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ethereal1
ethereal1 - - 28 comments @ Brutal Doom

Someone else's post:
'Use SLADE3. Create a new entry and call it D_RUNNIN. Select it and click "Import". Find your .mp3. Confirm. You've succesfully added an .mp3 music into your wad. It should change MAP01's music.'
I've just done it with Zandronum and it worked perfectly. Thanks for good music!

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Brutal Doom

What is 'Janitor'?. Surely you don't meen gatekeeper or sth alike?

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Brutal Doom

Oh c'mon it's doom not serious sam:). The arsenal of its current state (v19) is the best one in gaming as far as balance between guns and different usage. But what might be extremely helpful would be bindings for guns (customizable, not 1 2 3 4 5 6 7 8:)). That would apply to doom II even more, as those keys are kinda far from wsad and the game is to dynamic for "hey, wait till I change for shotgun". Btw guys, in doom II type 'give all' in console to get a 'new' BFG (which is not to be found without cheating as far as I know). Do you like this new spirite look of it? For me it would destroy that old school feel a bit and I'm glad it's not in by default. There's actually one thing that could be changed - the ammount of ammo you can carry. I would multiply by two everything from v19 (but ofc not morre ammo on the maps themselves, you just can carry more).

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Brutal Doom

Could you name the wads that you're using, in which order did you install them and how? Also with wich sourceport?

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Brutal Doom

And I have a strictly technical (but important) question:
The original doom used hitscans to some degree, engine being written in 92' etc. Since this mod introduced hitboxes, only bullets should be used (having mass, velocity, energy etc.). But it appears to me that still sometimes hitscans are used (e.g. for zombieman and this other zombiebaldman:D) Am I correct in my assumption? Anyone knows anything about this?

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Brutal Doom

No, it is considerably harder than first three episodes. I've never played it, because I got so scared when I played original doom that I decided never to play it again:D. Because of that I'm also playing doom 2 for the first time in my life xD.

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Doom Metal Soundtrack Mod - Volume 4

Abou the music: I extracted the files using the first program that appears in google after you type 'extract .wad files' and then converted them to mp3 using the first program that appears in google after you type 'save file as mp3'...

Good karma0 votes
ethereal1
ethereal1 - - 28 comments @ Doom Metal Soundtrack Mod - Volume 4

Is there something like this for doom II?

Good karma0 votes
ethereal1
ethereal1 - - 28 comments @ Brutal Doom

I found no bugs after I've beaten episode 3 of doom I apart from what I wrote already. Is it possible to make this game run on 125fps? Could you add cg_drawfps so it could be viewed in game? Also com_maxfps would be nice to cap it(as opposed to yes or no now). I think the game dynamism would improve A LOT with this.

On another note, who the hell created Thy Flesh Consumed?:D. The difficulty is sick there, even for me.

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Brutal Doom

Is there a way to make marines teleport faster?. There are some funny situation in which a marine you free gets stuck in the maze of the level design. For example teleport after a fixed distance if the marine does not fight?

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Brutal Doom

Ah yes I heard that. I only played v.19 (downloaded it like a month ago) and I didn't see that difference that much. Mark decided to disable this feature after v.17 (I think) cos gibbing resulted in some bugs. But he said it'd be back in the next version. Now I know that you can shoot cacodemon multiple times and remove bits of his body, and I thought you were reffering mainly to this.

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Brutal Doom

No I meant decrease because they are big. Shots never fail to connect if you're aiming close to the head (and I mean rifle, not shotgun which has splash dmg). Because of the shotgun's splash I think they could be decreased (as most people use it:)), so you would have to aim well to kill. I don't know what is map pixel.

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Brutal Doom

Just shoot them more

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Brutal Doom

In 'inferno' level I there's a bug in the shotgun red lake area. You can go thrugh the wall by the red..........pier, barrel, pylon, whatever:D.

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Brutal Doom

After beating shores of hell I found that there are occasional imput problems regarding player's actions. E.g moving after moving keys have been released, shooting after shooting key has been released. I found that I have to call another function after that (like strafing left), otherwise the first action goes to infinity. Like +function couldn't be called of automatically. Otherwise no bugs.

Good karma+2 votes
ethereal1
ethereal1 - - 28 comments @ Brutal Doom

Could you add another difficulty setting (100% faster enemies)?

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Brutal Doom

Could you decrease the hitboxes size in the next version of the mod?

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Brutal Doom

Ok I got this right eventually:D. Here's how in case sb has similiar issue:
Pastebin.com
In this link you have all the mouse commands to be set. It appears that 1 corresponds indeed to standard 0.022. I use m_pitch 0.0151, so I rescaled it:
0.0151/0.022=0.6863636364
As for the mouse sensitivity, it appears to be scaled ten times the normal value. I use sensitivity 2.1, in doom it'll be 0.21. Now let's kick some *** with this awesome mod!

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Brutal Doom

After some tweaking I still can't do it. Setting everything back to default (as per other fps like W:ET) gives nothing.
m_forword 0.25
m_side 0.25
m_yaw 0.022
m_pitch 0.0151
mouse_sensitivity 2.1
The resulting sens is extremely slow.
This is important to me as I play online games at a competitive level and I cannot afford to change my sensitivity in other fps to 'what feels good';]

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Brutal Doom

Ok I found sensitivity setting in cfg. But I also found that it's rescaled. I play on sensitivity 2.1 and in most fps games it's the same. In this mod it's kinda insane. Of course I can lower it but I will never know what is the exact number that corresponds to 2.1. Could you help me or give me some formulas that would scale it back?

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Brutal Doom

m_pitch is 1 by default. Does it correspond to standard 0.022?
how to precisely set mouse sensitivity (not via options menu)?
is there a way to change the size of a crosshair?
is there a way to change fov?

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Brutal Doom - FAQ and Troubleshooting

m_pitch is 1 by default. Does it correspond to standard 0.022?
how to precisely set mouse sensitivity (not via options menu)?
is there a way to change the size of a crosshair?
is there a way to change fov?

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Wolfram

In any case this really gives an excellent old-style feel to this game. I mean, modern fps is kinda....boring, really. Like wtf is the difference between AK47 and M4, it really comes down to giving you extra ammo all the time so you don't have to explore the map. Or 'regenerating health' which takes away even more fun. But even if you wanted to explore, it's so slow (the movement) that it becomes more of a pain than fun...provided you can actually do it because the game is so linear it kills you if you sidetrack xD. Anyway, gr8 job in keeping old classic alive and fps ;]

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Wolfram

I found that crosshair color is from white to bright blue on levels 1-9, on secret level bright blue turns to dark blue and white turns to pink ^^. Perhaps this is not apparent if you don't modify the collor in the console like I did. I also found that fps is unstable (ranging from 110 to 150 while capped on 125) I also have a question: Is Volatile 3d actually modelled quake engine? You can strafe like a rocket:D

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Wolfram

Yeah I might have gone a bit too optimistic on this. I'm ET player, as you could guess :D. Anyways, scratch the nade part, but crosshairsize is a must; it's holy big now;].

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Wolfram

cl_fov doesn't work properly (or so I think, please check). The default is 0.

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Wolfram

Couple more ideas:

If you walk (in game) you don't make a sound so you could actually sneak on enemies. Now if you walk sound is decreased, but just so you could approach an enemy. The second before you make a knife kill he turns around and eats like 20 hp cos he hears a footstep. Also this could be another knife animation (slicing throat or sth) and sound of enemies dying in agony. This would fun up the game for sure!
You could also add an artefact to the game: batteries for a flashlight. Ain't it odd that it can be turned on for a whole game and still work as well....;] The idea is to make all the things in game worth/mean something. Also, take note of this: when the flashlight is out you can use luger, a knife, but also MP-40 and mg which are two handed...gamers like logic;d. Also, the use of a flashlight near enemies should make them investigate, now they simply stand still. Drawing the flashlight out should make a sound too, not only switching it on;p. I'd also suggest separating ammo for luger and MP-40, it can be a bit confusing now. Or, have an ammopack like now (ammo for luger and smg) (mg ammo is separated), but using smg doesn't affect lugger ammo and vice versa. I also would like to see nades (mechanics like in ET, you could cook them etc.) but ofc scarcier and I realize it would be quite an enterprise.
But guys, this game is soo good;]

Good karma+1 vote
ethereal1
ethereal1 - - 28 comments @ Wolfram

Please add to the console:

crosshairsize

crosshaircolor (now is only white 255 or blueish 0:D)

no autoreload when out of ammo in clip (but have ammo otherwise)

no autoswitch when no ammo at all

sound when dragging out luger and mg (knife and smg sounds are perfect, reload and animation of mg are the best ever in gaming imo)

looking from around the corner (like in enemy territory)

Suggestions:

maybe make the enemies drop the gun on gibbing (so actually the knife would be very useful)

luger reload could take a second more...;]

Other than that, this game is epic..;]

Good karma+1 vote