This member has provided no bio about themself...

Comment History  (0 - 30 of 52)
Winghelm
Winghelm - - 52 comments @ Quake 2 RTX Retexture Project

Bruuuuhhhhhhh...!

Good karma+1 vote
Winghelm
Winghelm - - 52 comments @ CiNEmatic mod for Quake II RTX

May the God bless you for the work you're doing

Good karma+2 votes
Winghelm
Winghelm - - 52 comments @ All Out War

Bruhhhhhh we're waiting with joy for your next version!

Good karma+1 vote
Winghelm
Winghelm - - 52 comments @ F.E.A.R: Rivarez Mod

There's really no need for this, this can already be achieved by deleting "fear.gamdb00p" from Rivarez folder. I've just recorded some gameplay with such build because I also wanted the vanilla weapon balance:

Good karma+2 votes
Winghelm
Winghelm - - 52 comments @ Doom 3: Redux

So I've tried those options with SBX Pro Studio surround and I must say, God the reverb is terrible for the most part, especially in rooms with loud ambient. It may sound better with proper audio hardware acceleration, but who has those old sound cards anyway. I'm leaving OpenAL and EAXOcclusion on though because they don't seem to butcher the audio quality in any way. I can hear the occlusion working, the imp dying noises are mostly less screechy.

Good karma+1 vote
Winghelm
Winghelm - - 52 comments @ Doom 3: Redux

Thank you very much Clear_strelok and Joshuaortiz698 for comprehensive answers. I actually do use a Creative Sound Blaster Z series sound card and it works just fine with EAX or OpenAL, albeit in a software emulation mode only because Creative had cut off proper audio hardware acceleration after X-Fi Titanium.

Also Joshuaortiz698, from my understanding what you're saying is only correct for the fully vanilla DOOM 3 which uses EAX and indeed requires Creative ALchemy as the only workaround. The dhewm3 source port, on the other hand, replaces EAX with OpenAL Soft EFX which is completely abstracted from hardware and works on every PC.

Good karma+1 vote
Winghelm
Winghelm - - 52 comments @ Doom 3: Redux

Yeah okay and another thing as well. Could you please return the master volume slider? It's not just some unnecessary thing, it has its uses e.g. one may need to set it to something like 20% for proper dynamic range processing when using headphone surround virtualization with something like SBX Pro Studio, like I happen to do. Or if someone is live streaming the gameplay, it would also be useful for quick loundness adjustment. I would really love to see EAX and master volume slider return in Redux 2.0 release!

Good karma+1 vote
Winghelm
Winghelm - - 52 comments @ Doom 3: Redux

Okay, and another question on top of that. Why cut out options for EAX/OpenAL support? It was there in vanilla DooM 3/dhewm3 and is one of the selling points versus the BFG edition! I'd really like to be able to use it, despite that it could be questionable to some.

Good karma+1 vote
Winghelm
Winghelm - - 52 comments @ Doom 3: Redux

This is absolutely astonishing, you did a top level quality job. I have just one question for now - why did you choose the original DooM 3 as the modding platform and not the BFG edition which has an enhanced and less problematic renderer? Is it because the released DooM 3 source code gives you more freedom to meddle with stuff?

Good karma+1 vote
Winghelm
Winghelm - - 52 comments @ X4 Legacy Music - X-Classic 0.95

It doesn't delete anything. It simply patches "sound_library.xml" to play tracks from mod in all sectors. And by the way default "sound_library.xml" contains a lot of placeholder playlists for future sectors that are not in the game yet. Though my mod patches those playlists as well for possible future compatibility.

The only potential "problem" is that when Egosoft adds some completely new sectors that aren't covered in "sound_library.xml" as of now, the music selection in those sectors is going to be default. But if that happens I will of course update all packs in my mod.

Good karma+1 vote
Winghelm
Winghelm - - 52 comments @ All Out War

Amazing mod, please don't abandon it, we're waiting with hope

Good karma+2 votes
Winghelm
Winghelm - - 52 comments @ All Out War

The mod is very nice, but the tank balance needs a tweak. The worse (older) the tank is, the larger amount of them you should have in your pull (like in vanilla game). Currently if you pick experienced crews, you get 28 tanks - no matter if that's OP M1A2 or ****** M48 Patton. That pretty much sucks because 28 M1A2's is just too much while 28 M48 Pattons is not enough - you need more of them because they suck. As you see now there's no point in taking cheaper tanks because you lose that crap very fast and cannot sustain to replace the losses, especially if you are using them in huge blobs.

Good karma+4 votes
Winghelm
Winghelm - - 52 comments @ Project Reality: ARMA 2

You're wrong. If you want new gamemodes - you download missions, no need for mods. ACE is primarily about realistic rebalance and features. I doubt PR may even ever have some of those, like gun jams, ammo cookoff, changeable barrels, range tables plus scopes that allow you to adjust for range and windage, tanks that actually make use of lasing and automatic adjustment, etc

Good karma+1 vote
Winghelm
Winghelm - - 52 comments @ Generals 2: Revolution Project

Ахаха, Украина в женералс. Скажите, а сало можно будет строить?

Good karma+2 votes
Winghelm
Winghelm - - 52 comments @ RHS: AFRF 0.1 Release Shots

Headgear doesn't make him Soviet

Good karma+10 votes
Winghelm
Winghelm - - 52 comments @ Blitzkrieg Mod

These are possible early countermeasures to allied light tanks.

Good karma+1 vote
Winghelm
Winghelm - - 52 comments @ Blitzkrieg Mod

You have more than enough means to scrap allied light tanks:
1) Panzerfaust, Panzerschreck, Panzerwurfmine or Haftholladung for infantry
2) Anti-tank guns like PAK 36 and PAK 38
3) Any light vehicle armed with 20mm or 37mm cannon, Puma with 50mm cannon (just like Pz3)

Good karma+1 vote
Winghelm
Winghelm - - 52 comments @ Blitzkrieg Mod

My idea is to add M3A1 Scout Car for CW as a light infantry carrier with capacity of 6 - standart infantry squad size. The passengers can also fire individual weapons from their compartment and use three gun mounts - frontal for M2HB and two rear for M1919 or Vickers gun, etc.

I don't remember for sure but C15TA should be able to reinforce troops. And the medical C15TA does that for sure as well as healing.

Good karma+1 vote
Winghelm
Winghelm - - 52 comments @ Blitzkrieg Mod

I say you need a good spanking. Kangaroos weren't used even a tiny bit by US Armed Forces. What US need is M39 Armored Utility Vehicle, which is the same concept.

Good karma+1 vote
Winghelm
Winghelm - - 52 comments @ Blitzkrieg Mod

Good idea, new AI makes campaigns unavaliable. I've completed Invasion Of Normandy and Operation Market Garden with BK and I must say that was epic. I suggest that devs should give us files to swap from new AI to old with a simple copy-paste procedure.

Good karma+2 votes
Winghelm
Winghelm - - 52 comments @ Blitzkrieg Mod

Lol right, I forgot about Halfaya Pass and Dust'n'Stones but Point Du Hoc battle was a part of Operation Overlord. No one used desert paintjobs during D-Day (why would anyone need that in France?) so this map doesn't count :)

You don't need to search for Gazala, it's included in BK Map Pack.

Good karma+1 vote
Winghelm
Winghelm - - 52 comments @ Blitzkrieg Mod

Why would anyone bother to add desert camo since we have only one desert map (Gazala)? I doubt we'll see more as the mod is about Western Front in 1944-45.

Good karma+1 vote
Winghelm
Winghelm - - 52 comments @ Blitzkrieg Mod

It's not an AI bug, AA guns have been deliberately nerfed in one of the patches. I agree with everyone that they should be brought back to normal as now they are nearly useless in their PRIMARY role.

Good karma+1 vote
Winghelm
Winghelm - - 52 comments @ Blitzkrieg Mod

I think the problem is that you're using ultra high texture settings with Wehrmacht - in the latest versions of the mod this tends to cause fatal errors. Either you play without Wehrmacht or set your textures to high.

Good karma+1 vote
Winghelm
Winghelm - - 52 comments @ Blaster

Are you going to introduce the DLT-19 heavy blaster rifle, the one that looks like MG-34? That would be cool!

Good karma+3 votes
Winghelm
Winghelm - - 52 comments @ Battlefield 4: The End of Modern Warfare

The idea sounds just perfect, I hate the consolish MW2. Just don't forget to merge the content of COD4 with COD6. BTW if you wish to make the guns with realistic stats I can help you with that. It sucks to see that RPD is more accurate than L86 or P90 has the same damage as UMP-45.

Good karma+1 vote
Winghelm
Winghelm - - 52 comments @ Line in the Sand

2RaGod:
I don't remember if the borg used them in TNG, but they surely did fire those green quantum torpedoes in First Contact. BTW, check the canon ST wiki for cube's armament: Memory-alpha.org
2Spinobreaker:
Well I didn't say that those SG ships don't have a chance, they can also pwn that borg cube :D As for the quantum and photon torpedoes - they are quite an advanced peace of tech compared to nukes. Besides their own CPU, sensors and engines they have shield frequency modulators that can successfuly bypass enemy shields if the frequencies of torpedo and enemy shield are synchronised. Might not work with shield techs of SG and ST tho :D

Good karma+1 vote
Winghelm
Winghelm - - 52 comments @ Line in the Sand

Cube can win. It would disable enemy shield generators with shield penetrating beams and pwn enemy hulls with quantum torpedoes. No matter how advanced the hull is, it won't stand a chance against anti-matter which ST torpedoes use as explosive material. Photon and quantum torpedoes are hundreds of times more powerful than any nuke (about 25 isotons) and besides that they annihilate absolutely any hull. That's why Trek always has some chances - they just have to be smart to win.

Good karma0 votes
Winghelm
Winghelm - - 52 comments @ Line in the Sand

Hah lol sounds like nanowars because for the purpose of assimilation the borg use nanoprobes which overtake infested host's cellular functions. And DO NOT underestimate the borg :D ! They are also able to create species-focused nanoprobe virus that will gradually assimilate all exposed species individuals like in Voyager S5E15 Dark Frontier. The borg always assimilate foreign technology and adapt it for their needs like we hopefuly have seen in First Contact and Enterprise - S2E23 Regeneration (both technology and individual assimilation are very very fast).

Good karma+1 vote
Winghelm
Winghelm - - 52 comments @ Action

I hope you gonna make the zombies really beasty, disfigured and mutilated. BTW do you have any kind of plot behind the mod - virus, demons, nuclear war, etc? Nevertheless, it would be cool to have not only human zombies but some other creatures like that of Doom 3, Stalker and Dead Space. Some may have a chitin carapace and serve as light armor LOL. You may also introduce such biotechs like keratodermic armor coating for your zombie minions or even some regenerative metabolism upgrades :D

Good karma+1 vote