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Comment History
Mummelpuffin
Mummelpuffin - - 29 comments @ Hexen HD 2020

Currently using this and the music remake you mentioned in the comments, and goddaaaamn this is cool. Not getting enough attention.

I'm not usually a fan of mods like this, in most Doom engine games (and Quake for that matter) I think they're tacky, and this is still kinda tacky, but in Hexen it just feels right.

Think you'll ever re-do the weapon sprites based off of the new widescreen resources GZDoom released?

Also, just think I should mention a couple things:
1. The RT shader isn't compiling on my PC. Not a huge deal, but I doubt it's working for many people. Maybe GPU-dependent?

2. GZDoom settings-wise, it might make sense to have light shadowmaps enabled by default, and maybe set the sector light mode (in Display Options > Hardware Rendering) to software. That might sound strange, but it doesn't affect the quality of the lighting in the way you might think, what it *does* do is make your character illuminate the area around them more prominently, fixing some visibility issues you otherwise get in dark areas, kind of like holding a torch.

Good karma+1 vote
Mummelpuffin
Mummelpuffin - - 29 comments @ D3BFG:HR

"bringing back the original atmosphere"? Making the game blue isn't the original atmosphere at all, I've been playing the original release and BFG looks almost exactly like it beyond shittier textures, GREAT job

If you want to make Doom 3 more of a "horror game" (especially with Ultimate HD) the ammo you pick up needs to be cranked way, way down for the shotgun especially, Ultimate HD makes it too good

Good karma+1 vote
Mummelpuffin
Mummelpuffin - - 29 comments @ D3BFG:HR

...the "part 3" download, which is the only one you actually uploaded, just changes the controls, flashlight and visual config lmao

And nowhere do you actually record what mods you're using beyond BFA and Ultimate HD

Which, like, if that's all you're using, sure, but I thought you were messing with .def files to actually adjust the game, not just... changing the controls and making the flashlight worse

Good karma+1 vote
Mummelpuffin
Mummelpuffin - - 29 comments @ D3BFG:HR

really needs an actual changelog

Good karma+1 vote
Mummelpuffin
Mummelpuffin - - 29 comments @ Overthinked DooM^3 (Realistic Mod)

What's the thinking behind making sprinting around with your fists actually a pretty effective strategy?

Good karma+1 vote
Mummelpuffin
Mummelpuffin - - 29 comments @ Mod Features

I don't know if you'd bother replying at this point, but what's up with the damage and range of fists? Your fists are far more effective than the pistol and have enough range to be totally safe from zombies. Pretty silly.

Good karma+1 vote
Mummelpuffin
Mummelpuffin - - 29 comments @ Doom 3: Redux

Just want to put in another good word for this. Enhanced Doom 3 (or dhewm3) plus this is the best way to play it today.

Good karma+3 votes
Mummelpuffin
Mummelpuffin - - 29 comments @ Doom 3: Redux

No gameplay changes. Easy enough to patch another mod into it or fix it yourself, actually.
It's not awful, though, it does as much damage as a rocket launcher.

Good karma+2 votes
Mummelpuffin
Mummelpuffin - - 29 comments @ Tomtefar's Extension V1.12

Yours is one of those mods that makes me recognize that most of my problems with Brutal Doom are really a lack of polish, rather than anything fundamental. You've already polished this huge, slightly messy mod to a mirror finish. Thanks for that.

I hate to add to the pile of stuff people keep requesting, but it feels slightly odd that your flashlight is only an attachment for the flashlight on "modern weapons" mode, but ever-present in classic mode. In the meantime I'm just using DarkDoomZ, which has the best flashlight implementation I've seen in the engine. I feel like people don't give that mod enough love.

Good karma+1 vote
Mummelpuffin
Mummelpuffin - - 29 comments @ Bloodline Megawad

Gee, I sure do love getting sniped by enemies with exceptional reaction time and night vision from hundreds of meters away

Good karma+2 votes
Mummelpuffin
Mummelpuffin - - 29 comments @ Total Chaos

I've gotta know before I play this, is it's idea of "horror" just making you genuinely afraid of damaging your hearing at random like a lot of horror games now?

Good karma+1 vote
Mummelpuffin
Mummelpuffin - - 29 comments @ HUD Re-Color Pack (1.02 Release - UNSUPPORTED)

The "vanilla style hud" had me hopeful, I want the normal crosshair back :/

Good karma+1 vote
Mummelpuffin
Mummelpuffin - - 29 comments @ Half-Life 2 : MMod

Is it just me, or is there extra bloom in MMod even with all the visual tweaks disabled? Everything seems bright and hazy all the time. Maybe I'm going crazy.

Good karma+1 vote
Mummelpuffin
Mummelpuffin - - 29 comments @ STALKER Shaders MAX

Doubt anyone will see this, but is the ****-yellow flickering of lights in the world intended? They go from a bleak grayish color to yellow clown puke for like 0.2 seconds every few seconds and it's really frustrating me. Doesn't seem like there's any particular setting for it, just a weird interaction with lights already in the game.

Good karma+2 votes
Mummelpuffin
Mummelpuffin - - 29 comments @ Denton's Enhanced Doom3 (v2.02)

Alright, any way to just get the visual changes?

Good karma+2 votes
Mummelpuffin
Mummelpuffin - - 29 comments @ Doom 3 Enhanced Edition - D3EE

Is there any chance this mod will become slightly configurable in the future? I love most of what's being done here but gameplay changes like the shotgun spread adjustment and imp eyes don't necessarily sit right with me since I want to use this on my first playthrough. Otherwise it's one of the more "faithful" mods out there that improves things without really altering the experience.

Edit: Additionally, think it'll be possible to get this to play nice with Denton's Enhanced? I love the revamped effects in that mod but somehow this currently breaks them.

Good karma+1 vote
Mummelpuffin
Mummelpuffin - - 29 comments @ Doom 3 Enhanced Edition - D3EE

Check out Nitrogore, pairs pretty well with this

Moddb.com

Good karma+1 vote
Mummelpuffin
Mummelpuffin - - 29 comments @ Nitrogore Version 1.0

I'm shocked that this doesn't get more attention, seeing as this is one of the game's most annoying issues.

Good karma+3 votes
Mummelpuffin
Mummelpuffin - - 29 comments @ ZOMBIES: Extreme Epidemic Edition

Can we get an explanation of what some of the items do? I don't quite understand the function of the switchblade and whatever the thug has.

Good karma+1 vote
Mummelpuffin
Mummelpuffin - - 29 comments @ Brutal Doom v21

Firing the rocket launcher seems to be crashing my game.

Here's a screenshot of the error:
Imgur.com

Edit: Doesn't happen on the weapon test map

Good karma+1 vote
Mummelpuffin
Mummelpuffin - - 29 comments @ Beautiful Doom (GZDoom)

Or at least how to see the individual .WADs? In Slade the .pk3 just opens up to the files themselves.

Good karma+1 vote
Mummelpuffin
Mummelpuffin - - 29 comments @ Ketchup v5 Gore Mod

NVM should have read comments

Good karma+1 vote
Mummelpuffin
Mummelpuffin - - 29 comments @ Beautiful Doom (GZDoom)

I know I put this in the wrong place before, so I'll ask here, any chance for a version with the Ketchup mod?

Good karma+1 vote
Mummelpuffin
Mummelpuffin - - 29 comments @ Beautiful Doom 6.2.0

I think this is brilliant, but is there any chance of getting this working with Ketchup?

Good karma+1 vote
Mummelpuffin
Mummelpuffin - - 29 comments @ Ketchup v5 Gore Mod

Script error "ketchupV5.pk3:decorate.blood.txt" line 545: Expected ',', got '|'.

GZDoom 3.7.2

Good karma+1 vote
Mummelpuffin
Mummelpuffin - - 29 comments @ Brutal Doom v21

Do the custom HUDs work on GZdoom? I can't seem to get them working, GZDoom's normal HUD settings are applied instead.

Good karma+1 vote
Mummelpuffin
Mummelpuffin - - 29 comments @ Qore Devlog 1

Looking forward to it!

Good karma+2 votes
Mummelpuffin
Mummelpuffin - - 29 comments @ Qore

Nice! It does look much better imo.

Good karma+2 votes
Mummelpuffin
Mummelpuffin - - 29 comments @ Qore

Hey, just wanted to say that I found this through the RPS article and I really hope it gets some recognition like Brutal Doom has. I've got a couple questions and a couple bugs (which you likely already know about).

1. Is the slidekick meant to have pretty much infinite range? Seems odd. I'm also not sure what situations disallow it's use, because sometimes I'll chain one after another, sometimes I need to wait a moment before using it again.

2. Will there be an option to revert the changes to the jumping mechanics? Quake just doesn't feel like Quake anymore with moonbounce double jumps.

Anyways, about those bugs..

I noticed a bunch of Scrags that appeared to spawn during a Scrag's death animation. I'm not sure if the bits of gore turned into whole models, or what caused the bug, but one moment I shot the scrag, the next time I looked there were somehow five of them, and a moment later they all despawned. Odd.

Also, you're probably aware of this, but 50% of the time the gore physics really jack up and some solider's head (or the whole solider sometimes) would launch to the moon if there wasn't a ceiling or wall to stop them.

Good karma+2 votes