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Comment History  (0 - 30 of 37)
Marziano87
Marziano87 - - 37 comments @ Dox's Revolver for Brutal Doom v21

I often use your addons, they're the best in terms of quality, creativity and fun. Are you planning to make a nice hunting or scout sniper rifle with a classical look?

Good karma+2 votes
Marziano87
Marziano87 - - 37 comments @ War Realism Mod

I am trying to download updated versions fo the mod from steam. It says that after subscribing to the page of the mod the download should start automatically , but this doesn't happen. How can I download mods from steam alternatively?

Good karma+2 votes
Marziano87
Marziano87 - - 37 comments @ DCG v5.0 for Assault Squad 2 - Beta Release

This mod is absolutely wonderfull and I really appreciate your work. I have 2 questions:

- Would it be possible to translate this operation management mechanics on multiplayer gameplay? I would like to challenge my friends at least on lan in operations.

- Does this mod work with other mods? I like realism mods with real ranges and parameters.

Thanks

Good karma+2 votes
Marziano87
Marziano87 - - 37 comments @ Men of War: Assault Squad 2

Hi everybody,
Do you know if it is possible to make multiplayer maps for combat and assault mode where I can play multiple times with the option to save the state of the units and scenario at the end of a game? For exemple, I play against my friend and I win. the game is saved and afterwards, when we decide to play on it again, it gives us a starting situation with the troops remaining from the saved game with the same state of veterancy, and the same destruction status of the scenario.

Good karma+1 vote
Marziano87
Marziano87 - - 37 comments @ Men of War: Assault Squad 2

Hi everybody,
Do you know if it is possible by modding to make multiplayer maps for combat and assault mode where I can play multiple times with the option to save the state of the units and scenario at the end of a game? For exemple, I play against my friend and I win. the game is saved and afterwards, when we decide to play on it again, it gives us a starting situation with the troops remaining from the saved game with the same state of veterancy, and the same destruction status of the scenario. But we can still deploy new units or remove those remaining as we prefer.

Alternatively do you know if I can save a game in multiplayer and open that saved map in gem to make a newly playable map of it?

Good karma+2 votes
Marziano87
Marziano87 - - 37 comments @ War Realism Mod

Hi, I installed MOWAS2 vesion 3.260 and have both GSM and realism mod compatible with this version. However GSM works fine but whe applying realism mod I have a crash with this error:

APP_ERROR: define not found (eSDLreader.cpp,367)

EIP=76f8d722 [main loop]
-
-
-

> file "/set/stuff/gun/105mm_40_43mm"

it is just a bit of the message just to give you an idea.

What could I do?
do I need to apply both GSM and realism mod for the latter to work or does it work alone?

Good karma+2 votes
Marziano87
Marziano87 - - 37 comments @ Brutal Doom v21

hi everyone, I am doing small modifications to BD files with SLADE, and I wanted to change the starting items for the tactical class so that you start with a pistol only. I can't find out how to do this though. I think this is specified in some script, but I can't properly display scripts in slade even if I see their icons. Do you know how to see the text please?

Good karma+1 vote
Marziano87
Marziano87 - - 37 comments @ New Brutal Doom Grab Sprites v.1

Great job!!
keep it on please.

Good karma+2 votes
Marziano87
Marziano87 - - 37 comments @ Brutal Doom

Suggestion:

A pistol ammo box should be added to the game. the simple clip is rare and drop only from the pistol marines.

For realistic mod specific:
The life of the following monsters seems to be too low and they don't feel tough enough:
-pinky demon
-hell's knight
-cacodemon
-chaingun guy
-mancubus

Reduce the availability of shootgun ammo and increase a pistol ammo.
You're always full of shootgun ammo and you're never pushed to use melee weapons and pistol. I think realism mode should fell a bit more like a survive game where you have to manage your ammunitions wisely.

Good karma+2 votes
Marziano87
Marziano87 - - 37 comments @ Brutal Doom v21

Other bugs:

- can't pickup the rocket launcher

- firing sounds are cut by reloading

- pickup weapons vibrate on the floor and steps

- sometimes the hitboxes for heads and dead bodies don't work properly.

personal impressions:

- The shotgun and autoshotgun are OP and you use them around 70% of time also because you always have plenty of ammo.The supershotgun is consequently useless.
I think you should drastically reduce the shotgun shells you find trhoughout the game (consider that you always find drops from shotgun guys).
Moreover in addition to the current dispersion there should be a script to make the damage from shotgun to progressively reduce starting from 100% at 10-15 meters to a minimum of 50% at 25-30 meter and further.
the supershotgun should have a dual wielding option.

- Enemies are quite slow to react to your discovery,they walk a bit first, and then they start to fire at you. also the frequency of firing of some enemies is too low.
Considering the boost to weapons in this update I think the enemies too should be a bit improved otherwise it's just a massacre.

Good karma+1 vote
Marziano87
Marziano87 - - 37 comments @ Brutal Doom v21

Some bug report:

-sound of steps continue for 2-3 seconds after I finished my sprint

-no weapon switch sound when switching between shotgun and supershotgun

-monsters seem not to be properly able to discover me when I shoot. In some situations I shoot one of their mates placed just by them and they're not alerted.

Suggestions:

-I was able to easly kill a hell knigth with 2 shootgun hits or with around 10-15 assault rifle rounds. I think his healt should be increased a bit to make it tougher.

- enemies seem too slow with their missile attacks, and also its frequency is quite low. should be increased

Good karma+2 votes
Marziano87
Marziano87 - - 37 comments @ Brutal Doom v21

I have just given a try and It's GREAT!!! I really look forward to have the hell on heart starter pack for it too.

However there are only some things I would personally change:

- about the minigun I feel the fire rate it's too high so that the animation doesn't seem so good. I don't like the muzzle flash and the sound aswell. Overall I think that the version presented in the dev diary of february was nicer more balanced and more satisfying to fire.

- when dual wielding pistols I like to have the option to fire rigt and left pistols indipendently with the mouse buttons. I think this is much cooler.

- pistol and assault rifle should have the fluorescent spots on the iron sight like the shotgun has. All of them should be brightmaps so that you can see them in dark.

- the pistol is funny to play but I would give it an ironsight view too.

- I would give the super shotgun the option to be dual wielded, after all it's a sawn off shotgun. moreover the autoshotgun and the shotgun in ironsight view are now very effectives and the supershotgun should have something more in terms of power.

Just my personal opinion.

Good karma+3 votes
Marziano87
Marziano87 - - 37 comments @ Brutal Doom

I have just given a try and It's GREAT!!! I really look forward to have the hell on heart starter pack for it too.

However there are only some things I would personally change:

- about the minigun I feel the fire rate it's too high so that the animation doesn't seem so good. I don't like the muzzle flash and the sound aswell. Overall I think that the version presented in the dev diary of february was nicer more balanced and more satisfying to fire.

- when dual wielding pistols I like to have the option to fire rigt and left pistols indipendently with the mouse buttons. I think this is much cooler.

- pistol and assault rifle should have the fluorescent spots on the iron sight like the shotgun has. All of them should be brightmaps so that you can see them in dark.

- the pistol is funny to play but I would give it an ironsight view too.

- I would give the super shotgun the option to be dual wielded, after all it's a sawn off shotgun. moreover the autoshotgun and the shotgun in ironsight view are now very effectives and the supershotgun should have something more in terms of power.

Just my personal opinion.

Good karma+5 votes
Marziano87
Marziano87 - - 37 comments @ Brutal Doom

Actually I d like to keep realistic blood option while just adding this detail, Is it possible to do this?

Good karma+1 vote
Marziano87
Marziano87 - - 37 comments @ Brutal Doom

Hi everyone, just a little question.

I know there is the option to have in BD the effect of a small cloud of pulverised blood along with the splash where hitting an enemy, but I don't know where to find it and how is it called in the option menu.

Could you tell me please?

Good karma+1 vote
Marziano87
Marziano87 - - 37 comments @ Brutal Doom

Thanks for your reply. Anyone can tell me how can I activate this in the options menu please?

Good karma+1 vote
Marziano87
Marziano87 - - 37 comments @ Brutal Doom

hey just a little suggestion.
looking at the armagedoom mod they have this wonderful effect where hitting an enemy there is a small cloud of pulverised blood along with the splash.
It remainds me some effects from movies and it gives great satisfactions when killing enemies. I think it would be super cool to have this implemented in brutal doom too and actually I have already see it in the last dev video used when squashing zombies dead bodies under the doors.

Good karma+1 vote
Marziano87
Marziano87 - - 37 comments @ Brutal Doom

Yes I always do it as administrator.
Thanks for your help but does anyone have other ideas?

Googling I know the problem is quite common actually, but I coldn't menage to find a solution.

Good karma+1 vote
Marziano87
Marziano87 - - 37 comments @ Project Brutality 2.03

Hi everyone!! I'm having fun with editing maps to play with friend. I plan to use them with BD and project brutality but I have problems in loading the pk3 files as resources. This is a disaster because I can't choose to place some special "things" on the map. I tried to load BD and project brutality last versions pk3 and also other pk3 files. I use Gz doom builder and doom builder two.

In any case the error message says "unable to load resources from the location (the directory). please make sure the location is accessible or not in use by another programm".

Does anyone have a solution? Please help me!!
bye

Good karma+1 vote
Marziano87
Marziano87 - - 37 comments @ Brutal Doom

Hi everyone!! I'm having fun with editing maps to play with friend. I plan to use them with BD and project brutality but I have problems in loading the pk3 files as resources. This is a disaster because I can't choose to place some special "things" on the map. I tried to load BD and project brutality last versions pk3 and also other pk3 files. I use Gz doom builder and doom builder two.

In any case the error message says "unable to load resources from the location (the directory). please make sure the location is accessible or not in use by another programm".

Does anyone have a solution? Please help me!!
bye

Good karma+2 votes
Marziano87
Marziano87 - - 37 comments @ Brutal Doom

Got it. Thanks!

Good karma+1 vote
Marziano87
Marziano87 - - 37 comments @ Brutal Doom

I saw a video of Recurring Nightmares E1M1 map where you added last year beautiful reflection and volumetric light effects.
Why can't I find them in the last version of brutal doom?

Also, I like the realistic difficulty level and I wanted to share 2 suggestions:

1) This level gives a great sensation of being a survivor experience, which make it great. However I am at about half of Doom2 campaign and I always have plenty of ammo. Don't you think it will be goo to reduce the amount of ammo pickups for stronger weapons and make the player reserve them for necessary situations? I think this could be even more important with the introduction of other weapons and pistol in the upcoming update.

2) With the introduction of the sprint limitation option It could be nice to introduce different speed limitation and stamina consumption if wearing light, heavy or no armour or even while being on berserk.

3) Playing some of the doom2 maps on realistic, in order to completed them you have to do high jumps that makes you die in some occasions. This is because the falling damage was not considered in original doom. Will you add boot pickups to absorb part of the falling damage?

Good karma+1 vote
Marziano87
Marziano87 - - 37 comments @ Brutal Doom

First of all thank you for your great work. The game is simply AMAZING and it's much funnier, far more satisfying and exciting than tons of other modern FPS on the market.
That said I wanted to ask you:

Some of the new monster AI and behaviours from the "project brutality" mod are brilliant. Do you plan to add them to brutal doom v21?

The same can be said with regards to some of the monster variants. Can we expect them in brutal doom v21?

Thanks

Good karma+3 votes
Marziano87
Marziano87 - - 37 comments @ B0ris's Sound Mod

Another little question,
Here's a suggestion on the WT official forum to give option to users to work on sounds. Could this help you to edit sound files or it's someting already implemented?

Forum.warthunder.com

Thank you

Good karma+1 vote
Marziano87
Marziano87 - - 37 comments @ B0ris's Sound Mod

Hello Boris,

will you add a change log with your next patch?

Good karma+1 vote
Marziano87
Marziano87 - - 37 comments @ B0ris's Sound Mod

Wonderfull!
Actually I meant the last GJ small update on 25/11.
Anyway thank you very much as usual.

Good karma+1 vote
Marziano87
Marziano87 - - 37 comments @ B0ris's Sound Mod

Hello Boris,

with the last update I've noticed that GJ worked on sounds and now I can hear ricochet and armor hit sounds even while using your sound mod. That's great but these effects have the same problem as your machineguns before you fixed them; that is I always hear them very loud even when they occur at distance and also while flying an aircraft at low altitude.
Summing up there's no modulation of hit sounds according to distance and since GJ worked again on sound files may be you could do something to fix that now?

Thank you as always for your quick replyes

Good karma+1 vote
Marziano87
Marziano87 - - 37 comments @ New German Royal Tiger Engine Sound

I have a doubt about that, for instance we have only one sound for all 75 mm german guns in the original game, so I suppose there's only one file for them but Boris menaged to differentiate the 75mm of panthers and panzer IV.
Couldn't he do the same with engines?

Good karma+2 votes
Marziano87
Marziano87 - - 37 comments @ New German Royal Tiger Engine Sound

This sound is simply amazing!! but if I've understood you mean to use this sound for the tiger I too.

Please don't do that, the old sound for tiger I engine was also very similar to its real historical counterpart and I personally liked it very much.

So please again, leave the two sounds different, moreover they were different engines

Good karma+2 votes
Marziano87
Marziano87 - - 37 comments @ B0ris's Sound Mod

Thank you for your clarification and for your constant availability

Good karma+1 vote