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Comment History
tintillum
tintillum - - 17 comments @ Bullet Time X [1.3.0]

I love this mod so far. Playing with Project Brutality with the dual smg's is amazing. It reduces the natural recoil you would otherwise have. Also dashing and landing accurate shots mid dash is just awesome. The only thing I noticed that was a bit weird was when I shot the flak shells from the auto shotgun the shrapnel doesn't have the same physics outside of bullet time. The shrapnel doesn't bounce, it just hits a wall and falls down. The only way around this is to undo bullet time just before it hits a surface. Which is okay, but it would be even better if it still bounced, because then you can plan the ricocheting with the bullet time even better.

Good karma+3 votes
tintillum
tintillum - - 17 comments @ Bloom (Doom/Blood crossover)

Just beat the campaign with Caleb. The boss rush at the end was amazing. I also like that you showed the hybrid creator at the end credits. I didn't really get a good idea the first time around, so to see the hybrid monster creations was cool. The only issue was that on the last level the hidden parallel facing teleporter elevators at the entrance of the north section are bugged out. If you loop through the level that got you to the teleporter elevator twice the elevators will go down even further than the ground level and will result in the player seeing through the map at the sky texture.

Good karma+2 votes
tintillum
tintillum - - 17 comments @ Bloom (Doom/Blood crossover)

I haven't yet completed the campaign. But so far it's been fun, my only complaint would be that there's a lot of doubling back, which isn't too bad if there's monsters spawning on the double back, but the lack of monsters when doubling back in several sections kind of breaks up the flow a bit for me. Other than that, the mod mechanics and monsters are a nice hybrid between the two games. I just tried this with E2M1 of the Preacher wad, and the style of that wad fits this pretty well, I would recommend it.
EDIT: Keys for a button seems to be broken in the third map of preacher. I don't think this is the case for doors. But it also could be an incompatibility with gzdoom, because even when giving all the keys the button didn't seem to work. Might try just the wad and 4.6 version of gzdoom to verify.
EDIT2: Locked doors seem to work for other wads like scythe2, it might just be something particular to the preacher mod. Because I tested map 3 of preacher with nothing else loaded on gzdoom 4.6 and the button worked.

Good karma+2 votes
tintillum
tintillum - - 17 comments @ KickAss Duke

Well it works on older map packs like Roch at least, just tested the first map. The only noticeable thing to me was that some tree sprites were able to be clipped through with both ammo and player/enemies. But I'm guessing that's due to the older eduke32.

Good karma+1 vote
tintillum
tintillum - - 17 comments @ KickAss Duke

Okay. I also tried this mod with a map pack like "Duke Hard". But unfortunately, it requires the latest eduke32 to play correctly, which is not compatible with KA Duke. I need to find maps compatible with the r8704 (or earlier) build of eduke32 I guess.

Good karma+1 vote
tintillum
tintillum - - 17 comments @ KickAss Duke

Just an update, it isn't only that map, but also the map after that one that this glitch is affecting. I tried running this mod with the latest eduke32, but that resulted in 5 warnings and 2 errors during a CON file compilation. I tried also running as admin (although I'm admin some things are just picky like that), that didn't work. Tried running it with reduced graphics, that didn't work. Weird thing is, this didn't happen in L.A. Meltdown. It's just happening in Kickass Tour. Maybe some of those maps are too big or something. Or my GPU can't handle it. I'm using a 1060 6GB nvidia GTX. Seems like it would be decent enough for a 1996 game mod. A raze implementation of this mod would be interesting. Since raze uses it's accurate raze renderer and gives the options for both opengl ES and Vulkan rendering API's. Which are both better than just opengl.

Good karma+1 vote
tintillum
tintillum - - 17 comments @ KickAss Duke

redgrape404 might mean modifying the maps to expand them, sort of like how "maps of chaos" did it for doom and doom 2. Not sure if they meant that, but it's a neat concept.

Good karma+1 vote
tintillum
tintillum - - 17 comments @ KickAss Duke

I can't yet post in the duke4 forums, so I'm posting my issue here. The game's sound starts bugging out for me in certain areas of the map "Anarxitical City". The areas it bugs out are usually in shadowy areas and areas I'm guessing are supposed to have an echo effect (like tunnels or between buildings). I'll probably play through those areas with no sound for now. But I have now clue why that is happening. I also tried switching the sound driver to windows mme, to no avail. It might be an issue with the shadows, but more likely it's the echo effect on sound. Maybe that's overloading the amount of voices happening at once or something. (I don't mod DN3D so I actually am not sure, but that's my best guess with my minor knowledge of games and software.) I'll post a video link to better illustrate what's happening.
Here: Youtu.be

Good karma+1 vote
tintillum
tintillum - - 17 comments @ Classic Doom3 in Doom

My only issue with this mod was that certain maps that included liquid movement had the rock stuff bugging out. So I ended up removing that, I don't know where the best place to post the rock stuff removed version, but if anyone wants it, I'll see about uploading my non-rock version. Also, don't ask me to make this option togglable. It's up to the author to make a toggleable version. I don't want to spend time modding another person's mod. Also, there's still some weird interactions with this mod and LTP (Liquid Texture Patch), so I'm still figuring that one out.

Good karma+2 votes
tintillum
tintillum - - 17 comments @ Doom64-OST

I guess this is missing some necessary stuff to get it working with Doom II. I tried to see if removing the file extensions would have it working, but it also might be the file names. I'll see if I can get this to work and report back once I have.
EDIT: I got it working for Doom II by renaming the files and converting them into a wad through SLADE. I'll be Uploading that version on moddb and provide a link here. Idk if this will work with Brutal Doom 64 (haven't tested it yet). I'll see if I can make that work too.

Good karma+2 votes
tintillum
tintillum - - 17 comments @ Classic D3 For Doom [GZD] [Final Update]

I'm having an issue with your mod and the HonTE megawad. The swimmable water in that map pack causes the rock stuff (from sliding off ledges) to bug out. Like it makes it never stop rolling. Is there a way to just remove the rock stuff from the source code and just repackage the pk3 file?
EDIT: Nvm, I removed it myself. I'll provide a link later to the version with the rock stuff removed.

Good karma+1 vote
tintillum
tintillum - - 17 comments @ HontE Remastered Experimental (+some mods test)

which mods are you using for the textures and lighting?
EDIT: So I figured out this is the D64ified mod. Why is it raining outside? My map doesn't do that. Maybe I broke HonTE with too many mods. Also, I found a reshade preset for doom, but I like the one your using better.

Good karma+1 vote
tintillum
tintillum - - 17 comments @ PB3 Beta: Monsters Only Alpha 1 + TB & IR patches

Has some bugs when using with Hearts of Demons: Baron. There's no monsters on the vanilla maps, and whenever you pick up a 10 point health item, the pickup gets spammed like you've picked up an infinite amount. Using Brutal Doom monster pack in the meantime.

Good karma+1 vote
tintillum
tintillum - - 17 comments @ Pirate Doom

The main levels work fine, but the other maps just load base doom 2 levels with Pirate Doom's monsters instead. I'll try seeing if an older version of gzdoom has the other levels working. And edit this post if it works.

Good karma+1 vote
tintillum
tintillum - - 17 comments @ Doom 4 For Doom

For whatever reason, shooting the plasma gun causes resurrecting revenants to come out of the gun. Flying across the screen resurrecting as they go. Albeit somewhat hilarious, it's also annoying.
EDIT: The wad Sunlust seems to be the issue. I've heard this isn't compatible with some wads, so I guess that's one of them. Also using gzdoom 4.6.1

Good karma+1 vote
tintillum
tintillum - - 17 comments @ Live Through DOOM - Survival Gameplay

What does the heart altars do (Is that a Brutal Doom thing)? And what do recombinators (Is that how it's spelled?) do? I tried putting vials in them, but nothing happened.
EDIT: Nvm, I've figured out that you're supposed to use the knife item on them. I've also figured out that the machine item is intended for the scientist to use. Anyways, I've been really enjoying your mod, it adds a whole new depth and feel to Doom. Now I really do feel like a stranded space marine left to fend off the hoards of hell. The only other mods that I think would make as drastic of a change to gameplay as this one does, are D4D and DOOM 4 VANILLA. Though, I've had trouble getting D4D to run in the past.

Good karma+1 vote
tintillum
tintillum - - 17 comments @ Halo DoomV1.5

Could you make a version or add an option to reduce the amount of item pickups. I went through btsx on hard mode and I didn't even have to do much because of all the tanks and spartans I could deploy.
EDIT: Scratch that, is there a way to revert barrels back into barrels? Why not change the barrels into fusion coils? Maybe something like the tech barrel from the Complex Doom ClusterF mod. Just an idea.
EDIT2: I replaced the barrels with a mod in the meantime. I'm going to have to find a map where the escalation is slow. It just doesn't feel like Halo to be a rip and tear type of game. Might try out something another map that doesn't add so many weapons. Btw, the shotgun doesn't seems to fire in the center of the screen.
EDIT3: Some of the weapons are too bright (rocket launcher, shotgun, fuel rod cannon).

Good karma+1 vote