Out of curiosity, why does sounds\material\actor\step\ have two different versions of all the earth and grass .ogg files? i.e. there's an "earth1.ogg" and an "n_earth1.ogg" and so on
Out of curiosity, why does sounds\material\actor\step\ have two different versions of all the earth and grass .ogg files? i.e. there's an "earth1.ogg" and an "n_earth1.ogg" and so on
Are the status icons meant to be color coded based on severity? If so, I'm not getting the colors, just black icons.
Anyone know how to get the HUD to sit on top of the visor overlay? I noticed that the visor overlays are discoloring the HUD itself.
It's included as a plugin for CoP's version of Atmosfear.
Anyone else having an issue with the AA HUD style where the minimap and compass overlay are misaligned?
Possible bug: Wall spatters for Hell Knights (and possibly Barons) don't appear unless I gib them.
I forget, do the higher difficulties give enemies more health? The Cultists seem like they have more health than what I remember, it's been taking me two double shotgun blasts to kill them.
The new Revenant sprites look a lot better! I'm also really liking all the new additions.
Sooo I guess the next update will be V2?
Yes, the same thing happened to me with MAP07, but not with MAP05...weird. But yeah I had to open up the maps file with Slade and make the change myself.
They must be playing on a different version. The changes were made to that level in version 1c I think. Or they may be playing on a different difficulty.
That whole final room in MAP08 is redesigned in this mod. That Cyberdemon wasn't there in the original game, and the room looked quite different.
Just put it wherever, or does it have to be in a specific folder within the 1c game pk3?
It does 3x as much damage now, plus chainsaws are all over the place in this game. The fuel limit was a non-issue for me.
Just noticed a problem with MAP07. When it looks for the music, it tries to find "MAPWD7" when the file for the music is actually called "MAPWD07." I noticed this after I beat MAP06, went through the results screen, and it kept playing the results screen music while I was in MAP07.
This is just my personal taste, but I felt like using Tchernobog as the base for the Revenant sprite made it look out of place. Again, just my personal take on it.
I can't get it to work, I've been getting a "Corrupt zlib stream" every time I try to run it through ZDL.
With the Black Hole Generator, will you be giving it glowing lights that behave like the ones on the BFG 9000 Mk IV? Also, will the visual style of the black holes themselves be changed?
I tried unloading the necessary files from that mod into both WOS.wad and (hoping that it would work) into the Project Brutality pk3 file and it still didn't make the Nazis spawn.
I'm having trouble getting this to work. I've tried putting the necessary files into both the Project Brutality pk3 file and WOS.wad and I can't get the SS to spawn.
Is there a way to disable the Evil Marines spawning? I was playing Whispers of Satan and Nazis were supposed to spawn, but I got the Evil Marines instead, and those ******* are unbalanced as all hell (imo).
I noticed an issue where some actors, both corpses and decorations, are flagged as infinitely tall whether or not I have the global setting for that turned off. One example is in Black Tower. There's a corpse hanging from the ceiling right above a doorway that is preventing me from getting out of the hallway, and the only way to get past it is to destroy the corpse.
Sometimes when I get a key or start a level, I instantly get every type of key. This happened to me as well in the previous release. Is this happening to anyone else?
Does anybody know how to make the blood different colors for different enemies? like green for barons and hell knights, and blue for cacos?
Are there any HUD mods that have full support for this mod? Just curious.
I think the second option would be better and more interesting for gameplay. If it were like a silver bullet weapon, it would make later parts of the game too much easier than they should be.
Will the added-in revenants and archviles (I'm guessing those will be put in) have a look more similar to the sprite styles in Doom 64, or will they be like in Zdoom64 where they look like they do in Doom 2?
Is there a way to get rid of that gray bar that comes up when I cycle through items?
In the PB version, for the dual Sawed-offs, the ammo counter for the right-hand shotgun doesn't update when I fire it.
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