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Comment History
zedas
zedas - - 25 comments @ JDUI Brutal Doom (Ultimate Edition)

Just for the record, the JDUI repack is 100% compatible with Brutal Doom v20b. In simplest terms The MAPINFO file just tells the game to use pictures instead of standard font at the difficulty screen. This would likely conflict with Project Brutality as I imagine it has it's own MAPINFO file to set up its own difficulty levels. For PB you can just omit loading the JDUI Brutal Doom addon. Also which Title Screen shows can be altered by changing load order. Just for the record. ;)

Good karma+2 votes
zedas
zedas - - 25 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

Hunh well what do you know. I thought people would have liked it with the green overlay map thing. Different strokes for different folks I guess. If you have an old version number that has the info in it, I could probably get in there and just fix things up for myself.

I kind of use your mod as a baseline. If it doesn't work with UDV I'm not playing it! XD I just tried KDIZD on it's own with the vanilla visor add-in, then modified the vanilla add-in to show KDIZD stuff. Couldn't get it fully working though and I think the problem may have been in the KDIZD mod itself. Like I mentioned, something for if you ever have the time. I figured you've stared at the lines of script longer than I have and I thought you might have an insight on what the deal is with the saw and the launcher.

Also, I might add, you're a saint when it comes to replying to comments. Well done.

Cheers

Good karma+1 vote
zedas
zedas - - 25 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

Neat Ima check this out. Does this also affect hud messages pickup, secrets, etc.? Heh I like my doom fonts in the menus, but I must have all UDV fonts in the visor. XD

Good karma+1 vote
zedas
zedas - - 25 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

Nice work on the updates. I updated to the new version and I like what I see. Couple comments. I'm using GZDoom 2.1.1 x64 Stable, my load order is thus:

lights.pk3
D2SPFX16.WAD
Brutal_Brightmaps_1-0beta.pk3
DoomMetalVol4.wad
JDUI_GZDoom_RePack_1-0.pk3
JDUI_DoomII_Addon.pk3
brutalv20b.pk3
BD_Voxel_Patch_3-3beta.pk3
UDV_v1.84_A_BASE.pk3
UDV_v1.84_B_MOD_BDv20.pk3
UDV_v1.84_D_MISC_Inventory_Goggles.pk3
UDV_v1.84_D_MISC_Inventory_HEV_Suit.pk3
UDV_v1.84_D_MISC_OriginalFonts.pk3
JDUI_BrutalDoom_Addon.pk3
HiRes_Sky_DoomII.pk3

I have it set to use the default voice. When I get the critical health warning, it's a male voice. So little bug to look at there.
On some of your older versions of the UDV you could set the automap to Overlay only and it would draw behind the visor when you brought it up. This was neat because it was like "oooh the map is a part of my fancy space visor." (Ya I'm a big dork. Bite me XD ). This hasn't worked for the later versions though. It would be neat if this was possible to re-implement. "But zedas," you say "You've looked at my script. I'm a busy man, why don't you figure it out?" Ya... I guess I could look. :S
This is something to look at if you ever have a bit of spare puttering time. KDIZD needs a little more toying in the weapon script to get it playing seamlessly. I was able to get the visor to show the new weapon and ammo types (just renaming in the scripts really). I could not however get the rocket launcher and chainsaw to work correctly. I could never get either of them to re-select after picking them up and the launcher always shows up as perklauncher. I'm a bit stumped. Now I don't think this is a problem with the doom visor, as I found it happening in vanilla too. I figured it's sort of in your wheelhouse so you might could take a look and if you found a solution create a patch for the visor. If you feel like it of course. As I mentioned it's hardly a pressing concern.
Final thought. Beware of feature creep, it'll get ya. ;)
Cheers

Good karma+1 vote
zedas
zedas - - 25 comments @ Brutal Doom Voxel Patch v3.2.1

Glad you're liking it.

Good karma+2 votes
zedas
zedas - - 25 comments @ Brutal Doom Voxel Patch v3.2.1

You're loading addons multiple times and it's causing an error. The addons only need to be in ONE autoload section, not every autoload section.

Good karma+1 vote
zedas
zedas - - 25 comments @ Brutal Doom Voxel Patch v3.2.1

The voxel patch achieves some of it visual stuff by inheriting properties from some Brutal Doom things and changing visual aspects. What those errors are saying is that the voxel patch is looking for those Brutal Doom items to inherit from, but it can't find them. This means that either: Brutal Doom isn't being loaded, the voxel patch is loading before Brutal Doom, or there is some issue with your version of GZDoom or OSX that I am unfamiliar with.

Good karma+1 vote
zedas
zedas - - 25 comments @ Brutal Doom Voxel Patch v3.2.1

I have a couple spheres in progress. but they really don't look that good yet. It's tricky to mimic the look of a thing inside glass.

Good karma+2 votes
zedas
zedas - - 25 comments @ Brutal Doom Voxel Patch v3.2.1

Are you using the latest version of GZDoom? Do you have an early Doom WAD file? I've had reports that the early wad files have problems running mods.

Good karma+1 vote
zedas
zedas - - 25 comments @ Brutal Doom Voxel Patch v3.2.1

Version 3.2.1 up. Added new voxels for Ultimate Doom Visor sprites.

Good karma+2 votes
zedas
zedas - - 25 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

Yep, they'll be updated into the voxel patches at some point today.

Good karma+1 vote
zedas
zedas - - 25 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

Heh, I just make stuff for the mods I like playing. Got them done faster than I thought I would. I didn't switch to your pallete though :S that WOULD require quite a bit more work.
Here's how they turned out.
Imgur.com

Good karma+1 vote
zedas
zedas - - 25 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

(moans)Oooooh you changed a sprite.(Cries as he opens up MagicaVoxel).
Nice update :)

Good karma+1 vote
zedas
zedas - - 25 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

I figured you might keep PVISA & B in there for ease of use and compatibility. I kept pvis voxels in the pack for that very reason hehe. ;)

Good karma+1 vote
zedas
zedas - - 25 comments @ Brutal Doom

Second this. The BTSX episodes are great. THis is a little graphical compatibilty patch I made for BTSX episode 1 to get things to play a little nicer together. Mediafire.com Make sure to load it BTSX->Brutal Doom->Patch

Good karma+1 vote
zedas
zedas - - 25 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

I did an update for myself so I could use the visor with Brutal Doom 20b, cause it kicks that much butt. You've probably found these, but just incase here were the things I had to change (mostly just stuff Sargeant MarkIV renamed). LordBelphegor got changed to just Belphegor, Juggernaut got changed to Hectebus, Mini_Gun got changed to MiniGun (so a recompile of the one script), in the goggles addon PVISA & PVISB became SVISA -B -C -D -E. Thanks for the cool mod, interested in what the next update will bring. :)

Good karma+1 vote
zedas
zedas - - 25 comments @ Brutal Doom Voxel Patch v3.2.1

Update coming soon that changes candle flames to sprites.

Good karma+2 votes
zedas
zedas - - 25 comments @ Brutal Doom Voxel Patch v3.2.1

Voxels are not supported in the current stable build of Zandronum. They do however work in the current development build.

Good karma+1 vote
zedas
zedas - - 25 comments @ Brutal Doom Voxel Patch v3.2.1

For static objects, powerups, and weapons & ammo

Good karma+2 votes
zedas
zedas - - 25 comments @ Brutal Doom Voxel Patch v3.2.1

Unfortunately the number of weapons and items in Project Brutality is well beyond the scope of what I'm looking to accomplish.

Good karma+1 vote
zedas
zedas - - 25 comments @ Brutal Doom Voxel Patch v3.2.1

Another project of mine
Forum.zdoom.org

Good karma+1 vote
zedas
zedas - - 25 comments @ Brutal Doom Voxel Patch v3.2.1

Not sure, probably partially at least. It wasn't put together for that though, so it could be hit and miss.

Good karma+4 votes
zedas
zedas - - 25 comments @ Brutal Doom HD Build v.2

Ha nice. Somebody found my little contributions in the back corner of the internet. I'm gettin misty. XD

Also, you may notice some funny behaviour with barrel graphics. I did a beta update that's at the back of my thread, I should really finalize it and update the frontpage.

Good karma+1 vote
zedas
zedas - - 25 comments @ Afraid of Monsters DC

There was a song that was used in the original, in the data files it was called "introta". I still have it because I really like it, but I was wondering what the real name of the song is?

Good karma+1 vote
zedas
zedas - - 25 comments @ Dear Esther

Bravo! Just bravo man. I registered just so I could comment here. This mod has what so many other mods (and fully commercial games) often lack, which is atmosphere and the ability to tell a story. I realized very soon that I was being drawn in and that this mod had that most rare of abilities to make you "feel" something. I ran in verying places from mild dread to unease as well as sorrow and longing. There were a couple little technical issues but you know what? I didn't even care. Hopefully I'll forget the narrative between now and the remake so I can enjoy it all over again.

F.Y.I. Anyone who enjoyed this mod may also like: The Path, Afraid of Monsters (HL1 mod on this site), Scratches (Director's Cut)

Good karma+2 votes