I've been modding games since I was 10 years old. Most of the stuff have never been released to the public however.

Comment History  (0 - 30 of 404)
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

I haven't worked on the mod for many years now, but yes. I have plans to go back to it and update it for BDv22.

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ ADSmode

Yeah, my description was not quite right. There should be no equal sign when typing in the console:

bd_adsmode 0 for toggle

bd_adsmode 1 for hold

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Glad you enjoy the mod :)

Yeah, one of the main goals with the mod is the polishing of things such as the animations.

The rifle can be found when dropped by one of the rifle wielding zombiemen that start spawning after a few levels.

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Yup, that's on my to-do list.
I don't know when I will start working on the mod again, but that's one of the things I will do before I leave this project.

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Nothing new at the moment.
I think the mod is quite fine as it is, so no new additions will be made. Just some balance changes and I plan to split the mod into smaller segments so it wont conflict as much with other mods.

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Yeah, I'm thinking of making a stand-alone mod. We'll see :)

Good karma+2 votes
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

I'll look into it.
When playing a 32 map wad you should find the revolver sooner or later.

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Yeah, that's an unfortunate side effect of how the option menu works when modding.

Fortunately, it's only the visible menu that disappears - all your settings are still saved (in a .ini file).
So if you ever find yourself in need of changing the setting of my mod (or the other, depending on the load order when you play) just load the game with the mods in reverse order and make your changes in the option menu.
Then you can exit the game and reload in your original order and the settings you changed still apply.

Hope that helps. Game on! :)

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Hm... this seems strange.

When you say "was fun when it worked" you mean my mod worked for you before but stopped working properly (these things with SG you mention) when you updated to the latest version of GZDoom?

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Nah, it's just put on hold.
2020 has been a tough year and I've mostly spent time on other projects lately.

Good karma+2 votes
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

I aim to make the mod as stand-alone as possible.
And once BDv22 comes out I'll see what needs to be done to make it compatible with that one as well :)

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Nope, I don't think so.
1.5 was the last version that supported BDv20b

However, before I abandon the mod I will release a version that is compatible with BDv20b.

Good karma+2 votes
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Yes, that's actually what I had in mind! :)

My plan is to add a new page for this light version, and when downloaded you can individually select which weapons and enemies you'd like to play with.

I haven't yet decided what to with all the other stuffs in my mod though (bug fixes, new graphics, new items and powerups etc.) But I'll figure it out.

I haven't abandoned the mod yet, but yeah - a break was needed. 2021 is going well so far so I will continue development soon.

Thank you for stopping by and still playing my mod 4 years after first release! :)

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Nope, I don't think so. I don't play PB and have no plans to support it.

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Yes, a light version has been in my mind quite a while and are on my to-do list.

I haven't worked on this mod for some time now - 2020 has been tough for all of us.
I'm thinking of wrapping things up for this mod this year, and one of the last things I will add is the light version.

Stay tuned!

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Oh, the difference are that my version is more similar to the normal shotgun, but automatic. It's faster to reload, has less spread and less kickback.
The AA-12 is much slower to reload, and you have to reload the whole drum. It holds much more shells, shoots faster but has more spread and kickback.

Basically - my shotgun works great when you find yourself in a room surrounded by zombiemen at different heights and distance from you.
The AA-12 works great when you suddenly find yourself face to face with a Baron of Hell.

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

They are very similar, yes.
This mod was started on Brutal Doom v.20b, and back then there were not that many weapons that there are today.
I felt that v.20b lacked an automatic shotgun, so I added one.

Later when v.21 was released there were like 6-7 new weapons added that I had to include and balance. And with them was the new automatic shotgun based on the AA-12.

I feel it's up to the player to choose how they want to play my mod and disable the weapons they don't like. I know some prefer my automatic shotgun and others prefer the BDv21 version.

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Thank you for the kind words. That's also what my main problem with Brutal Doom is. With v21 Sarge has really got more for quantity over quality. When v20 came out he said that there would be no more content and no more weapons. Then in the next version he release what like 6 more weapons, disfunctioning demon spheres and a barely functional motorcycle just to mention a few things... like... why?

Well, I haven't touched classical mode that much more than a few balance tweaks to the weapons and added some missing frames. If I were to romve the flashlight I would get a lot of complaints, and if I made it an attachment it would not be "classic mode" any more - so I just left it as it is.

Hm... Don't know if I've seen that flashlight, but my gut says that it's gzdoom only. I want my mod to work with zandronum as well.

If you have any other input - I'm all ears.
Cheers!

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Yeah, I have not implemented gzdooms reload.
In the key bindings option menu you have to scroll to near bottom and use Brutal Dooms own reload function.

I'll look into this.

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Yeah, will add that to the next update :)

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

1.4? Why would you want that old version?

I have backups of all old releases except for 1.4 because the file became corrupted due to an error on my hard drive unfortunately.

I've uploaded version 1.3 and 1.5 for you. Hopefully one of them will suit you:

Easyupload.io

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Hm, I haven't played with Brutal Expansion so I have no idea how well my mod will work with it. It's possible a lot of the bugs you reported are because of that mod and not mine?

I need to know - do you load Brutal Expansion before or after my mod in the load order?

I'll look into their code and see what's up with the backpack.

I have not touched pinkies at all, so this is probably nothing to do with my mod.

The dropped rifles from zombies should give pistol ammo when picked up, but I'll double check.

Dropped plasma rifle - yeah, that's from Brutal Expansion, not from my mod. As long as it gives the correct ammo when picked up I think it's fine.

Regarding the black square, I guess it's some issue with the port you're playing on. Normally the crosshair will disappear when scoping, but if the port does not have support for this, maybe it glitches out.

Thank you for stopping by and reporting these bugs :)
Cheers mate!

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Really nice! :D
Glad you enjoy my mod. Keep it up!

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Dox's Revolver for Brutal Doom v21

Indeed what Dox778 said.

In my mod the revolver is designed like a much stronger but slower and less accurate pistol ment for close combat or to be used to quickly deal huge damage with altfire when you find yourself in the face of a hell noble. Kind of like what the SSG is compared to the normal shotgun.
Thus ADS would not make any sense in my case :)

Good karma+5 votes
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Yeah, I thought of adding that to more weapons. The rifle already worked the same way, but didn't think of the shotguns... man, my work on this mod will never be complete

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Haha, yeah that's happend to other people as well.
I'm going to add a little message to it so people know what's going on :)

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Assault rifles are dropped by the rifle zombies that start appearing after playing about 4 levels. The green shells are for assault shotgun and automatic shotgun that has a chance to replace the SSG and chainsaw once you've picked them up.

The mod is designed to be played with 32-map wads and that you will find better weapons and tougher enemies the more maps you play.
If you are playing on just one map you can go to the option menu and turn off "dynamic enemy spawn" and "dynamic weapon spawn" and these things will start spawning immediately.

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

Yes, it's intended to be that way. That's how most semi-automatic hand guns work.

First you load the gun with a 15 round magazine and pull back the slide to load a round into the gun chamber. If you then reload and put in a new full magazine you will end up with 16 rounds total. (15 in magazine, 1 in the chamber)

Good karma+1 vote
Tomtefar1988
Tomtefar1988 - - 404 comments @ Tomtefar's Extension V1.12

That happens when you load my mod before Brutal Doom.
Reverse the order and you are set.

Good karma+1 vote