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marco1975
marco1975 @ Mission 64

[QUERY]
I know this is not final, but can someone here tell me how to set the player model? I just get a XYZ cartesian symbol in the cutscenes.

Or is player model not supported yet?

[KUDOS]
Thanks for making N64 inspired mod for Q2 source port! Much fun so far even on my Lenovo laptop.

[MEMORY]
I played all the way through Q2 for Playstation 1. Amazing port for 2 MB RAM platform. Later I also played through Q2 on PC. Icculus source port, I think. With Stroggs Gone Mad modification.

Never owned a N64, I have tried Quake64 in MupenPlus emulator and the control scheme is so bizarre I found it unplayable. Not really worthwhile except it has an exclusive OST.

Good karma+1 vote
marco1975
marco1975 @ Rowdy Rudy's Revenge!

Bug report:
I used the following load order:
IWAD:
freedom2.wad (for partial conversions, I like to use Freedom so all assets look different and the PWAD stuff still shows up)
PWADs:
rwdyrudy.wad
doors-stay-open.pk3
ketchupv6unofficial.pk3

I played it in Zandronum 3.0 r170901-1140 and GZDoom 4.4.2

1) In both Zandro and GZ, the rocket zombie (asset code 'UDM3') is stuck in place in most situations and doesn't attack. He has a very large hitbox and very high HP. I checked the DEHACKED lump inside the WAD and his width and height are the same as those of the Plasma Guy, so I don't know what's wrong.

2) In Zandro, in the room with the Red Skull Key, you fall through the floor and get eaten by a Flaming Caco. This is reproducible. In GZ, it behaves normally.

I played through most of the game in Zandro and only switched to GZ for the final map.

I'm off to play Rowdy Rudy 2 : Powertrip, thanks for making these with such love. RR has real retro charm!

Good karma+3 votes
marco1975
marco1975 @ Rowdy Rudy's Revenge!

This is a partial conversion. I liked the music too... particularly 'Jamiroquai' on the last map! The final boss room is challenging even if you "save scum", the final boss is 'Satan's Watchful Eye' and it makes for a tough fight with respawning enemies. The boss cubes are hidden/invisible. You need to hit a series of switches and run towards pillars before they rise, try not to get frustrated, it is possible to beat the level from "bayonet start" (Rudy's version of pistol start), at least in Hurt Me Plenty.

This map set is not too challenging, I'm of mediocre skill and I could beat it; There are plenty of health packs and ammo strewn all about. It has intermission text and a cool victory screen.

Good karma+3 votes
marco1975
marco1975 @ The AMC Squad

I don't understand how to purchase factories on the mission command screen.

I have beaten a few missions, and the first icon (bar graph) shows that I have 11 "money" and 6 scientists, but 0/100 "boxes", presumably those are resource points.

The cheapest factory is in South America, costs 20 money and 2 boxes.

How do I start purchasing factories?

How do I build satellites?

Is there a manual for this game?

Good karma+1 vote
marco1975
marco1975 @ Don't play with Hell: Part 1

I get stuck after the red doors, don't know what to do next. I can't find the air duct mentioned in the email or the security chief. Apparently this was never completed, though even if I got further there was no satisfying conclusion.

Even a mini-campaign (three maps or so) in this style would have been great.

Good karma+1 vote
marco1975
marco1975 @ Quake 1.5

My system
CPU Intel i5 2500k 3.3 GHz
GPU Gigabyte Radeon RX470 4GB G1 GAMING
RAM 2 x 4 GB Corsair Vengeance DDR3

I have turned VSYNC OFF, FRAMERATE OFF, LIGHTING FULL and am using AMD FreeSync monitor on Display Port.

No idea why I only get 30 - 60 FPS. Pretty disappointing, since current AAA games run really well. Maybe AMD OpenGL driver really are *that* bad, and I should have invested in NVIDIA instead? I heard G-SYNC monitors are rare though, I imagine they would be a lot more expensive than my ViewSonic VX2457.

Good karma+2 votes
marco1975
marco1975 @ Quake 1.5

Do the enemies have more HP than in vanilla?

I haven't played in a while and I don't remember them being such bullet sponges. I played another Quake installation to compare and they seem to die much easier in that one.

I'm using AMD RX470 GPU, and with Lighting: FULL, the game runs at 30 - 60 FPS. I guess bad OpenGL drivers + poorly optimized DarkPlaces.exe = choppy framerate. Is there a way to enable AMD FreeSync for this game? Maybe if I turn off vsync, AMD FreeSync will prevent tearing? I hate tearing.

I tried switching to Lighting: HIGH, but that looks terrible after FULL. I guess those old engines can only be pushed so far, Project Brutality also chugs on a PC that runs Doom4 on HIGH at 60 FPS.

Good karma+2 votes
marco1975
marco1975 @ ScoreDoomST Released

www.scoredoom.com no longer exists, sadly.
It used to have the online leaderboard/hiscore lists for the official campaigns and various popular megawads.
I think it will still store local hiscores for each map in the wad, so you might make want to move IWADs (doom2.wad, tnt.wad) and custom map packs into the ScoreDoom folder, as it might cause problems if you share them between gzscoredoom.exe and other source ports (gzdoom.exe, zandronum.exe)

Good karma+1 vote
marco1975
marco1975 @ Absolute HD Mod

It's installer allows selection of Russian (appears as garbled characters on a Windows machine with EN locale) or English, maybe you accidently clicked past it?

Good karma+1 vote
marco1975
marco1975 @ Absolute HD Mod

Amazing work by the D3 community and amazing work by Cverdzislav in putting all the different projects together!

I especially like the crisp fonts and faces. Though Elliot Swann's head during his conversation with Betruger looks like it's covered in grease LOL.

Unlike some other people here, I am lucky that this mod works OK with my machine:

CPU Intel i5 2500k 3.3 GHz
GPU Gigabyte Radeon RX470 4GB G1 GAMING
OS Windows 7 64-bit SP1 Home Premium

It selects Ultra quality by default, I only had to change my resolution to 1080p.

There are frame drops, I could probably fix them by running in HIGH rather than ULTRA. I'm using dual screen with Viewsonic VX2457 as my main display.
I tried toggling VSYNC on and off, I think it is better with it ON. I am also running the GPU and monitor in AMD FreeSync. There are FPS drops but at least there is no stutter or tearing. I hate tearing.

Anyway, thought you would appreciate the feedback.

To anyone for whom this mod didn't work or got unsatisfactory results, yeah, it's disappointing, but there are a few alternative HD mods for D3 for you to try, hopefully one of them will work for you.

Good luck!

Good karma+3 votes
marco1975
marco1975 @ Blade of Light

My game crashes on Amazon's first map.

After getting the spear and the key in the room with the diagonal arrow traps, I run to the door in the cave. I destroy the two zombies and use the key, as soon as I try to move to the area behind it, the game crashes.

Any idea what I might do to get past that point?

I like the mod, definitely a technical improvement, but too much bloom. The HUD looks like that of an old vector game.
Effects can be adjusted in \Bin\enbseries.ini, unfortunately I have to restart the .EXE for every change made to the .INI. (instructions at Enbdev.com). You can assign various functions to Shift + <Key> combinations, so you can switch them off and on in real time.
I like the interactive menu in ReShader more, but thanks for getting ENB working with this game, I got BoD solely to play it with this mod.

Good karma+2 votes
marco1975
marco1975 @ DPWH-BE Prologue x64 1.3

I can't get vsync to work, I have it set in the gzdoom-<username>.ini file and in the in-game settings and the display still tears terribly.

Other Doom ports on my PC don't have this problem.

Anything I could try to remedy this?

I also have vsync and triple buffer enabled wherever I can choose those options, like in AMD ReLive and D3D-OverRider.

Good karma+1 vote
marco1975
marco1975 @ Ter Shibboleth

I tried to follow the instructions, but couldn't get this to work -- it looks really messed up, with tiny dobermans and floating ceiling fans. I've become accustomed to Quake Injector from the Quaddicted archive, unfortunately Ter Shibboleth isn't on their database yet.

Good karma+1 vote
marco1975
marco1975 @ Borderlands Vivid Mod

I just get a general protection fault. My AMD GPU drivers don't like ENB, I think.

Good karma+1 vote
marco1975
marco1975 @ Aces Wild : Manic Brawling Action!

I tried again on Calm difficulty, managed to beat Jean Heart. Still I found no particularly effective strategy beyond "counter everything". Particularly her Jet Blender (multi-hit inescapable super) is very hard to anticipate and avoid. I'll continue this on the GameFAQs forum, and I encourage you to do the same.

Good karma+1 vote
marco1975
marco1975 @ Aces Wild : Manic Brawling Action!

How do you beat Jean Heart (Jetboot Girl, Stage 4 boss)? I can fight her up to the point she sets the top of the truck on fire. She has amazing mobility and many of her most deadly moves aren't telegraphed, so only amazing reflexes help. I find chasing her in the air very tiring, even with the auto-homing dash.

Any tips (or a video) on how to beat her? I tried Ace and Gene for 1.5 hours straight, and I still can't counter her moves consistently, and she just executes move after move, wearing me out.

Good karma+1 vote
marco1975
marco1975 @ SabiCube 1.0 released

Editing & compiling source code is not really like playing a game though, is it? Also the content-loading system of Cube engine seems rather mod-unfriendly, compared to many other engines like Doom, Doom3, Serious Sam, Crysis etc. where new assets can be loaded from a module. The engine should present a menu that you can click on to play with the custom content.

If a map author wants to add monsters to a SS map, he doesn't need to mess with source code, he can use a monster zoo expansion created by someone else, and the user just has to have the monster zoo and the new map downloaded. The original game content is unchanged.

I think that is a far more elegant solution. Good on you on working towards that with scriptable weapons.

How about having episodes have a standard format so that they include an entry on the main menu? It is pretty lame how after installing a Cube map that might be called the 'Monster Carnival' on the download page and the readme, you need to type "/map skljhgft" in the console to play it. Way to exclude casuals –- "only hardcore nerds deserve to play MY LEVELS!"

Good karma+1 vote
marco1975
marco1975 @ Aces Wild : Manic Brawling Action!

Played past the Stage 2 boss, Umbrella Girl. I found her really hard, so I was shocked when I actually managed to beat her. Thanks for not trying our patience with pre-fight dialogue or plot. This is all about action. Also thanks for not sending me back to some distant checkpoint, it's like a VS fight, get beat, just try again!

This is pure fun, launch game, grab controller and get straight into it, choose any stage. No boring logos to get between me and the punching.

One thing I missed was a seperate ranking/hiscore list for every stage. (or maybe even every area). The list in the upper right could show you the top 5 as you hover the selection over a particular area. And local/world ranking would be neat too (switch between local/world with the dash button?) I don't quite understand the thinking behind the hiscore list in its current form. I guess the highest possible score would be obtained by beating every area without dying?

Regarding the music, I found the KOF XIII OST quite suitable. I just select Genre > Video Game in my Music Library.

Thanks for making Aces Wild, I'm thoroughly enjoying it!

Good karma+1 vote
marco1975
marco1975 @ Aces Wild : Manic Brawling Action!

Okay, after freeing up some space and moving Desura to another drive, I was able to download and install this game. The action is fluid and controls responsive. Graphics are hi-res, bright and colorful. It's kinda like a 2D version of the DMC or Bayonetta games. I played a couple of levels. A couple of things I noticed:

- Score is not saved after completing a section. Do I need to lose all my lives and enter my name to get my section/stage scores recorded? That would make sense on an arcade machine, but not at home, I think it should record as soon as you complete a section. If you want to have multiple players record on one installation of the game, maybe allow multiple player profiles to be created?

- I used a wired XBox 360 controller to play. Remapping buttons works, and is designed correctly, you get a list of functions and just tap the buttons in order to assign them, like in SSF2HD, but the output is strange: The game does not display the correct button presses, but seems to arbitrarily display "RIGHT BUMPER" "X" "B" and so on. The button assigments will be recorded correctly, but the display is not updated correctly, which is confusing.

- the music in the first two areas is a bit repetitive, and the way it sounds on the loop point, it seems more suitable for an intro animation or stage complete screen, not for playing continously during the stage. Game music is the aspect that is most depends on individual taste though.
I could always turn it off (I think) and play something else in Media Player.

Good karma+1 vote
marco1975
marco1975 @ Aces Wild : Manic Brawling Action!

This is relevant to my interests -- Aces Wild might be my first ever Desura purchase.
One line descriptor:
"Bangai-Oh Gaiden : The Punching Edition"
I was gonna get some Resident Evil on sale, but I would rather have something fresh like this!

Good karma+1 vote
marco1975
marco1975 @ SabiCube 1.0 released

"The goal is to make the game-building process as fun as playing a game, with *intuitive menus and guides* to help anyone make their own open-source rpg/adventure game"

A worthy goal. I have tried Cube2 in the past, and I found the user interface inferior to GMod. In gmod, you only have the menu key 'C' added to the normal keyboard interface, in Cube2 you have to learn CLI commands and an entire keyboard's worth of key mappings just for basic level editing.

How would someone distribute episodes for this mod? ("check out this 3-map story I made with some custom monsters and decorations") I have noticed with Cube2 that new content, like a new gun or sound effect, requires replacing the default assets with the custom assets, it's not just loaded at runtime like a Doom PWAD. So if you want a different monster you have to get rid of an existing one. Is that correct?

Good karma+1 vote
marco1975
marco1975 @ EXQ version 1.03

Is this a patch/update or standalone? I get screenfulls of what looks like a hex dump in my darkplaces.exe console when I run this mod. I tried the included e1m8.bsp and ... didn't get it really. The entire dark area is poison?

Good karma+1 vote
marco1975
marco1975 @ Soul of Evil: Reconfigured ver. 0.7a

Doesn't work for me, get an error message about missing content. HUD icons are checkerboards and new entities in start.bsp are rainbow diamonds. Installed soe_full by Tronyn using Quake Injector (Mar 31, 2002, 23.623 MB, pak0-pak3.pak), then unzipped soer on top of it.

Good karma+1 vote
marco1975
marco1975 @ Trapped - Descent Into Darkness

Doesn't work for me.

Error on startup:

Can't find background image materials/console/startup_loading.vtf

Validated HL2.2 in Steam and this, in Desura.

Good karma+3 votes
marco1975
marco1975 @ Procedural graphics, items, external lightning, and bottles of blood.

I'm not sure I understood what you are getting at in that last section on visibility -- not a good sign. Visibility in strategy games should be intuitive.

You could have three levels of visibility during the night:

1) Area close to light source AND within range of vision, is shown as visible.

2) Area that has not been visited yet is shown as completely black (undiscovered)

3) Area that has been visited previously (you walked through it while holding a torch, or walked through it earlier, during daylight) but is currently out of range of vision, and or in the dark, is shown as all-grey tiles.

If I played a game, the 3 rules above would make sense immediately, and require no explanation.

Also, I think liquids saturating the inside of a flask made from leather is an unnecessary complication. A glass vessel that contained poison would have to be washed and rinsed before it could be used for water. I think just have certain liquids in glass bottles (perfume, poison, blood) and others in leather flasks (water, wine) and leave it at that, so if you want to safely transport certain liquids you have to move them by cart, or risk breakage.

I hope this feedback is helpful and has encouraged you to keep working on your game. I know if I wrote such detailed updates and no-one commented I would feel a little forlorn. ;-)

Good karma+3 votes
marco1975
marco1975 @ Quake "Epsilon" Build

I want to adapt community maps and expansions to work with Quake Epsilon, like you have done with Travail, The Myths and others, and need some pointers in the right direction. I want to add hi-poly models, hi-res textures and colored realtime lighting and effects to old expansions like you have done for The Myths and Travail.

I have been reading up on tools for the Quake engine and was wondering if you could answer some questions:

- many legacy maps look incorrect or too dark if played with realtime lighting. You mention that you "adapted" The Myths to work with Quake Epsilon. How did you edit the lights?

-Do you need to have access to the .map and QC code for a given expansion so you can re-compile them into .bsp and progs.dat?
(I have tried looking for a .bsp -> .map decompiler so I can change lightmaps to dynamic lights, but have been unable to find one that works. progs.dat apparently cannot be decompiled, you need the source.)

Good karma+2 votes
marco1975
marco1975 @ Quake "Epsilon" Build

Never mind, I just worked it out -- add .bak extension to id1\zsmall_mod_compilation_v3_80_xolveedited.pk3 (older version) and id1\effectinfo.txt. The effectinfo.txt from the Quake_V4.50_small-mod-compilation_Seven.pk3 will be used instead. This would have to be done every time you changed graphic settings. Now there are randomly appearing new monsters, just like a zdoom mod! :-)

Good karma+2 votes
marco1975
marco1975 @ Quake "Epsilon" Build

Thanks a lot for compiling the Epsilon build! :-D

I have not played Quake 1 much since the Nehahra days.
I was browsing quakeone forums, looking for more monster hi-poly models, and came across Seven's Small Mod Compilation. It had some cool-looking spiders that randomly replace the regular Quake monsters.

I dropped Quake_V4.50_small-mod-compilation_Seven.pk3 into \Quake Epsilon\id1\ folder, and replaces the contents of autoexec.cfg with the one included with SMC 4.50, but none of the replacement monsters appear.
Also I have not noticed any extra animations (knights praying, grunts reloading)

How can I make SMC 4.50 + Epsilon work?

Good karma+2 votes
marco1975
marco1975 @ Quake "Epsilon" Build

At first, this mod was working perfect, but lately, there have been disappearing textures -- they are displayed as completely black. It is random which ones disappear. How do I fix this?

Good karma+2 votes
marco1975
marco1975 @ 4 missions ready to play and counting

In this mod, do you play as a Strogg and take revenge on the humans for invading your homeworld?

If so, mark me down as 'interested'.

Good karma+2 votes