Excellent HUD!
here we go again...
Use Wally to extract the textures to disk, then import to your Doom wad. Different formats.
Feels like the Bastard gun from the Metro series. Love it.
Congrats! Thank you for your perseverance, and for seeing this through. It's been a privilege to watch you make this a reality. Cheers!
This is kinda cool, but they are washed out, and the ammo counters are missing. You might want to get some help with Zscript or such.
Sorry to bring this up right now, but E1L1 is currently unplayable. The initial drop from the rooftop fails to trigger the sector jump unless noclipping. Not sure what's causing this.
Linux build still fails on renderer. Launcher doesn't allow me to switch to Openjk binaries.
The GlaDos voices don't play for me, and I'm getting node cache errors on every map load. Running Xubuntu 64-bit. More information available on request.
Will there be Mac and Linux builds available for playtesting? I'm sure there are plenty of people who would love to give you a lot of feedback, myself included.
It sure is! Come join us on the brand new website!
There are links for Discord and Reddit there, for your convenience.
I'd say keep doing it this way. Makes it easier for people who don't use Windows.
Same here. XD Worth mentioning... Try killing the ebbs with bfg rounds and playing "Staying Alive" over top of it. Worth it. I know, it's irrelevant and is not something anyone should do... but it's really funny.
Pressing the inventory key during the intro cinematic causes the blackout to disappear, and the text to continue over the gameplay until finished.
GZDoom supports sector-specific reverb and audio effects.
Works great over here! Thank you for this wonderfully horrifying experience! I love it!
That's so cool! Any hints as to the creature's function, or would that stray into spoiler territory?
Beautiful mod! Just one little gripe: It would be nice if the weapons that have glowy bits in DOOM(2016) had brightmaps for their sprite counterparts.
Why not just install GZDoom or Zandronum and run the files through a native executable?
Nash has a method for lens flares you might look into:
Huzzah! I loved playing part one. Any ETA on a Linux build? I'd love to help test, if I can.
Has to do with some of the engine changes. You'll have to compile a build of RBDoom3BFG from the source code here: Github.com
I'd say the suggestions subforum, here on ModDB:
Moddb.com
I put a suggestion in, and it got added not that long afterwards. :)
Right now, only as source code, which can be found here:
Github.com
Until such a time when a build bot can be set up, you'll have to download and compile the source yourself. It can seem kind of intimidating at first, but believe me: after a few successful builds, it's a snap. Like riding a bicycle. :D
Sadly, POM and other such effects are currently not possible.
However, the engine maintainer is adding displacement mapping and tessellation. This will give a much better "popout" effect, and will be less straining on the system. He is also working on adding PBR. At this point, it's a matter of patience.
No, Sadly. The version of the game's executable needed to play this mod does not support achievements, as it contains custom code.
Pull down the console using ~ and type 'r_antialiasing 1' and press the 'Enter' key.
It's part of the lens flares effect. There are values you can set to turn them off and change the way they behave.
SteamFox
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