This member has provided no bio about themself...

Comment History  (0 - 30 of 84)
jimflasch76
jimflasch76 - - 84 comments @ Duke Nukem Forever: Restoration Project

All you need is in that download. After extracting it to your hard drive, find and double-click on C:/Duke4/system/DukeForever.exe

(replace Duke4 with whatever you called the base directory you extracted the game into.)

Good karma+1 vote
jimflasch76
jimflasch76 - - 84 comments @ RBDOOM-3-BFG

Intel(R) HD Graphics 4600

Good karma+1 vote
jimflasch76
jimflasch76 - - 84 comments @ RBDOOM-3-BFG

This port does not want to run for me. It just gives me a gray screen then crashes to Windows. Here's the last few lines the log window had (It was too damn long to post in its entirety) after 103 lines of shaders being loaded:

Unknown command 'vid_restart'
Device Removed!
...releasing DC: success
...destroying window
...resetting display

I also note that earlier in the log is the following:

file system initialized.
--------------------------------------
WARNING: Unable to open resource file maps/_startup.resources
----- Initializing Decls -----
WARNING: file materials/models_characters.mtr, line 32: material 'models/characters/player_character/head/d3xp_playerhead' previously defined at materials/armor.mtr:11
WARNING: file materials/models_characters.mtr, line 238: material 'models/characters/body/belt' previously defined at materials/belt.mtr:1
WARNING: file materials/models_characters.mtr, line 248: material 'models/characters/mcneil/head_d' previously defined at materials/mcneil.mtr:1
WARNING: file materials/models_characters.mtr, line 260: material 'models/characters/mcneil/body_d' previously defined at materials/mcneil.mtr:13
WARNING: file materials/weapons.mtr, line 2077: material 'models/items/armor/armor' previously defined at materials/armor.mtr:1
------------------------------
Couldn't open journal files
execing default.cfg
execing D3BFGConfig.cfg
couldn't exec autoexec.cfg
----- R_InitOpenGL -----
...registered window class
...calling CDS: ok
...created window @ 0,0 (1920x1080)

I use Windows 10 Pro 22H2 build 19045.3324, BTW.

Good karma+1 vote
jimflasch76
jimflasch76 - - 84 comments @ Doom Delta

Any way to change the look of this mod's automap? I'm not too fond of the default look.

Other than that, excellent mod!

Good karma+1 vote
jimflasch76
jimflasch76 - - 84 comments @ DOOM+ V1.3.1

Got a bug report here. In e2m4 (Phobos Lab), the teleport in the secret room off the east side of the circular hallway doesn't work for some reason, even though it appears, according to the editor, to be tagged correctly. I had to cheat to get out of that room and the room it should send me to, off the north side of the circular hallway, opposite the elevator down to where the teleport took me in the original e2m4. Also, a room in the blue hallway with some ammo in it behind a green demon face wall cannot be opened at all. I had to cheat to get into that room too.

UPDATE 7/14/2023: The above bug still exists in the latest version of this mod, and I've found another one: the two blue keys are both available in e3m6 when only one should be at any skill level. The one in front of the building with the teleport to the secret exit area should only appear in the lower skill levels and the one in the Y-shaped building in the higher skill levels.

UPDATE 7/18/2023: Texture patch LAVFALL1, meant to appear on walls at the far eastern side of e4m2, was omitted from the wad somehow, leaving the walls where it was supposed to appear completely black in-game. And I figured out what's up with the teleport referenced in the first paragraph above - its destination sprite is set to appear on hard skill only, not on medium or easy, and therefore it will only work on hard!

Good karma+3 votes
jimflasch76
jimflasch76 - - 84 comments @ Duke Nukem 3D - Legacy Edition

Update on those crashes - I now have the 2.0.4 patch, but today I discovered that this mod can still crash if you try to save while a door is closing or opening. It can also crash in Dark Side if you try to save in the room with the rotating walls around the central hole leading to the outside area near the monolith.

Good karma+2 votes
jimflasch76
jimflasch76 - - 84 comments @ Duke Nukem 3D - Legacy Edition

First, an update on the crashes that were happening with me: I think I have figured out what was causing the crashes - voxels and models were both activated by default. I deactivated models and the crashes are gone.

Second, why are the supposed Mapster32 .exes that came with this mod actually mislabled eDuke32 .exes instead?

Good karma+2 votes
jimflasch76
jimflasch76 - - 84 comments @ Duke Nukem Forever: Restoration Project

my monitor's native resolution, 1920x1080. all three detail categories are set to high and texture range is 200. I posted a screenshot of the problem in the following forum thread:

Moddb.com

Good karma+1 vote
jimflasch76
jimflasch76 - - 84 comments @ Duke Nukem Forever: Restoration Project

Can anyone tell me what the emails on Duke's computer in the Duke's Study level say? I can't read them at all (the text is blurry as hell), but according to a comment made by Duke, one of them has a needed passcode for a lock elsewhere in the level.

Good karma+1 vote
jimflasch76
jimflasch76 - - 84 comments @ Duke Nukem 3D - Legacy Edition

This mod is good so far, but there's something I'd like to ask about.The key cards don't appear in the fullscreen HUD, though they do in regular Duke 3D Any reason for that difference?

Good karma+1 vote
jimflasch76
jimflasch76 - - 84 comments @ CodeRED - Battle For Earth

Have both downloads from above, with crx renamed Quake2, but still not working. Battle For Earth gives me a black screen with a blue "busy spinner" for a munite or so and drops back to the desktop and Martian Chronicles just gives a black screen for a few seconds before dropping back. Neither gives error messages at all.

Good karma+1 vote
jimflasch76
jimflasch76 - - 84 comments @ CodeRED - Battle For Earth

First, there is no file called crx.exe anywhere in my CodeRED directory or its subdirectories.

Second where do I download CodeRED version 1.3? It's not on this site and a Google search came up empty.

Good karma+1 vote
jimflasch76
jimflasch76 - - 84 comments @ DOOM CE

Did what you suggested but lost my cumulative level completion stats (displayed with the "j" key) from before the update. I guess those cannot be carried over?

Good karma+1 vote
jimflasch76
jimflasch76 - - 84 comments @ DOOM CE

How do I avoid losing progress when I install a new version of this mod?

Good karma+1 vote
jimflasch76
jimflasch76 - - 84 comments @ MacenWolf

The issue was indeed in the .cfg file, as I discovered when I took another look at the one I created for my mod and two that came with Macenwolf_SUCK.zip. Turns out MOD02.cfg, from which I'd copied the HUD/Statusbar section for my mod (that was all I really wanted) had the elements numbered from 0-18 when they should have been numbered from 1-19. MOD.cfg has them numbered right, though. With correct numbering in my HUD.cfg file, everything is working fine.

Good karma+2 votes
jimflasch76
jimflasch76 - - 84 comments @ MacenWolf

I have been trying to get kills and secret counts to appear onscreen in the game. Secrets found (4) and secrets left (5) appear as I specified in the config file, but enemies killed (7) and enemies left (8) do not. Only killed appears onscreen and trying to change the placement of both killed and left affects it. Left does not appear at all. It appears that there is a glitch in these HUD options.

Good karma+2 votes
jimflasch76
jimflasch76 - - 84 comments @ DOOM 64 CE 3.0.0 (Full Version)

Musta been the BPSes - when I deleted them and re-extracted the new ones, it worked fine.

Good karma+1 vote
jimflasch76
jimflasch76 - - 84 comments @ DOOM 64 CE 3.0.0 (Full Version)

Yes, I DID copy the wad into the same folder as the installer. And why would it not be able to read the registry keys?

Good karma+1 vote
jimflasch76
jimflasch76 - - 84 comments @ DOOM 64 CE 3.0.0 (Full Version)

That gave me a checksum of 0AABA212339C72250F8A53A0A2B6189E, which DOES match what the install should be looking for, so it's evidently the installer that is the problem!

Good karma+1 vote
jimflasch76
jimflasch76 - - 84 comments @ DOOM 64 CE 3.0.0 (Full Version)

It only gives the following checksum (MD5, I believe) in the CHECKSUM lump:

BB80F932CC91C75238CA039D84E921CE

Verifying the integrity did not change it.

Good karma+1 vote
jimflasch76
jimflasch76 - - 84 comments @ DOOM 64 CE 3.0.0 (Full Version)

I have the February 24 update and the MD5 checksums do not match (checked via SLADE). So what do I do now?

Good karma+1 vote
jimflasch76
jimflasch76 - - 84 comments @ DOOM 64 CE 3.0.0 (Full Version)

The installer incorrectly thinks my Doom64.wad has been modified and won't patch it!

Good karma+1 vote
jimflasch76
jimflasch76 - - 84 comments @ Episode 1 for DOOM 64 (Knee Deep In The Dead)

The problem switch in e1m9 works now. Thanks.

Good karma+2 votes
jimflasch76
jimflasch76 - - 84 comments @ Episode 1 for DOOM 64 (Knee Deep In The Dead)

I just had the same problem with this switch in version 2. I am using the latest version of Doom 64 CE and the included batch file to run the mod and not loading anything on top of it. My compat flags are the default 132 & 256. (Hope that bridge in e1m5 works - or I'll have to use the clipping cheat on that one, too!)

Good karma+2 votes
jimflasch76
jimflasch76 - - 84 comments @ Beta 64

My compatibility settings are the default ones. I didn't change them.

Good karma+2 votes
jimflasch76
jimflasch76 - - 84 comments @ Beta 64

Level three is bugged up. Several doors in the slime tunnel area (where the teleport takes you, to the room with the backpack, and the room with the switch to lower the rocket launcher between the red & yellow keys) do not open. More importantly, the blue key, needed to access the secret exit (and presumably the third secret), does not appear anywhere in the level, forcing the player to cheat to get there.

Good karma+2 votes
jimflasch76
jimflasch76 - - 84 comments @ Episode 1 for DOOM 64 (Knee Deep In The Dead)

Fixed now. Thank you.

Good karma+2 votes
jimflasch76
jimflasch76 - - 84 comments @ Episode 1 for DOOM 64 (Knee Deep In The Dead)

The download link is broken! I get this when I click on it:

Secure Connection Failed

An error occurred during a connection to sjc8.dl.dbolical.com.

The page you are trying to view cannot be shown because the authenticity of the received data could not be verified.
Please contact the website owners to inform them of this problem.
Could you please fix it?

Good karma+2 votes
jimflasch76
jimflasch76 - - 84 comments @ DOOM 64 CE 2.0.6 (Full Version)

Hadn't realized that the door in question is opened by a one-time only switch. I must have triggered it without knowing before determining in Ultimate Doom Builder that that switch opens the door and missed that it's one-time only..

Good karma+1 vote