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IggyWolf
IggyWolf - - 139 comments @ D3HDP - DooM 3 Essential HD Pack

I noticed based on the fact that the last update was Feb 24, that there aren't really any updates anymore unless necessary. Which I'm not against by the way. I'm glad to see this mod has been supported for as long as it has. Sometimes changing some things breaks others, so keeping it as is is probably for the best unless something doesn't work.

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ Doom 3 Enhanced Edition - D3EE

That would be due to the Super Shotgun. It's actually a vanilla "bug". I consider it a feature. If you play Resurrection of Evil, it has the same thing. Having the Super Shotgun in the inventory or simply available as a weapon in the game increases the ammo pool for all guns actually.

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ D3HDP - DooM 3 Essential HD Pack

Well, that's the thing. The FPS does quickly go back to 61 as soon as I stop shooting the plasma gun and and let the effects dissipate. Honestly, you might be right about the cfg. I didn't see this problem with The Lost Mission when using your mod, although I don't know if all the features of your newest update apply to The Lost Missions (such as the self-shadows).

Either way, it's not game-breaking or too problematic. I'm usually too far from the demons and/or they die quick enough from plasma shots. It's only problematic against vagaries due to their high HP. It's an old engine, so I'm sure some things just overtax it. Case in point, Sikkmod's "soft shadows" tend to destroy FPS since they don't take advantage of modern GPUs and get offloaded to the CPU. Thankfully your mod doesn't use them.

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ D3HDP - DooM 3 Essential HD Pack

I actually installed an older version (March 2023 version) just to run a test and that one did NOT have that problem. So it's definitely related to the most recent version. With the biggest change being the self-shadows. Once again, not saying you did a bad job with the self-shadows (they look great) but they apparently have the unfortunate side-effect of affecting performance when firing multiple rounds of a plasma gun in close quarters.

It's not "game-breaking" or prevents me from enjoying the game. It's only a minor inconvenience but definitely something to try to fix for the next version if possible. If you want to test it yourself, fire a full clip of plasma at a wall right in front of you. The previous version would require 50-70 rounds before it slowed down. This one drops FPS after only 10-20 rounds.

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IggyWolf
IggyWolf - - 139 comments @ D3HDP - DooM 3 Essential HD Pack

Thanks. Btw, something I noticed that wasn't an issue before. Maybe it's due to the self-shadows or not. When firing the plasma rifle in close range, too many consecutive shots cause the FPS to drop dramatically and sort of force the game into "slow motion" until I stop firing.

This wasn't a problem with any previous version of the mod, and I didn't change anything about my graphics settings. My specs are i5 10400, 3060 Ti and 16 GB of RAM, so I have more than adequate specs. But I know Doom 3's engine doesn't take full advantage of modern hardware, and shadows or too many particles seem to tax the engine. Although maybe it's the shadows cast on enemies and the player now due to the plasma particles that cause the slowdown. It doesn't happen for example when firing the plasma rifle from a distance.

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ D3HDP - DooM 3 Essential HD Pack

Yeah, that's what I noticed. Btw, can you make self-shadows optional again? Theyre good, but they seem to cause a shadow bug on the player's hand when standing or turning in a certain spot. I assume it's the player's head casting a shadow on his arm but it can be distracting. I don't mind it as an option, as long as it's not forced into the mod.

Edit: Btw, nice touch on that little grate opening in Enpro Plant, which is supposed to lead to the back of the base in "The Lost Mission" but doesn't exist in the vanilla Doom 3 version. Are you able to add/remove architecture in the game or did you just copy that opening from The Lost Mission?

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ D3HDP - DooM 3 Essential HD Pack

Great mod as usual. One thing I noticed though that's never been changed is the loading screen images. Is there anyway you'd be able to improve them or replace them with HD versions? I mean, I don't know if they're png/bmp files or are actual in-game textures with text in the corner, but it seems like they could represent the final product better, even if they don't last too long. Also, regarding the computer screens, did you just simply make them higher resolution? I remember you said you couldn't really make the text or font in them look better, so I assume you upscaled the actual image quality of them then.

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ Far Cry 2: Realism+Redux

I don't know how many people know this but you never really "run out" of malaria pills. There's scripted sequences in the game when after completing main missions, you'll get a mission to go get some new pills by delivering passports. Then and ONLY THEN, do you immediately run out of pills the next time you have a malaria attack (you'll have one pill left, regardless of how many you were taking prior).

However, between those scripted missions, you can keep taking as many as you want, and you'll never really run out. Also, if you do it whenever it prompts you (instead of letting yourself get more attacks), your stamina will improve and your actual sickness level will go down (in addition to going down due to scripted missions and gameplay). At Sickness Level 0, your attacks only happen every 30-40 minutes.

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ 1.4 Update

That was still a problem even in v 1.3. Basically, I don't remember if I was able to, but the only way to grab it would be to use "noclip". Either that, or the chaingun ammo doesn't have any physics to it, therefore making it impossible to grab.

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ Crysis Enhanced Edition

Really like the new changes you guys made to the mod in the pictures. It's now more true to the vanilla look but also have made the wooden and house textures to be more "worn" while still looking vanilla. Which is actually an improvement even over the old "HD" textures since the island's villages are supposed to be old and worn down. I also like how more "clean" some of the textures look without an exaggerated "contrast" or looking like they were just HD textures slapped into the game. Really gives it a nice OG vibe that's true to the art direction.

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ Far Cry 2: Realism+Redux

Question. Is there a reason you guys put back the South map Dogon village buddy instead of keeping the snake bite buddy? I only ask cause everyone knows the Dogon village buddy is notorious for getting bugged and preventing you from continuing the game because the door won't open.

Meanwhile, the snakebite buddy is in an open train, and is more easily accessible when the player first arrives in the South map. I actually avoided getting the update with that just because of that reason. Perhaps an optional version should be made that allows people to keep the snakebite buddy.

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ D3HDP - DooM 3 Essential HD Pack

Yeah, I noticed the back of the kiosks had the reflection, just not the screens themselves. I mean, if that's intentional, that's fine. There's only two of them in the entire game. If anything, I noticed you added reflections to some of the overturned tables in the game. So that was a nice touch. Otherwise, I can't say I really have any conplaints. Keep up the good work though. I'm enjoying the updates.

Btw, does replacing the Sikkmod shader require a new game or can that one be changed and still use the same save? I only asked cause I remember you changed the Sikkmod shader to have less contrast and a more vanilla color grading, but if I did want to replace it with the one you had back in Jan (before the April update), could I do it and retain my save?

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ D3HDP - DooM 3 Essential HD Pack

Ok, cool. With regards to the computer screens, I didn't mean those. I meant specifically the one you see early in Mars City and then again in Delta Complex 1. They're the "Information" screens with a map and a picture of Mars.

Prior versions of your mod always had them with a specular reflection. Now, they're dull and matte again. I don't know if said specular reflections are dependent on the "pack007sikk" shader file or are part of your texture mods. Either way, they and all the "door screens" always had a specular reflection to them that's no longer visible. I wish I could share a picture but I don't know how.

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ Doom 3 Enhanced Edition - D3EE

I had that problem myself and I think it's relevant to whether you're using other mods or not. For me, I had to add "zzz"s to the end of the mod files so that they would be loaded LAST after any other mods. That way the new cursor, crosshair, and logo gets applied.

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ D3HDP - DooM 3 Essential HD Pack

Oh, I started a new game. Not sure if you required to install the new "Lighting Phong system" optional file that's included. I continued to use the Sikkmod lighting file that's always included cause I like the higher contrast and more specular lighting. Hence why I'm actually surprised there seemed to be less despite me not using the new Phong lighting (which you said is actually the game's default lighting without Sikkmod).

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ D3HDP - DooM 3 Essential HD Pack

So I just installed the latest version of your mod. One of the things I noticed is that the picture of Mars seems to be missing from the armory in Mars City. Is that intentional? I only replaced the usual files that you updated. Basically, all of them, even if they weren't a new version. I also noticed that the computer screens seem to no longer have specular lighting to them. To be sure, I didn't have this problem with a previous version of your mod, and I wanna make sure that some of these things were intentional.

I noticed it's also only a problem in Mars City in the beginning. When I trekked back through Mars City after Hell broke loose, the sign was there this time (maybe the Marines or technicians had time to put it up? lol) Also, nice job on the new "liquid". That blood in the sinks in the kitchen and bathroom was a nice touch. Also, is it me, or did you improve the shadows in the game? I noticed a lot of them are now more "smooth" (especially in darker corridors), which is impressive considering D3's engine was always limited mostly to either completely dark and sharp shadows or complete visibility. Some of the shadows now being "softer" is actually impressive.

Good karma+2 votes
IggyWolf
IggyWolf - - 139 comments @ D3HDP v2.0 - New update, new add-on and map fixes

Question. What is the "water material" in the game? I mean, from what I remember, there was barely any "water" in the game, since it takes place on Mars. Would it be in relation to how the blood decals look or how the "wet" surfaces look?

Good karma+2 votes
IggyWolf
IggyWolf - - 139 comments @ Crysis Enhanced Edition

You'll probably get at least 60 FPS at 1080P with the mod. Keep in mind that Crysis is more CPU intensive and doesn't use more than two cores. Whatever performance you have now might not change that much, depending on which cfg you decide to use. There are settings that will tax the CPU more, causing an FPS drop, but Crysis has never maintained the FPS above 40 throughout the entire game. Expect the mod to cause the drops to be more frequent in areas with more enemies.

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ D3HDP - DooM 3 Essential HD Pack

Nice job on the newer textures H3llBaron. I noticed some of them now have a "weathered" look, which is good, since it's supposed to be a Mars base on a dead planet that's been there for a while now. When you said you made the Sikkpan shader mod more "vanilla friendly", I'm guessing you meant you turned down the "vibrant color" aspect of it to more vanilla levels.

While I personally prefer the old vibrant look, I appreciate the new shader look as well. I also noticed you changed the shotgun's sound to sound like the original sound as opposed to Trent Reznor's version. I don't mind it, since his version was a bit "too loud", making using the shotgun quite noisy and annoying at times.

Edit: Should we expect any further updates? I ask only because I noticed that a few textures are still vanilla or old, and in Communications Transfer, there's a section where the light doesn't cast in the room but the actual ceiling light is still on (specifically, in the section where you can raise the tram to access an elevator that can't be called on the first floor).

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ D3HDP - DooM 3 Essential HD Pack

I mean, I use the dhewm3 sourceport, so perhaps that will work better. I haven't tried the game yet with the latest version of the mod, so I'll let you know. Though I also use it with the latest version of the "Enhanced Edition" mod.

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ D3HDP - DooM 3 Essential HD Pack

Nice. Btw, would you say some of the "broken blood decals" have now been fixed? I know H3llBaron fixed some of the ones I pointed out last time but a few (only 2 I think) were still left over.

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ D3HDP - DooM 3 Essential HD Pack

Fair enough. Every new update just gives me another excuse to replay the game because it's actually fun now. Especially when less of the "old blurry textures" are present that ruin the immersion. Thankfully they're now so far and few in between that they're barely noticeable and the whole game feels like it's a 2010 title as opposed to 2004.

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ D3HDP - DooM 3 Essential HD Pack

I noticed you updated it again a half hour ago. Just to be sure, were some of the texture fixes related to upside down textures or blurred computer screens, as the one consistent thing I noticed is how some screens, due to apparently being upscaled, became blurry. Most obvious in Communications. Not sure if that's unintentional or not.

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ D3HDP - DooM 3 Essential HD Pack

Thanks. I noticed that some of the files have a smaller file size now. Can I still use the old sikkpin shader though? With regards to texture fixes, I'm guessing more of the blood pools that were cut off or improperly placed, cause I actually saw two other ones (one that's at the end of the Alpha Labs when you get attacked by a bunch of trites waiting for a ladder, and another one in the Enpro plant).

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ D3HDP - DooM 3 Essential HD Pack

What's in the newest update? I noticed it was updated 4 days ago. I'm guessing the self-shadowing. I don't suppose there's any new changes to textures or the environment?

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ Crysis Enhanced Edition

I would say the latest Steam or GOG version is required. And no, it only works with 32 bit because 64 bit is unstable with the new custom files and textures.

Good karma+2 votes
IggyWolf
IggyWolf - - 139 comments @ Crysis Enhanced Edition

So do we still have to enable AF in the Control Panel or is automatically enabled to x16 in the autoconfig? I ask because I noticed a lot of POM "artifacting". That is to say, the ground dirt looks like it's hovering above the textures, which I'm guessing is unfortunately a side effect of POM, since it's not using true tessellation or bump mapping.

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ Crysis Enhanced Edition

Is it ok to use the latest version (v3) of the C1 launcher mod? I only ask because the one you link in your mod is outdated and unfortunately doesn't fix the "lowest refresh rate" bug that plagues Crysis, forcing the game to use the lowest available refresh rate on my monitor. I have a 165 Hz monitor with Freesync/G-Sync and the mod's current iteration of the launcher exe forces 50 Hz to my monitor, no matter what I do. Using the newest v3 of the launcher allows it to sync with my FPS cap (63 FPS/Hz).

Good karma+2 votes
IggyWolf
IggyWolf - - 139 comments @ Crysis Enhanced Edition

Turns out the update actually removed the SecuRom DRM files and added the missing 64 bit binaries. This actually makes me wonder. Is it possible to now make this mod work with the 64 bit executable, since they fixed it now?

P.S. Do we need the POM/AF fix mod in order to use anisotropic filtering with parallax mapping, as I'm not sure and don't remember whether your mod already fixed that or not?

Good karma+1 vote
IggyWolf
IggyWolf - - 139 comments @ Crysis Enhanced Edition

I believe the file should be called "CrysisEE.part2.rar". Is the file showing as a capital "Part2" or smaller case?

Good karma+1 vote