worth it.

Good karma+2 votes
EdOscuro
EdOscuro - - 28 comments @ D.I.P.R.I.P.

I like some of the maps, especially the dam one with the ship breaking through at the top, but I really don't care for the gameplay: endless circling and capture the flag runs through flat environments.

Good karma-2 votes
EdOscuro
EdOscuro - - 28 comments @ WIP

YOU JUST WON A FREE IPHONE!!!!

Iphone walkin' on the water, too. :O

Good karma+2 votes
EdOscuro
EdOscuro - - 28 comments @ Curse total conversion - ingame screenshot

Reminds me of Blood.

Good karma+1 vote
EdOscuro
EdOscuro - - 28 comments @ Hollow Moon

Wow, I remember seeing a news item back when this was first announced. Good to see it's still about.

Good karma+1 vote
EdOscuro
EdOscuro - - 28 comments @ D.I.P.R.I.P. available on Steam next week

This looks pretty sweet, don't know what's up with the name though.

Good karma+1 vote
EdOscuro
EdOscuro - - 28 comments @ Far Cry 2 - Mapping made easy?

The "misconception" is because NullSoldier didn't take the time to explain that the missing SDK is their issue, instead immediately crapping on the WSYWIG aspect of the editor (which is a great thing; everybody has to gauge performance just as in the older map editors). Only have yourself to blame for that one.

I think we all agree that lacking the SDK is a bad thing, but that's really separate from the issue of how the editor works.

Good karma+4 votes
EdOscuro
EdOscuro - - 28 comments @ GoldenEye: Source Update 09/27/08

Looks good, can't wait for the update!

Good karma+2 votes
EdOscuro
EdOscuro - - 28 comments @ Underworld: Bloodline

Happy 5th birthday, Underworld...
Funny to think that this is about half of Half-Life's age (or that HL is about twice as old as this mod - 2003 was more or less the outer limit for HL modding, so we thought).

Completely agree with Snarboo's post; source files could be used to fix this game up a bit.

Edit: Rofl - I thought the b-day was the 19th. So it says on the movie, anyway!

Good karma+1 vote
EdOscuro
EdOscuro - - 28 comments @ Insurgency

First off, the game's great, love that you can fire the shotgun so fast (just like they really do when necessary).

Some issues have appeared for me, although some could be caused by the GeForce 8800GTS 640MB model that I use (it has some problems with Source engine games like chistmas tree colors on edges of broken glass etc.):

Can't change weapons after dying (change team/change squad is disabled), doing so at beginning of next round kills you

greenish outline around knife hits on walls that gets darker when hits are layered; hits to some other surfaces get brighter

door handles and back lights on Humvee disappear at distance, so does plant cover (brown plants in Baghdad)

ammo counter appears crazy, no indication that ammo refills at a supply crate work

some surfaces allow you to deploy bipod but the icon doesn't always show

Gameplay - M203 handling is odd

DMR scope view jerks/jitters when moved

Good karma+1 vote