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w00td00d
w00td00d @ Weapons Mod for Doom (2016)

what about remove the hell knight attacks ?
the chainsaw attack too

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w00td00d
w00td00d @ Weapons Mod for Doom (2016)

can you reduce or disable monster melee attacks, too ?

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w00td00d
w00td00d @ Weapons Mod for Doom (2016)

I got an error saying "can not install the mod" :x

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w00td00d
w00td00d @ Weapons Mod for Doom (2016)

I hope you make a version for doom 5 too :)

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w00td00d
w00td00d @ Doom (2016) Weapons Mod v.1.2

very nice mod, thank you :)

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w00td00d
w00td00d @ Weapons Mod for Doom (2016)

very nice mod, thank you :)
and good you removed the glory kill :) keep it up

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w00td00d
w00td00d @ Berserker@Quake2

in addition, I also recommend this program
Goebish.free.fr
it will prevent any gamma errors you may have

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w00td00d
w00td00d @ Berserker@Quake2

nice work :)

but some limitations:
32-bit limit texture quality/resolution can you port to 64 ?
no DXT/DDS texture compression, can you add BC7 texture compression ? it will save lots of video memory and give very high texture quality

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w00td00d
w00td00d @ mSE (m2011 v2.0)

shaders ? reshade ?
full gpu delivery ?

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w00td00d
w00td00d @ mSE (m2011 v2.0)

sure it's relevant: underground has one of the best arcade handling model which fit perfectly to this type of theme, but we don't make mods for becuase it relevant, we make them regardless of the time and date, not because a game is new but because the game is good, real gamer measure games not in term of new/old insted in term of good/bad, and the true is that despite the fact the new need for speed games are higher graphics they are very bad quality games, I believe you do this mod one of the reasons is because at the time of underground the technology was not ready for this kind of detail, they had to cut corners and round many of the edges when it come to quality to make the game run (and as you know it didn't "run", it crawl and on DX8 video cards, very few had DX9 back then). fast forward to today 15 years later and we are running the game at 5% video card used and 10% cpu used, all the mods I think everywhere do mods not because the game is new or old, not because it have good or bad graphics, it because the game is good :) and this one is !

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w00td00d
w00td00d @ ReShade 4.1.1: custom optimized builds

you need the shaders+textures from Github.com and put those files next to the game EXE, then change the name of one of the DLL's provided in this package to the appropriate name (depending on the API the game uses) if the game uses DirectX9 you would copy and change name of ReShade32-DX9-SSE2.dll to d3d9.dll and put it next to the game EXE. then when you start the game you press the Home key to control the system, from there everything you need is in the graphics interface.

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w00td00d
w00td00d @ Mars City Security

rebuild the whole mars city security ?
is it alote of work ?
do you think it worth to switch to that project insted ?
the open source gives many things that are not possible to do with original doom 3, things like real cross platform compatiblity, soon comes a 64-bit version too, but most important: optimized graphics, you don't loose so many FPS from sikkmod integration, you have these graphics features integrated into the engine... but whay am I telling you this :) you know that alredy :) because in the past you considered using fhDOOM for your project. it's possible that at the time it didn't have much to offer but now things have changed: with original doom 3 people have to fight with the game to make it run on for example windows 10, and they don't always succeed, think about it: no more client unknown to auth, modern openGL 3/4 rendering, no more ARB fixed pipeline and tons of others huge improvements :)

back then when you considerd using fhDOOM it probably wasn't ready and at the time I think it was the right decision, things have changed significantly since then and I know your work is heavily based on the original but it's time to let it go, it's just too far behind at this point and because it open source project - you don't need a license to make modifications to it. in short there are many advantages, and I hope you see that the work involved in porting MCS to fhDOOM is worth :)

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w00td00d
w00td00d @ Mars City Security

hi, can you please make a version of the mod for fhDOOM (the faster/modern and high-graphics version and open source edition of Doom 3) ? it only takes to recompile the gamex86.dll

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w00td00d
w00td00d @ Mars City Security

thank you this modification is the best doom 3 modification yet: no "teleportation" effect on players or monsters in multiplayer, sikkmod graphics, additional particles and full lighting effects (you can see plasma lights on walls and it looks amazing)

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w00td00d
w00td00d @ Doom 3 Hi def 1.1

this is monoxead / wolfen texture work, upscaled

author: upscaling does not improve texture quality, use the originals, it's the best

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w00td00d
w00td00d @ Wulfen texture pack 2.0.

you are out of spec, I am surprised you are able to play this game at all: I have 3072 MB of video memory on my card and I have 30-10 FPS, the processor could be slowing you down too, if it has more cores you could use the reckless parallax fix 2 doom 3 exe which is multithreaded

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w00td00d
w00td00d @ HIGH-RES PIPES (unoffical wulfen 2.0 update)

this is amazing work I am looking forward for the update, this game rox0rz the box0rz and I am playing it right now with all the very latest ingredients: doom 3 HD with update 2 + wulfen 2.0 + sikkmod POM + E3 Alpha sounds + your mod

the textures surpass even the very latest games - with these mods Doom 3 is not WAS the heaviest game of it's time - it IS the heaviest game of today !!! (I play with a single Nvidia Geforce GTX 580 Classified, it's 930 mhz and with all the effects turned on I get 30 fps when walking at 1600x1200 but only about 10 FPS when firing the plasma gun)

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