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Comment History  (0 - 30 of 141)
sarge945
sarge945 - - 141 comments @ Ashes Voxel Pickup Models v1.5

Hey, so that comment was by me (not logged in).

It's a combination of all the episodes of Ashes, with some ne gameplay added, a bunch of bugfixes, and "inconsistencies" between the episodes ironed out. It's called Whole Body Count. If possible I would like to include this to really make it a complete experience.

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ UnrealEd 2.2 For DeusEx

Is there a way to get this working with mods?

I have a custom DeusEx.u file and for some reason it doesn't work at all when I replace the version that shipped with the editor.

I also have a mod that ships a number of custom .u files, and when I copy them across and add them as editpackages, for some reason the editor can't find them. It just says "Could not find package <packagename.u>"

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ Lay D Denton Project 1.1

I'm making a GMDX Fork (I'm actually working on the RSD fork, it's no longer on hiatus as of a week ago), and would definitely be interested in adding Lay-D-Denton support. Preferably as an optional extra, without requiring the LDD mod for mine to function, but also perfectly usable without it.

Good karma+2 votes
sarge945
sarge945 - - 141 comments @ Ashes 2063

What are the permissions for this mod?

I was looking to make a few gameplay changes here and there, and possibly release it as an alternate balance mod or a gameplay enhancement mod. Would I be able to do that?

Good karma+2 votes
sarge945
sarge945 - - 141 comments @ The Specialists v3.0 Server (linux)

I'm trying to set this up, and I get some weird DLL errors which I don't get with a regular HL server. This makes no sense to me.

Console initialized.
Using breakpad crash handler
Setting breakpad minidump AppID = 70
Forcing breakpad minidump interfaces to load
dlopen failed trying to load:
/root/.steam/sdk32/steamclient.so
with error:
/root/.steam/sdk32/steamclient.so: cannot open shared object file: No such file or directory
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Protocol version 48
Exe version 1.1.2.2/Stdio (valve)
Exe build: 19:52:19 Aug 3 2020 (8684)
STEAM Auth Server
Server IP address 127.0.1.1:27015
LoadLibrary failed on ▒ˋ▒▒▒▒0ʋ▒0ʋ▒0ʋ▒0ʋ▒Rʋ▒/▒▒0ʋ▒/▒▒: ▒ˋ▒▒▒▒0ʋ▒0ʋ▒0ʋ▒0ʋ▒Rʋ▒/▒▒0ʋ ▒/▒▒: cannot open shared object file: No such file or directory
Host_Error: Couldn't get DLL API from ▒ˋ▒▒▒▒0ʋ▒0ʋ▒0ʋ▒0ʋ▒Rʋ▒/▒▒0ʋ▒/▒▒!
FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from ▒ˋ▒▒▒▒0ʋ▒0ʋ▒0 ʋ▒0ʋ▒Rʋ▒/▒▒0ʋ▒/▒▒!

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ System Shock 2 Redux

Veteran System Shock 2 mod user and mod creator here:

PLEASE for the love of god don't use mod packs. I am sure the creator of this pack has good intentions, and isn't trying to blatantly copy the work of others, but even then using a mod pack such as this is VASTLY inferior to simply installing the mods yourself. Yes, it's a few minutes of effort to download them yourself, but then you don't end up with outdated versions of mods, you can enable and disable as many of them as you want, and don't get weird compatibility issues (like the issue with HUD Logs and System Shock Infinite).

If you want a real guide by someone who knows what they are doing, I wrote one a while back, which links to every mod mentioned for easy downloads: Sarge945.xyz

Good karma+2 votes
sarge945
sarge945 - - 141 comments @ Radiation Suit

Just a pro tip, you can very easily add the key to the options/controls menu by doing something like this:

addkeysection "Flashlight" FlashlightSection
addmenukey "Toggle Flashlight" toggleflashlight_bind
alias toggleflashlight_bind "pukename ToggleFlashlight"
defaultbind J toggleflashlight_bind

(That was taken from my flashlight mod, you will have to adapt it. The line you want is the "addmenukey" one)

Then nobody will complain about it being bound to A again, they can just go and rebind it in the options menu

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ LOUD PROJECT

Does this mod have anything similar to engimod from FAF? Having to use t! engineers for all your factories is really dumb, wastes the unit cap, and slows the game down

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ Doom Combined

Hey. I haven't worked on this for a while, but still plan on getting back into it before 2022

Good karma+2 votes
sarge945
sarge945 - - 141 comments @ Doom Combined

I now have a discord for discussing my mods

Here's the link

Discord.gg

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ Half-Life 2 : MMod

Linux version please

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ MMod 1.0 Weapon Animations for MMod 1.3

Does anyone have video of the changes? I know the Pistol went from being two handed to 1 handed (two handed looks way better), but what happened to the others?

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ Everybody else is doing it, so why can't we?

1. Please make the martianbuddy.com codes available in the game somewhere. Currently the martianbuddy website is down, and hunting for them in walkthroughs or on the doom wiki is a pain. The martianbuddy codes were always a bit metagamey, and took me out of the experience, so having them work like any other code might be a good thing. Even if it's just adding 1 email to a PDA somewhere.

2. Chainsaw, Grenades and Fists selectable the same way the Flashlight is (press button to take out, press same button to put away).

3. A "Last weapon used" button. Optionally make it ignore the Flashlight, fists, chainsaw and grenades (the weapons that swap by pressing their own buttons again).

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ Everybody else is doing it, so why can't we?

I also support this. I like the idea of playing RoE in this mod too, as in, having RoE support

Also, just to add a few ideas to this:

1. Please make the martianbuddy.com codes available in the game somewhere. Currently the martianbuddy website is down, and hunting for them in walkthroughs or on the doom wiki is a pain. The martianbuddy codes were always a bit metagamey, and took me out of the experience, so having them work like any other code might be a good thing. Even if it's just adding 1 email to a PDA somewhere.

2. Chainsaw, Grenades and Fists selectable the same way the Flashlight is (press button to take out, press same button to put away).

3. A "Last weapon used" button. Optionally make it ignore the Flashlight, fists, chainsaw and grenades (the weapons that swap by pressing their own buttons again).

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ Doom 3: Redux

I would do unsightly things for a RoE version of this. Unsightly things.

Good karma+4 votes
sarge945
sarge945 - - 141 comments @ T6M Improved Hud

try changing rescouce to resource

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ Half-Life 2 : MMod

Pretty serious bug in Episode 1 - When entering the Direct Intervention chapter (NOT loading it from the main menu, but actually transitioning to it from the previous map), the camera ***** up and the game becomes unplayable.

Was a bug in previous versions too, and it's a major one. Please fix ASAP! It might not be able to wait for V2

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ Half-Life 2 : MMod

Can you please add a feature whereby we can (optionally) make Alyx use the squad system (like we use for regular citizens). With a special icon, like a Citizen with an A above their head.

She often gets in the way and having more control over allowing here to come/stay on command would be very useful.

The same thing would be cool for Barney as well.

Good karma+2 votes
sarge945
sarge945 - - 141 comments @ [ Half-Life 2 : MMod ] Version 1.2 { Outdated }

Yet another way Linux users get ****** over....

It's not actually Gunships fault though. HL2:Update doesn't have proper Linux support. It's "coming" but that's never coming.

Do the episodic and base-hl2 versions of this mod work with Linux?

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ [ Half-Life 2 : MMod ] Version 1.2 { Outdated }

Since all HL2 games have been updated from the beta branch to the release branch (along with some fixes like the NPC eyes blink fix), does this mean that this mod should now be run with the mainline branches installed, not the beta branches?

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ Bolognese Gore Mod v3.0

Just a quick bug report. If you gib an enemy with a freeze attack (such as the mages freeze spell in hexen), they will be invisible but still be blocking, then their invisible "frozen" body will shatter and turn into more gibs.

It shouldn't apply gibs to frozen monsters, otherwise you can have problems with phantom invislble blocking enemies.

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ Half-Life 2 : MMod

No. That was the result of the custom Black Mesa gibbing system, and would only happen to ragdolls that had been blown apart.

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ Half-Life 2 : MMod

So when killing metrocops with the emplacement gun (when I walk around with it) I notice a lot of their ragdolls have model errors, such as stretched arms/feet.

I am not sure if this also affects other guns and other enemies, but Gunship should probably look into it.

It also only seems to affect the canals map with the first hunter chopper (the one that you shoot down)

Examples here:
Imgur.com

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ [ Half-Life 2 : MMod ] Version 1.2 { Outdated }

Good to see the Combine can jump again now.

However, they will "zoom" over cars and stuff, then immediately jump back. And repeat it. It looks really weird. Maybe they should have a timeout before they can jump over things again, so that they don't become jumping ninjas who constantly jump forward, then back, then forward, then back.

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ Half-Life 2 : MMod

you can type all those console commands into a file, save it as "cool.cfg" in your sourcemods/mmod/cfg folder, then in-game type "exec cool.cfg" and you don't have to type them again.

Or you can type

bind w "+forward;exec cool.cfg" and you will never have to do it on-load again

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ Half-Life 2 : MMod

Yeah. You can configure that in the weapon script files

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ Half-Life 2 : MMod

You can tweak the weapons script file to give it a proper ironsight.

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ Half-Life 2 : MMod

There's a second Tau cannon in Kleiner's lab after returning from Nova Prospekt.

But the gun definitely lacks ammo and has the other problems you mentioned

Good karma+1 vote
sarge945
sarge945 - - 141 comments @ Half-Life 2 : MMod

Is anyone else having difficulty getting the steam overlay to work?

Good karma+2 votes
sarge945
sarge945 - - 141 comments @ Half-Life 2 : MMod

Interesting. Maybe the reason I keep missing moving targets is because I suck then.

Good karma+1 vote