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Comment History
LightningHunter
LightningHunter - - 11 comments @ Return To Na Pali: Ultimate Edition v1.1 HD Released!

Hi, these are the maps that use those tracks:

Commencement (zxu97OrchtestAction.umx) - used in Arcane.unr, near the end of the map as action music when you fight the Krall Lords.

Tarwel - used in Aztec.unr (the whole map)

Vantage Point (zxu97Orch3.umx) - Actually, I don't believe this track is used anywhere. I intended it to be used in Arcane initially, but changed it to Solitary Silhouette instead. I guess I simply forgot to delete it from the zip archive!

Good karma+2 votes
LightningHunter
LightningHunter - - 11 comments @ Perfected Doom 3

Hey VGames, I may as well continue to list all the problems with Sikkmod that I find, so you can fix them for your 7.0 release. I'm not sure if this was on purpose, but I noticed that with Sikkmod, the oxygen levels outside deplete much slower than the official game did. This almost makes oxygen tanks useless. I tried to fix this myself, but can't find the code that controls this. Is it built in to the engine code, or is it in a definition file?

Also, I'm not sure if you already fixed this, but Sikkmod 1.2 had two other issues: The Random Item removal code is broken (it works in 1.1); and NPCs gib far too easily (with one pistol shot).

Good karma+1 vote
LightningHunter
LightningHunter - - 11 comments @ Perfected Doom 3

Found another big issue with Venom's HQ Menu. The skill level is set to "0" (recruit) no matter what skill is selected with a new game. Did Venom actually playtest his menu after creating it? Seriously, those are some huge bugs, and I will be deleting his menu completely until someone fixes these glaring issues.

Good karma+1 vote
LightningHunter
LightningHunter - - 11 comments @ Perfected Doom 3

Has anyone noticed that with Venom's HQ menu, you can't overwrite an old saved game? Also, sometimes menus will overlap each other if you open them, resume game, then go back to the menu. Is there a fix for this? at the very least, I want to be able to overwrite an old saved game, so I don't have like 50 save files. :P

Good karma+1 vote
LightningHunter
LightningHunter - - 11 comments @ Perfected Doom 3

Hey VGames, did you use any of the interaction.vfp files in this mod? It contains a lot of interaction files...
Doom3.gamebanana.com

Good karma+1 vote
LightningHunter
LightningHunter - - 11 comments @ Perfected Doom 3

I have tried quite a few different vfp files online and taken screenshots to compare them to the one currently in Perfected Doom. The closest match I could find that eliminates parallax mapping is in Sikkmod 1.0, although the highlights/glare are too intense at times compared to the Perfected Doom vfp. The vfp files contained in Sikkmod 1.1 and 1.2 are quite a bit different, and honestly don't look nearly as good. It's too bad you don't have the Perfected Doom vfp without parallax mapping, because I think that version would be the best compromise for the average gaming computer like mine. Do you remember the author or name of the vfp file you downloaded for Perfected Doom? I could attempt to search for it. I think it looks the best by far, and I would be using it if not for the drop in fps caused by parallax mapping.

Just for reference, my computer has an i5-3470 processor with 8GB of RAM and a Geforce GTX 550 Ti (1GB) card. I didn't think a game as old as Doom3 would be able to bring my computer to its knees, but evidently parallax mapping does just that!

Good karma+1 vote
LightningHunter
LightningHunter - - 11 comments @ Perfected Doom 3

Thanks for answering all my questions! I appreciate it. I did some more testing, and I actually think that the biggest impact on my fps is the parallax mapping. The imp fireballs are merely the final straw that drops my fps. If I use the original Sikkmod interaction.vfp (which doesn't have parallax mapping), the fireballs no longer lag the game. However, I do like the lighting the best in the Perfected Doom interaction.vfp. Is there a way to disable parallax mapping, but keep the rest of the changes you made?

Good karma+1 vote
LightningHunter
LightningHunter - - 11 comments @ Perfected Doom 3

I noticed that I am getting horrible lag each time an imp shoots a fireball (fps drops to 20-30). It is related to the projectile lighting, because if I turn "g_projectileLights" to 0, the lag goes away completely. Nothing else lags the game but this. I don't want to remove the lighting effect altogether. Is there a way to tone it down?

Good karma+1 vote
LightningHunter
LightningHunter - - 11 comments @ Perfected Doom 3

I tried that, but the drool/tongue still wasn't there. It is something contained in interaction.vfp that is removing it. I confirmed this by simply placing interaction.vfp in a clean install of sikkmod with no other mods. As soon as I remove interaction.vfp, the drool/tongue is back.

Good karma+1 vote
LightningHunter
LightningHunter - - 11 comments @ Sikkmod v1.2

I've found two issues with version 1.2. The first is that the "Item Remove Factor" is broken. Even if you turn it up to 1.0, no items are removed from the game. This option works fine in sikkmod 1.1, so I'm not sure where or why it broke. The other issue is that npcs gib with ONE pistol shot. Not exactly realistic. :P

Good karma+1 vote
LightningHunter
LightningHunter - - 11 comments @ Perfected Doom 3

So yeah, I was the Guest making those earlier posts.

The Maggot looks like this with the specularmap in use:
Img.photobucket.com

And in case you are wondering, it has nothing to do with the new Maggot skin. I already tried using all the default settings and skins, but it still looked that way, with the distortion and black textures around the edges.

Is there a way I can modify the code myself to get the Hellknight drool/tongue back? I actually quite like it, personally. I am comfortable with basic coding, if you can just tell me what line/s it is.

Good karma+1 vote