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Comment History
OldClassicsGamer
OldClassicsGamer - - 17 comments @ sinx

I do quite like the new character editor, but does anyone have any idea how to create a custom character for your own character using this? It seems as though you can only edit the other characters but not your character, as in, the player character.

Good karma+1 vote
OldClassicsGamer
OldClassicsGamer - - 17 comments @ Half-Life 2 Deathmatch Updated

This seems amazing, however, I have a few questions and a couple suggestions. First come the questions:

1.Is installing MMOD weapon models required or can I safely get rid of them from manual install zip file and nothing will break? (as in, the game will revert back to original models?) I highly prefer default HL2 weapon models as they fit much better to the graphical style and anytime there are improved models (of any kind really) in mods for Source games like these they just.. Don't work, unless you take care of improving overall game textures as well. They feel off to have. I hope you get what I mean.
2.What about Botrix improved bots and advanced bot control addon for HL2DM? Is this compatible with that? More on what I mean can be found here: Developer.valvesoftware.com

Now come the suggestions. Bug fixes and visual improvements are overall nice and all but they don't mean much when not paired with actual quality of life and gameplay improvements on top. For these reasons, and the fact that HL2DM is, at this point, horribly outdated game in all aspects and specifically HUD readability during a match, I suggest the following changes/additions:
1.Add map preview/selection when creating a new server, kind of like Garry's Mod or regular Half-Life 2 with chapter selection menu, if this is even possible and is in your scope of skills. This will make it easier to easily remember which map it is that you are going to be playing on, since remembering how each map looks, what is it's size, etc. is just a pure annoyance and struggle based on map names alone as is the case so far in vanilla HL2DM.
2.This is an issue that I'm surprised was never solved by Valve themselves in the first place and even further down the road, any people who were making server addons for HL2DM - When you set up a server with a timer and frag limit, none of this information is displayed to you, unless you go out of your way to stop for a moment and press a key on your keyboard. Even then, this is only for displaying the remaining match time left, and even worse yet, it sends a temporary chat message instead toggling on or off some sort of timer UI/HUD element that would actively show remaining match time in real time.

Good karma+1 vote
OldClassicsGamer
OldClassicsGamer - - 17 comments @ CstDoom3-BFG

Hello! This is really amazing mod, however I have one question - For people who want that, is there a way to disable grabber and super shotgun in default campaign and same with chainsaw in Resurrection of Evil and Lost Mission?

Good karma+1 vote
OldClassicsGamer
OldClassicsGamer - - 17 comments @ Galtanor's Invasion Ultimate v1.0

I have an idea for this mod, if it is still being worked on. I think it could be much better if monsters didn't spawn everywhere and instead, had their own, central spawning spot. I really do hope that this mod isn't dead yet, as me and many others would probably greatly appreciate a change like this.

Good karma+1 vote
OldClassicsGamer
OldClassicsGamer - - 17 comments @ HD Remake V1.0

I have downloaded it. It's only warfare maps? for real?

Good karma+1 vote
OldClassicsGamer
OldClassicsGamer - - 17 comments @ Oversizer 1.5c News

I am sorry if I made you mad or just quite sad/depressed. I didn't quite realise how hard is it to work on a mod like this and I hope I didn't sound like I wanted you to rush things.. However, you can try to get some help from UT3 Discord or the forums - Forums.beyondunreal.com. Please, take your time with the mod. There is a lot of experienced people that can help, don't give up with the mod just yet - I can imagine it can make one go crazy when working alone, so you shouldn't be doing that.

Good karma+1 vote
OldClassicsGamer
OldClassicsGamer - - 17 comments @ Oversizer 1.5c News

one last suggestion for Oversizer Device. I am surprised this isn't implemented already to be honest. when you enable Titan health bar in configuration, Titans that have gathered skulls in Greed before transformation don't show their gathered skull count on their health bars. this is pretty unfortunate, considering you would probably like to know if that one Titan coming to your base is that much of an issue with 200 skulls collected or you don't have to worry, because even if he manages to score, he had like 5 skulls.

edit: also, HUGE balancing flaw in your version of Titans. seeing as upon transformation into Titans, players retain their inventory, that is all weapons, all power-ups (except for additional health) AND skulls in Greed, the more experienced players in single-player against bots (even Godlike ones) or in multi-player can exploit this and easily carry 200 or more skulls into enemy base. my suggestion: upon transformation into Titan, remove about 50-75% of skulls collected so far from inventory or make player's life harder in other way.

Good karma+1 vote
OldClassicsGamer
OldClassicsGamer - - 17 comments @ Oversizer 1.5c News

forget it, the issue is still there and it does not appear only in VCTF. it's pretty weird. I have tried both ooptions of configuring mutator list.

Good karma+1 vote
OldClassicsGamer
OldClassicsGamer - - 17 comments @ Galtanor's Invasion Ultimate v1.0

Thank you for all responses! There's one more thing however that I would like to know if I can ask... I have tried to get my own version of Galtanor's Invasion Ultimate with my own waves for enjoying single-player fights, but when I removed most of waves I didn't want from UTGaltanorsInvasionWaves.ini and made my own changes, amount of monsters per wave decreased permanently to about 15 per wave, as well as the fact that they started appearing very slowly, maybe 1 or 2 per 0.7 or 1 second(s), ignoring my settings in my configuration file. Initially, everything was working fine and configuration file did to the waves what I wanted it to when modifying original file, as in increasing or decreasing amount of monsters per wave and doing things like this. Did I possibly miss something or remove an important part of configuration file without realising it? Here's link to my version of the file:
Pastebin.com

For Serenity and other maps, you might be able to use the snippet of code provided by |-|EAV~Enhance for fixing it.

Good karma+1 vote
OldClassicsGamer
OldClassicsGamer - - 17 comments @ Oversizer 1.5c News

so the issue somehow disappeared, but for some reason it remains on Suspense Necris for some reason, other maps don't get broken. not sure if option 1 fixed it for me but apparently partially, it did. I will try playing with option 2 too. for fixing that issue try looking into Sentinel's source code and compare it with your own or something, there must be something that causes some of those issues.

edit: one more thing, could you possibly add options to disable irradiated link gun or M84/3 (forgot which one was it) enforcers into configuration menu? I like those, a lot, but they make titans even more overpowered whereas at least shock rifle requires some skill, unlike that overpowered stinger minigun, link gun or enforcers, and rocket launcher might lock onto targets but rockets are slow and not always reliable.

Good karma+2 votes
OldClassicsGamer
OldClassicsGamer - - 17 comments @ Oversizer 1.5c News

so Experimental Sentinel Upgrades 1.0 beta 3 and Sentinel Deployer Ammo Regen at the very top of the list before anything else and then Sentinel 1.1 at bottom?

Something like this (option 1):
1.Experimental Sentinel Upgrades 1.0 beta 3
2.Sentinel Deployer Ammo Regen
3.Example Mutator
4.Example Mutator
5.Example Mutator
6.Sentinel 1.1

Or (option 2):
1.Example Mutator
2.Example Mutator
3.Example Mutator
4.Experimental Sentinel Upgrades 1.0 beta 3
5.Sentinel Deployer Ammo Regen
6.Sentinel 1.1

I never realised mutator order in the list is important, wow. Also, where do I place Oversizer device on the list? Is it important where this one is?

For Sentinel Experimental Upgrades 1.0 beta 3, it comes from this site: Mrevil.asvachin.com - at bottom of the page you can also have a look at source code for this and at top is download without source, just the mod to install. Sentinel 1.1 can be found here at top of the page, and source code at bottom: Mrevil.asvachin.com

Good karma+1 vote
OldClassicsGamer
OldClassicsGamer - - 17 comments @ Oversizer 1.5c News

There is also another thing. After a while of Instant Action match, weapon respawners, the tall ones with green field in them become broken, and we can not pick-up weapons from them. The issue does not show up when playing without mutator, however I am also playing with several other ones, so I will list them, maybe there is some known compatibility issue:
1.foxMod 0.9 - AI / Voice
2.Relic Madness
3.Sentinel 1.1
4.Sentinel Deployer Ammo Regen
5.Experimental Sentinel Upgrades 1.0 beta 3
6.Jurassic Rage: Velociraptors
7.Jurassic Rage: T-Rex
8.Show Damage SM
9.VehicleCarryFlag
10.Air Control
11.Epic's Weapon Replacement
12.Vehicle Replacement from Snarf Vehicles 0.9 (which, in itself, I don't use)

Good karma+1 vote
OldClassicsGamer
OldClassicsGamer - - 17 comments @ Oversizer 1.5c News

Please fix compatibility with foxmod 0.9, thank you!

Good karma+2 votes
OldClassicsGamer
OldClassicsGamer - - 17 comments @ Galtanor's Invasion Ultimate v1.0

I love this ultimate version of Galtanor's Invasion, but there is one thing I absolutely don't like. The thing about your version is that missile skulls don't have homing rockets, whereas original ones as far as I remembered did have homing ones against flying vehicles, like Raptor's ones. Could you please add that or make it as an addon that replaces some specific file if one wants that? There is also an issue that original Galtanor's Invasion also had if you could look into that. Warfare map, Serenity keeps power cores in place instead of removing them and bots get attracted to them as if to defend them. On other maps nodes, power codes or flags disappear.

Good karma+2 votes
OldClassicsGamer
OldClassicsGamer - - 17 comments @ Oversizer Device

does foxmod 0.9 work with this? it reports AI improvements and voice fixes as disabled.
also, can you please add option for titans to not be affected by Dark Walker's scream thing? I love this in original Titan Mutator. and possibly original UDamage permanent thing back.

Good karma+1 vote
OldClassicsGamer
OldClassicsGamer - - 17 comments @ foxMod v0.9 - Manual Install Zip

hello! I have little request, if you guys are going to further support the mod, could you add support for vehicle carry the flag mutator found here?: Utzone.de - I love AI improvements but trying to use this mutator with foxmod (not sure if that happens without foxmod and VCF 2.0 only) makes it so that AI even if it gets to vehicle with the flag, won't often go back to base. could you guys make AI with flag in vehicle prioritise getting back to base rather than attacking? and since that mutator isn't part of foxmod you could make that change as additional mutator for use together with VCF 2.0

Good karma+1 vote
OldClassicsGamer
OldClassicsGamer - - 17 comments @ The Crucible Weapon Pack

Hello! Could you please possibly make the Scarab Frag Grenade as an separate mod so you wouldn't have to download an entire weapon pack? Waiting for answer!

Good karma+1 vote