Thanks for the response.
Is it possible to use this mod with original graphics, while still retaining things like AI improvements and content restorations?
Does this mod include the definitive weapon placements?
Indiedb.com
I'd also love for official multiplayer mods like Team Fortress Classic, Counter-Strike, Deathmatch Classic, Ricochet and Day of Defeat to be covered aswell.
Have a seperate gameplay options menu so players can toggle various aspects of gameplay (health and ammo, weapon behaviour, enemy count, etc.), choose whether or not they want the changes by the BFG Edition, or revert it to how they were in the original Doom 3. You already did something like this for the flashlight, so why not other stuff aswell?
Also, what's the problem with using assets from the original game, anyways? I thought it would be simple.
Go to the game files, open fsgame.ltx with Notepad. Change this:
$game_data$ = false| true| $fs_root$| gamedata
Change the "false" part to "true".
Save the file. After that, copy this mod's contents to the game files.
Ah. Sorry for the late reply, but follow these instructions:
Go to the game files, open fsgame.ltx with Notepad. Change this:
$game_data$ = false| true| $fs_root$| gamedata
Change the "false" part to "true".
Save the file. After that, copy this mod's contents to the game files.
Hey there. There's a lot of questionable changes, bugs and cut content in the BFG Edition that I felt like this client didn't fix yet and love to see them fixed. These videos by NoisyPumpkin goes into detail about the changes:
Youtube.com
Any plans for covering Scourge of Armagon aswell?
I legitimately thought the Delta-Q-Delta version by John Revoredo was way more epic and awesome.
Isee, I looked into it. Should be compatible. It's an unoffically updated version of vanilla BD, after all.
Hey! Sorry for the late reply, ModDB didn't notify replies in my comments. I'd like the button prompt when interacting with objects or talking to NPCs restored.
Is there a way to restore button prompts for the controller folks?
I dunno if this is a problem from the mod or the game itself, but the sounds when switching to armor and strength mode in classic nanosuit mode aren't playing.
I don't know what that mod is.
I'll think about it later.
It was made for 3.0, so probably not.
Hey, I just noticed Duke's voice in this mod are all in 16-bit 22050hz, while other voices are in 44100hz. Is this intentional?
Played with WadSmoosh, can confirm it works perfectly.
Late response, but why not simply request support for other audio formats for Blood in Raze's GitHub issues page?
Do you think you'll be covering other Doom-engine games such as Heretic, Hexen, Strife w/ voice lines, Chex Quest and Hacx? I've already sent you a PM on Doomworld, but I figured I would also post here because you haven't responded so far.
Yeah, I know these kind of mods are done frequently, but I wanted mine to be unique from similar mods with multilingual support and changing mentions of weapons outside of item names and descriptions, something that other mods like this don't usually do.
I mean, you could just look at the mod's files instead.
Same here, but sadly Dzierzan said a HQ sound pack for Blood is very hard, if not impossible to do since no source port properly supports 44100hz audio and the way how Blood handles sound effects isn't helping. I asked him to go into further detail, and he said this:
"According to the code, Raze Blood can support 44kHz sounds, but unlike Duke or Shadow (or future Powerslave/Exhumed), it has to be defined via let's say DEF script (ID, pitch, volume, internal name, loop...). However, I was never able to load 44kHz sound in Blood. Moreover, no port, even Raze one supports any other sound format than original Blood's one (RAW).
So yeah, original Blood devs made it more complicated than it needed to be XD. If there's any dev interested in that, then Raze guys might make it possible, but I am not going to push them."
Is there any chance you'll be covering other GoldSrc games aswell, such as Team Fortress Classic, Deathmatch Classic, Ricochet, Day of Defeat and Counter-Strike?
I've got a problem: the chaingunner drops 2 clips instead of a chaingun, making it potentially impossible to obtain the chaingun early on.
I noticed the mod doesn't include voice lines for chat macros. Are they left out on purpose, and is there any chance they'll be reintroduced in this pack?
Will there be compatibility for Gunman Chronicles?
I'm seeing black textures in some things, such as the water in the first part of Mission 3, even though I ensured I installed the mod correctly and using the NVIDIA shaders since I'm using a GT 630. I'm using ioRTCW and I have no other mods installed. Is there any way to fix this issue?
Panzermann11
joined
I make mods for games, mostly first-person shooters. I'm also an old media archivist and enthuiast.