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Comment History  (0 - 30 of 110)
goingposta1
goingposta1 - - 110 comments @ Zero's Friends

glad your still working on this. its been awhile since ive tried your companion mod and after being away for a bit though i take a look at whats been updated.

Good karma+1 vote
goingposta1
goingposta1 - - 110 comments @ Ultimate Doom: Oxon Remaster

would it be possible to include doom 2 monsters into this if possible?

Good karma+2 votes
goingposta1
goingposta1 - - 110 comments @ gzdoom 2023 11 23 22 28 13 058 mp4 000072717

what wad is this?! its beautiful

Good karma+1 vote
goingposta1
goingposta1 - - 110 comments @ Insanity's Requiem Mk.2 | 2.0 | May 2023 Release

been a long time since ive played this and its STILL real good. the weapons and the sprites look smooth and sound is great. all of it is really good. one thing i have to point out the keys are kinda screwed up because ive picked up the yellow skull key but when i went to a yellow door it still says i need a yellow keycard. so i went to look over the key i picked up so far it thinks i picked up a green card. so the keys is alittle wacked right now. but thats it so far

Good karma+1 vote
goingposta1
goingposta1 - - 110 comments @ DOOM CE 3.7.0 (Lite Version)

another vm abort. this never happened to me before. up until version 3.7.0

CEconfig.ISexcluded at PSXFINALDOOM.CE.ipk3:pk3:zscript/util/config. line 146
Tallytracker.ISEXCLUDED at PSXFINALDOOM.CE.ipk3:zscript/extras/tallytracker.zsc,line 121
TallyTracker.Updatelevelstats at PSXFINALDOOM.CE.ipk3:zscript/extras/tally/tallytracker.zsc,line 39
CEExtrasHandler.TallyWorldUnleaded at PSXFINALDOOM.CE.ipk3:zscript/extras/tally/tallyhandler.zsc, line 18
CEExtrashandler.Worldnloaded at PSXFINALDOOM.CE.ipk3:zscript/extras/events.zsc, line 22
this happens randomly when i exit a level screen turns red and then the crash. it never happened before. and i cant figure out whats causing it. cant be from my side. i think it might have caused it when i started using damage indicator.

Good karma+1 vote
goingposta1
goingposta1 - - 110 comments @ DOOM CE 3.7.0 (Lite Version)

got a vm abort when it loads up the title map when i start up the game
array access out of bounds size=0 current index=0
CEEventhandler.R firepsx at psxfinaldoom.CE.ipk3"zscript/firesky.zsc, line 160
CEEventhandler. fireworldtick at psxfinaldoom.ce.ipk3:zscript/firesky.zsc, line 59
CEEventhandler.Worldtick at psxfinaldoom.CE.ipk3:zscript/events.zsc, line 66
Same thing happens using psx doom but it doesnt happen with doom 64.

Good karma+1 vote
goingposta1
goingposta1 - - 110 comments @ DOOM CE

i keep getting a vm abort when the title map comes up it just crashes. saying array out of bounds is there a work around to this?

Good karma+1 vote
goingposta1
goingposta1 - - 110 comments @ Zero's Friends

nice call on the doom marine and the slayer and its voices. it takes me back to the good ol days. it would be cool if you add the maruder from doom eternal that would be a nice addition. oh is there no way to use rayne voices for your rayne companion? it just sounds off bc im used to hearing her orginal voice for so long and it just fits from her game bloodrayne.

Good karma+1 vote
goingposta1
goingposta1 - - 110 comments @ Zero's Friends

was hoping you were going to keep updating this. found this out of blue and its alot better then i anticipated

Good karma+1 vote
goingposta1
goingposta1 - - 110 comments

one question. is this a stand alone weapon based mod? just curious bc i would like to use monster packs along with this mod. im kinda burnt out of the same brutal doom monsters. not enough variety if ya ask me. im kinda hoping that your mod is compatible with using others mods such as what just mentioned.

Good karma+2 votes
goingposta1
goingposta1 - - 110 comments @ Doom 64 CE Reworked v1.3b

that actually makes sense. probably better set that way. neat-o. im going to do a clean slate again and then use the reworked version here.

Good karma+2 votes
goingposta1
goingposta1 - - 110 comments @ Doom 64 CE Reworked v1.3b

whew. just finished the official campaign of doom 64. using weapon mod is ok. just wanna make note that when using weapon mods the laser still spawns and you can switch to it and use it but theres no ammo counter which is no surprise, i just ignored it...using monster packs you just gotta experiment with it. i know i said before certain monster packs will cause sprite or death animation conflicts but its only minor. Not game breaking. im going to use a different monster pack the project malice. should have a less chance of causing errors. oh if people do use mods and noticed that the levels or map feels different in size, its not, because most mods uses doom 2 heights and not doom 64 height. all sprites that are used in doom 64 exclusively are higher or drawn to scale. so if ppl ask if your using doom 2 mods the heights is going to be different, but its not an error. just wanted to point that out

Good karma+2 votes
goingposta1
goingposta1 - - 110 comments @ Doom 64 CE Reworked v1.3b

So while the campaigns provided here are okay so far. But the other wads like the unmaking for instance is okay with monster packs but some like the shotgun guy and zombie man. Their sprite doesn’t change even though a monster pack is in use they don’t get replaced but no sprite conflicts or glitches.

Good karma+2 votes
goingposta1
goingposta1 - - 110 comments @ Doom 64 CE Reworked v1.3b

loaded through zdl. once i took the steps you provided to use the batch file the rest was pretty much alittle easy to figure out. i had to use an updated zdl of course bc it didnt detect the doom 64 CE or the psx doom. i took the doom 64 CE and used that as an iwad then the rest used as pk3 put it in a load order through zdl. been working ever since. oh and project malice another monster pack which is a darker more scarier tone on monsters works with doom 64 and goes perfectly with doom 64 atmoshepre....when you get a chance check it out. i dont think youll be disappointed....https://github.com/TheBlueSavior/Project-Malice

Good karma+2 votes
goingposta1
goingposta1 - - 110 comments @ Doom 64 CE Reworked v1.3b

Drive.google.com
Forum.zdoom.org
ill give you two links if one doesnt work its pandemonia monster only

Good karma+2 votes
goingposta1
goingposta1 - - 110 comments @ Doom 64 CE Reworked v1.3b

nice. i am a big fan growing up with doom 64. despite what people said about it i mustve played through numerous times. Didnt care how many times still worth it. That said i know with this for doom 64 CE i know its mod friendly when it comes weapons mod and others and such. however i wanted to point out and i dont know if you tested this or if its recommended but using certain monster packs or mods that replaces the monster roster has created 1 sprite conflict mostly its the nightmare imp. im guessing here but if you use a monster pack that tries to overwrite the nightmare imp, mainly replace it, it will not play the right animation for it for its attack and doesnt finish out the death sequence. it will look like its having a seizure. though its one thing. didnt really bother me. bc i just love doom 64 and wanted to give a different look. but certain monster packs comes with thier own nightmare imp and doesnt conflict the vanilla one which is just fine. only saw this from the old version 3.2.0 and i think the last one too 3.4.0. other then that this is great how this mod is. great scary nostalgia and great for October.

Good karma+2 votes
goingposta1
goingposta1 - - 110 comments @ [NeenerWiener's Companion addon] Sakuya with LW voice

are you going to add more companions from COD black warfare??

Good karma+4 votes
goingposta1
goingposta1 - - 110 comments @ Kriegsland Enemies Pack

you know. this is nice. also and i wish this could happen, but this enemy pack should go nicely with another monster pack: rampancy monster pack. all replaced by machines or robots. i wish i could combine them but i dont know how to. wish i had the knowledge to know how to make a patch so it could use those two enemy packs.

Good karma+1 vote
goingposta1
goingposta1 - - 110 comments @ (Update 2.1)*VANILLA ver* CALL OF DOOM:BLACK WARFARE 0.5 Beta

been playing this again and its been so much better since its last update. runs pretty smooth. what i really like is the companions you can summon via radio. i kinda really wish the companions especially the girls front line and the rest of them be a seperate add-on on its own to be used universally. been looking for good companion mods and i had my eye on this for awhile.

Good karma+1 vote
goingposta1
goingposta1 - - 110 comments @ DOOM CE

ok.....its up and running... now im satisfied. gotta make some adjustments here and there otherwise its running. got some sprite conflcits with nightmare imp but the mod im using pandeomina has an option that can change spawners. i got little lag issue but i think i think i fixed that when i removed nashgore bc doom ce has nashgore in it already

Good karma+1 vote
goingposta1
goingposta1 - - 110 comments @ DOOM CE

just realized when you said general settings i didnt see that on my OLD zdl which is 3.2.2.2. ive updated my zdl which is 3-1.1. now its detecting ipk3 files and doom 64 of course. so im going to try this out now

Good karma+1 vote
goingposta1
goingposta1 - - 110 comments @ DOOM CE

I’ll have to figure this once I get home. Bc I really want to get back into psx and doom64 with mods I wanna use on the campaign. Problem is I don’t really know very well using command line in the directory in the ini. File section. I’ve gotten accustomed to using the zdl through adding files there and zdl does it for me. Problem is that the zdl won’t detect the iwad for doom64. As for psxdoom and psxfinaldoom, I haven’t really gotten up to that point with them bc I’m trying to figure out how to run doom64 with the lost levels along with my mods. I want to use doom64 but through zdl alone.

Good karma+1 vote
goingposta1
goingposta1 - - 110 comments @ DOOM CE

now normally i dont use the directory itself i just "add" the files in particular order like wad or file on top a mod second and then whatever extra file on the bottom of the load order. so im not really familiar in using the directory itself with typing in the path to it

Good karma+1 vote
goingposta1
goingposta1 - - 110 comments @ DOOM CE

yea so i was hoping i can use the my zdl for this and apparently thats not the case. it seems i have to use the directory file thats given here when i downloaded this. i wanted to find a way to use it with zdl but no luck bc i only really use that bc its alot easier. which sucks bc i wanted to play psx doom and lost levels and the doom 64 etc. not sure what to do at this point

Good karma+1 vote
goingposta1
goingposta1 - - 110 comments @ DOOM CE

seems using zdl doesnt work with this. so i cant use my own mods to play doom 64 and the lost levels.

Good karma+1 vote
goingposta1
goingposta1 - - 110 comments @ Brutal Doom Platinum v1.0

Are all the addons of weapons that dox put out are here in This one the platinum edition?

Good karma+1 vote
goingposta1
goingposta1 - - 110 comments @ BD21 XVME 1.3.1 brutal doom 21 monsters addon /// UPDATE #75_23.11.20

That is if he ever comes back to this. Bc it’s been what a year and a half? I’m starting to think he is done with this

Good karma+2 votes
goingposta1
goingposta1 - - 110 comments @ Allied Marines v1.1

can this be used universally?? like for any other mods

Good karma+1 vote
goingposta1
goingposta1 - - 110 comments @ BD21 XVME 1.3.1 brutal doom 21 monsters addon /// UPDATE #75_23.11.20

did we get another update on the monster expansion?

Good karma+1 vote