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I just wanted to stop by again and say this. I never tried it with BrutalDoom Monsters only and have now. The gameplay quality is night and day. I love it now! The flamethrower and molotov actually catches things on fire now also which bugged me allot. I replied the way I did because without Brutal Doom's difficulty spike the mod is overpowered. I think you should put the suggested usage in the description and readme files. Thanks!
Reminds me of the SOF1 sub-machine gun. I like it, but the SMG needs a frame for fire instead of idle. Confused me with all the files in the package. Just give me one file with all the contents please. Other than that, look forward for completion.
I'm still playing with it through the hellbound wad on ultra-violence setting and I like it. I feel that there are opportunities to be acknowledged though. I stray away from using the mini-gun, flamethrower, and saiga12. I think those just enable me to overkill through what would be meant as a tough spot in the wad. Ammo is very abundant for those weapons too and makes it an easy goto. This is a unique collection of sprites and I appreciate the load-out selection. I'm not one that prefers sci-fi loadouts and this is on my shortlist of mods I will continue to use and stay up to date with.
Weapons are over powered. I thought it would be good with nightmare but it just becomes similar to mowing lawns and there is nothing to it anymore.
The something I would of never sought out for but needed all this time. You don't need all those effects and fancy COD rips to make a good thing happen.
Hmm, having trouble compiling with the parameter `make USE_OPENGL=0 POLYMER=0`. It comes back with "source/duke3d/src/startgtk.game.cpp:877:9: error: use of undeclared identifier
Tried it with "CLANG=1" also a success without any options added. With a regular compile it immediately crashes when game loads with no errors. Case-patch installed correctly with Debian Python 3.7.
Using it with an integrated graphics card on a budget laptop though. My deal is that I have successfully compiled AlephOne with OpenGL support added and it plays decent to well.
Also, cant pickup medkits. Playing Hellbound mappack.
How do you disable the weapon description hud for use with Ultimate Doom Visor.
Figured it out. It is with the HDmodels. Just used regular STCS redux without it and works fine. Id like to know what file this model is contained in so I can remove it as a temporary fix.
Solution: Found out what it is. delete or backup "stalker_dolg_1.ogf" from "gamedir\gamedata\meshes\actors\stalker_dolg\stalker_dolg_1.ogf". It worked perfectly without affecting any other duty model. Since this was not Half-Life I was not willing to learn any complicated software just to find a solution but whatever just had to delete this file. Lol! For anyone who gets this glitch the answer is here for you.
Does anyone here know if they have any hitbox issues with these? my projectiles fly right through duty soldiers with their SEVA suit on. Though, I am also running STCS redux and that may be a problem.
I hope they run for cover then huh?
So, I slept on it and came back. I realized I put blind trust into both the developer and steam for pushing the latest patch out. After researching I read that the developer never pushed out the 1.06 patch for steam even though it says they did on the website. If you read closer and look at the actual title SOC, you see that the latest patch is v1.05. I downloaded v1.06, manually unpacked, renamed files from the installer format, extracted, and to no luck came to another error. This is on vanilla steam with v1.06. There is no compatibility with the retail v1.06 for steam's v1.05. I also tried the noDVD crack to no luck. This is one in a few mods that use this patch and it drives me crazy. Also, if you look inside the SOC folder from steam it does not contain any documentation on v1.06, but for all the previous patches before. And I never thought to read the summary as the page is minimized by moddb by default haha!
I get that too! The difference with me is that the crash log file gives me missing texture errors. When I find the textures throughout the web from other mods it continues with more and more missing texture errors. I cant bear the search anymore I must quit for my own sake. It looks like a deal with the mod, steam version, or actual retail version. I read through the mod listings and allot of them run on 1.005 but that is the steam version. Unless GOG uses an older version which is compatible. Some clarity from the author would be long overdue.
Yes I am. When I activate the mod I cant use Iron Wrath weapons. When I am not using this mod I can use Iron Wrath weapons.
I found this on you-tube recently:
Thanks for the shout out! I feel like nobody knows that there is actually bots enabled. Go find the liblist.gam file, open it with notepad, replace opera.dll with akimbot.dll, and you got bots. Check the readme for more details.
I've followed the directions to the tee. Same issue for me. Nothing changes for me everything stays the same.
It looks like the Iron Wrath expansion firearms are now missing. Any solution?
As I was backing up some stuff including this, I had forgot to mention two things. First, do not use raw input for the mouse setting as this causes a very annoying shoot animation delay you see in some you tube videos. Bots are not enabled by default, you will need to use a text editor to modify the "liblist.gam" file to use the Akimbot.dll instead of opera.dll.
Updated some files, please re-download for proper aesthetics and improved game-play.
In my opinion, the goal for this mod should continue with the intent and goals provided from the original Counter-Life. In a final release, I would expect to be able to download and use custom content provided from the community. For example, user created firearms, HL2 map-packs, and map-pack mods.
In CSS SCI-FI, I cannot play with custom content unless I code in the proper view model scipts and this would take ages. Also, I can user created maps, but not map-pack mods like some of the bigger packages that use either another version of the source engine or ones that contain scripted events.
Akimbot Works with v1.2 MAE base driver file (opera.dll) With the v1b client.dll inserted. I found Akimbot v3.1 from some outdated Russian site that I took a gamble on. 2.7 from fileplanet and others should work with this as well. Ask me if you want the navigation files and I will provide them.
My question now is that The Opera v1.2 claims that with any map, sv_designmode 1 allows for mookmatch to be possible by adding those entities at will. When I do it saves it, but does not register that I have created any mook placeholders when the game shows that I have created many. When I run the entities command for each entity I am given 0,0,0,0 for their location.
Just delete the game.cfg file within the scihunt folder and your fixed. A few bugs after using Madness mode. Exit the game and change mode to Traditional to gain the scientist's trust.
Im old now wtf. Just kidding. Seriosly, CD1 was the first substantial map-pack I've played and the best. I think it is better that it got released much later due to the criticism it had received upon release. I much look forward for making free time to play this and CD1 again!
This mod is a must have for advanced doomers. I honestly think there is never enough weapons and monsters to accomplish each level with. Doom really got monotonous, especially playing the whole vanilla series including final Doom expecting some miracle of change through the advancement of a level. That never happened in vanilla Doom by the way. Thank you for your service to the Doom community and an extended thanks to the Brutal Doom project and those who have helped you. Please keep up with Brutal Doom.
I now feel that the game is going towards a theme that I fell in love with long ago. A theme that was left unfinished by a group that the publishing company had no faith in continuing further development in. Boiling Point: Road to Hell provides a universe quite similar to this one and I am glad to see the maps and physics in action along with the nice weapons. I know that you had already explained the theme and I just wanted to throw it out there. This looks to be growing quite well and I feel that these efforts will exceed publisher expectations. A more polished product may even reach the Steam Greenlight where you could charge or provide free to play content through. Through providing it commercially, this mod will need to be completely original and I know that the majority of this is if not percent of what I remember seeing.
Oh yes, the video looked very promising. The game is not very optimized either. Not like the source engine at all or even Swat 4. This is the very reason I stumbled upon this article. Wow! Green light this for sure and I will re-buy this if I have to.
I second that! Allot of work to be realized by the consumer versus currently developed games such as Half-Life. It is the fact for currently that game and it's maps, mods, and separate publisher spin offs enjoy. This mod or higher status now is changing and improving upon the base engine's texture files, coding, mapping, and hard coded work that seems unchangeable.
Exiting! Will download when I have time to kill. Right now I am all out of bubble gum.
There used to be more Santa Slayer maps in multi-player co-op. I found these here:
But the rest of them here:
Do not work anymore. Tried extensive searching with every search string I could use. Anybody have the ss_stalkyard, ss_subtransit, ss_crossfire, and ss_undertow maps they could upload? I am sure any maps available would be a big contribution to the community if anything.
What a treat! It seems that the good classic mods here are getting releases more now than ever.