Yes it does. Sorry for the late reply lol
Yes it does. Sorry for the late reply lol
I know this is meant for the Steamdeck, but playing this on PC with say an XBox controller seems to have issues when setting up the controller to work like it does with the base game. Would you be willing to look into that?
So, bit a of a problem, and this seems to span across all versions of the low-def pack. At the beginning of the map echoes07 where the vent breaks and some gibs fall out, the game crashes about a second after the gibs hit the water. No idea why. This only seems to happen in the Steam version, as it works perfectly fine on Xash3D. Any ideas?
And before you ask, yes I tried this both with the legacy branch and the 25th anniversary builds, both have the same result.
For some reason, when I tried to uninstall this mod on both DOS and NotBlood (NBlood fork), it completely messed up all my files, and the installer acted like there were no modified files. When I booted the game bask up, the first thing I noticed was that the damn status bar was missing. I had to do a fresh install for both just to get the game working again. I don't understand what the problem is.
Do the changes that this mod makes work in Bloodbath mode? Or does it only work in the pseudo-coop mode the readme talks about?
I seem to have a problem at the beginning of the chapter "On the Track" where it crashes and spits out a fatal error that says "GL_Upload16:". Any idea what might be causing that?
Will these changes/fixes that you made cause any issues when playing multiplayer with clients that are just running the stock game?
Any chance we'll se a low-def pack for this mod?
Regular Brutal Doom is for morons who don't know anything about playing Doom, the **** you talking about? **** outta here with that ****.
Cool stuff. How far along are you guys at this point?
I wanted to ask, since you pretty much have all the core parts here. Do you think you could make a variant of the mod that just restores the retail (pre-1.1) features (gluon cloud, tau beam fix, old viewbobbing/roll, etc)? I think that would be really cool to have for fans of the WON version that want to have it in a modern experience.
Does the MP3 capabilities of this patch only work with 1.1.1.0 or is 1.0.1.6 supposed to work as well? I've used both and the 1.0.1.6 version doesn't seem to have working music. Is this intentional or is there a workaround?
UPDATE: Mission Pack 2's Music has been fixed. I had to relabel the ogg files and remap them in the music.cfg file. The new version should be uploaded now.
Thanks for the heads-up. I'll be looking into this tomorrow.
UPDATE: I changed the CD music method from winmm.dll to _inmm.ini, as it's a more accurate alternative to real CD music and fixes the looping issue.
Good catch, I'll take a look into finding a fix.
Something that I've found is that even if I run GLQuake in a Windows 95 virtual machine, the brightness slider doesn't work. GLQuake is probably the most problematic of the original Windows ports; it also doesn't play the startup demo music track for Mission Pack 1: Scourge of Armagon.
Not sure what you mean by smoothness.
Fixes the music. No widescreen. The patch is meant to still preserve the original DOS Quake experience, while making it accessible for newcomers.
Well both releases come with the DOS executable, but only the GOG version even attempts to make use of it. The Steam/standalone patch gives you the ability to run the DOS executable in DOSBox among a great many other things.
This is the GOG version, yes. However, I do have a Steam/other version as well. And no, this doesn't come with the mission packs (except for Abyss of Pandemonium since that's unofficial and it's freeware).
I think that may actually be a byproduct of the software renderer. Try running it at 640x400. That's worked well for me.
I'm liking your progress so far. Though I will say, something you should probably add in your next build is some music. Otherwise the level feels kind of empty without it.
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