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SwiftyMagee
SwiftyMagee - - 331 comments @ Wizardry 8 Expanded

If you are trying to play Expanded 1.1 on top of the latest 1.28 Fan Patch and are having issues, here are the steps I followed...

1. Download the 1.28 fan patch zip file from here: Postcount.net

2. After downloading the zip file, extract the zip to your Wizardry 8 main directory. Replace all files when asked. One of the new files should be "Wiz8_v128.exe".

3. Double-click the "Wiz8_v128" executable to launch the 1.28 fan patch launcher. In this launcher, click on the "Check for updates" button to download any updates to the fan patch. The update install window will be in German, but just make sure the dropdown list is pointing towards your Wizardry 8 folder and click the left button to update. Keep doing this process until the fan patch is completely up-to-date.

4. You have now fully updated the 1.28 fan patch. Close the fan patch launcher. Now go back to your Wizardry 8 directory. There should be a folder labeled "ParallelWorld". Remember this folder, as it's important to what we want to do.

5. If you haven't already, download the Wizardry 8 Expanded 1.1 mod from Moddb. Once you've downloaded it, open the zip file, then open the "Wizardry 8 Expanded 1.1" folder located inside. In that folder will be a "Wizardry 8" folder...extract THAT folder to the "ParallelWorld" folder. The "Wizardry 8" folder and it's contents are the only files you need from this zip.

6. Once you've extracted the "Wizardry 8" folder to the "ParallelWorld" directory, I'd rename the folder to something else like "Wizardry 8 Expanded 1.1". I don't think the rename is necessary but it could reduce some confusion.

7. Now launch the 1.28 fan patch again (double-click on "Wiz8_v128.exe") and click on the "Parallel world" button. In the window that opens, there will be a column on the left listing any mods that you have located in the "ParallelWorld" folder. Click on the Expanded 1.1 mod (it should be right underneath the "Original" option in the column) and hit the "Save" button near the bottom of the window.

8. On the main fan patch launcher window, click the "Play" button. You should now be playing the Wizardry 8 Expanded 1.1 mod on top of the 1.28 fan patch. You'll know if you did everything right if you see text like "Wizardry 8 Expanded 1.1 v1.2.8 (build 6370)" at the top of the main menu screen. The build number may be different if you downloaded a more up-to-date version of the fan patch that has released since the typing of this comment. But regardless, you'll be playing Expanded 1.1 with all the improvements of the latest version of the fan patch!

If the game's graphics or sound are weird, or if you don't like the screen ratio, double-click on the "3DSetup1_28c.exe" file in your Wizardry 8 directory to adjust what render you're using to play. I found that the DirectX7_1 option worked the best for me at higher screen resolutions. That lets me run the game past 1024 x 768 while still being able to watch the game's cutscenes. And for sound I choose Miles Fast 2D Positional Audio.

One last tip: I mentioned this in a previous Moddb comment, but if you are experiencing frequent crashes with the Expanded mod - particularly while accessing your party inventory - try downloading the NTCore 4GB patch ( Ntcore.com ) and patching the files "Wiz8_v128.exe" and "Wiz8.exe" in your main Wizardry 8 directory. Then patch the files "Wiz8_v128_eng.exe" and "Wiz8_v128_rus.exe" that are in the Expanded 1.1 folder you extracted to the "ParallelWorld" folder.

The NTCore 4GB patch will allow all these x86 executables to access more virtual memory. Before using this patch, I was getting regular crashes when using the party inventory. After using this patch, I've played for hours and have yet to experience one crash.

So that's it. Sorry the post was so long but I hope this helps anyone out there who wants to play this cool mod on top of the latest version of the 1.28 fan patch without getting any errors.

Good karma+2 votes
SwiftyMagee
SwiftyMagee - - 331 comments @ Wizardry 8 Expanded 1.1

If you are trying to play Expanded 1.1 on top of the latest 1.28 Fan Patch and are having issues, here are the steps I followed...

1. Download the 1.28 fan patch zip file from here: Postcount.net

2. After downloading the zip file, extract the zip to your Wizardry 8 main directory. Replace all files when asked. One of the new files should be "Wiz8_v128.exe".

3. Double-click the "Wiz8_v128" executable to launch the 1.28 fan patch launcher. In this launcher, click on the "Check for updates" button to download any updates to the fan patch. The update install window will be in German, but just make sure the dropdown list is pointing towards your Wizardry 8 folder and click the left button to update. Keep doing this process until the fan patch is completely up-to-date.

4. You have now fully updated the 1.28 fan patch. Close the fan patch launcher. Now go back to your Wizardry 8 directory. There should be a folder labeled "ParallelWorld". Remember this folder, as it's important to what we want to do.

5. If you haven't already, download the Wizardry 8 Expanded 1.1 mod from Moddb. Once you've downloaded it, open the zip file, then open the "Wizardry 8 Expanded 1.1" folder located inside. In that folder will be a "Wizardry 8" folder...extract THAT folder to the "ParallelWorld" folder. The "Wizardry 8" folder and it's contents are the only files you need from this zip.

6. Once you've extracted the "Wizardry 8" folder to the "ParallelWorld" directory, I'd rename the folder to something else like "Wizardry 8 Expanded 1.1". I don't think the rename is necessary but it could reduce some confusion.

7. Now launch the 1.28 fan patch again (double-click on "Wiz8_v128.exe") and click on the "Parallel world" button. In the window that opens, there will be a column on the left listing any mods that you have located in the "ParallelWorld" folder. Click on the Expanded 1.1 mod (it should be right underneath the "Original" option in the column) and hit the "Save" button near the bottom of the window.

8. On the main fan patch launcher window, click the "Play" button. You should now be playing the Wizardry 8 Expanded 1.1 mod on top of the 1.28 fan patch. You'll know if you did everything right if you see text like "Wizardry 8 Expanded 1.1 v1.2.8 (build 6370)" at the top of the main menu screen. The build number may be different if you downloaded a more up-to-date version of the fan patch that has released since the typing of this comment. But regardless, you'll be playing Expanded 1.1 with all the improvements of the latest version of the fan patch!

If the game's graphics or sound are weird, or if you don't like the screen ratio, double-click on the "3DSetup1_28c.exe" file in your Wizardry 8 directory to adjust what render you're using to play. I found that the DirectX7_1 option worked the best for me at higher screen resolutions. That lets me run the game past 1024 x 768 while still being able to watch the game's cutscenes. And for sound I choose Miles Fast 2D Positional Audio.

One last tip: I mentioned this in a previous Moddb comment, but if you are experiencing frequent crashes with the Expanded mod - particularly while accessing your party inventory - try downloading the NTCore 4GB patch ( Ntcore.com ) and patching the files "Wiz8_v128.exe" and "Wiz8.exe" in your main Wizardry 8 directory. Then patch the files "Wiz8_v128_eng.exe" and "Wiz8_v128_rus.exe" that are in the Expanded 1.1 folder you extracted to the "ParallelWorld" folder.

The NTCore 4GB patch will allow all these x86 executables to access more virtual memory. Before using this patch, I was getting regular crashes when using the party inventory. After using this patch, I've played for hours and have yet to experience one crash.

So that's it. Sorry the post was so long but I hope this helps anyone out there who wants to play this cool mod on top of the latest version of the 1.28 fan patch without getting any errors.

Good karma+1 vote
SwiftyMagee
SwiftyMagee - - 331 comments @ Wizardry 8 Expanded 1.1

To anyone experiencing crashes when scrolling through your inventory with this mod installed, try using NTCore's 4 GB patch. Here's the link: Ntcore.com

All you have to do is go to the link, download the 4 GB patch zip file, extract the 4 GB patch exe somewhere (I choose the Wizardry 8 folder but I don't think it matters), and then double-click the exe and choose "Wiz8_v128_eng.exe" or "Wiz8_v128_rus.exe" if you are using the Russian version of the mod. You may also want to patch the "Wiz8.exe" file...I'm not sure if this is necessary but I personally patched the file just in case.

Before the 4 GB patch, the mod crashed for me 3 times around the first half-hour of play. After using the 4 GB patch, I've been playing for over an hour and it hasn't crashed once!

If the creator of the mod ever reads this comment, you may want to investigate the inventory crashing issue and see if you can integrate NTCore's 4 GB patch natively. Just applying it to your executables before archiving and uploading them to Moddb would fix the problem.

Good karma+1 vote
SwiftyMagee
SwiftyMagee - - 331 comments @ Duke Nukem: Alien Armageddon

While I don't think this will happen, it would be amazing if the maps from the Blast Radius mod ( Moddb.com ) were added to Alien Armageddon, perhaps in the War of Attrition mode. They are huge enough that playing through them with AA's features would be a blast (no pun intended...maybe)!

Good karma+1 vote
SwiftyMagee
SwiftyMagee - - 331 comments @ Brutal Wolfenstein 3D

Playing version 7.0 and having a blast! Gameplay question, though: I found a Black Key in a secret room on map 03 but I have no idea what I'm supposed to do with it. I've found all eleven secrets on that map, and collected all the treasure as well. I'm at the exit switch for the level but I still haven't found a door or anything to use the Black Key with.

Anyone else found the Black Key and knows what to do with it?

UPDATE: Nevermind, I found out the function of the Black Key. Without spoiling anything for anyone, the Black Key is used later on in the first episode, and is definitely worth finding.

Good karma+1 vote
SwiftyMagee
SwiftyMagee - - 331 comments @ WGMEGA v6.2b + ALIEN ARMAGEDDON V4.67

UPDATE
=========
After more troubleshooting, it seems to me like the WGMEGA+AA mod is not fully compatible with the latest Alien Armageddon patch file ( Moddb.com ).

If you forgo the latest patch and just use Alien Armageddon v4.67 ( Moddb.com ) as a base, this mod works correctly with no CON compile errors.

ORIGINAL POST
================
I'm getting a CON error if I use the custom CON file that comes with WGMEGA + Alien Armageddon.

Here are the steps I've taken to install this mod...

1. I first installed Alien Armageddon v.4.67 and then downloaded the latest patch file for the mod ("AApatch.10").
2. I then downloaded the WGMEGA + AA file ("WGAAv4.4b.zip").
3. In the Alien Armageddon main folder I renamed "tiles014.art", "tiles015.art", and "AADEFS.CON" in the scripts folder to "tiles014.art.bak", "tiles015.art.bak", and "AADEFS.CON.bak" respectively.
4. Next, I extracted the contents of the WGAAv4.4b zip into my Alien Armageddon folder.
5. Finally, inside my Alien Armageddon folder I launched eduke32, chose "Alien Armageddon" in the game list (AA.grp) and chose "WGMEGA" as the custom game content in the dropdown list.

After performing these steps and hitting the Start button, I get the error message box "Error compiling CON files.". After hitting the OK button on the error message box, eduke32 closes.

Am I doing something incorrectly? It seems like I installed everything correctly and backed up the original three Alien Armageddon files I needed to, but I still get a CON compiling error when trying to launch the game.

Something I figured out while trying to troubleshoot this is if I DON'T change the CON file - meaning I don't use the new AADEFS.CON that replaces AA's original AADEFS.CON - I can run this seemingly fine. The game will start and I can play AA with WGMEGA's new episodes.

I also learned that if I don't select WGMEGA from the custom game content dropdown list and just try to play normal Alien Armageddon with WGMEGA+AA's new AADEFS.CON file, I still get a CON compile error message. So it seems like there is some issue trying to just play with the AADEFS.CON file that comes with this mod.

Will there be issues if I use the Alien Armageddon's original AADEFS.CON file with this mod? Because it seems like that is the only way I can launch the game successfully right now.

Good karma+4 votes
SwiftyMagee
SwiftyMagee - - 331 comments @ aawgmega

A mix of the two best DN3D mods? Amazing!

Good karma+2 votes
SwiftyMagee
SwiftyMagee - - 331 comments @ Duke Nukem 3D Turns 27; 5 Mods That Kick Ass In Style

Now following the WG Mega Pack, which I didn't even know about until today. Good article; definitely makes me want to get back into DN3D!

Good karma+2 votes
SwiftyMagee
SwiftyMagee - - 331 comments @ Brutal Half-Life - beta 2

I had completely forgotten about this mod until just now. I Just checked Moddb and saw that this got updated a couple of days ago. Does anyone know what specifically was updated?

Good karma+4 votes
SwiftyMagee
SwiftyMagee - - 331 comments @ New Sprites For Particle Effects

Very cool effects! This will make one of the best parts of the game (gratuitous explosions) even better.

Good karma+2 votes
SwiftyMagee
SwiftyMagee - - 331 comments @ You can now save slime babes

Great addition to a great mod! This should have always been in the vanilla game, though. I think it was a feature in the N64 port, but I'm not sure.

Good karma+3 votes
SwiftyMagee
SwiftyMagee - - 331 comments @ shot001

Having the dogs accompany the Cultists sounds even better than what I thought was happening! This could definitely make the firefights with standard enemies better than they already are, and that's saying a lot!

Can the Ackolytes have a chance to spawn Attack Dogs with TNT strapped to their backs ("Kamikaze Dogs"...or better yet, "Hot Dogs")? Is that too dark of a request?

Good karma+2 votes
SwiftyMagee
SwiftyMagee - - 331 comments @ shot001

This looks like it could be a great addition to the mod! However, I feel like I have to ask the potentially game-breaking question: can you pet the dog?

Just kidding...but someone was going to ask that eventually and I thought I'd get the jump on it.

Seriously though, attack dogs could be a good inclusion to the bestiary. Not as fast as Hellhounds (I presume) but a minor threat up close. Randomly swapping them out with Cultists and creating a type of synergy with that enemy type could lead to very interesting encounters.

Good karma+2 votes
SwiftyMagee
SwiftyMagee - - 331 comments @ shot004

Looks like there's some minor fog near the ground. It's a cool-looking effect, whether it's intentional or not.

Good karma+1 vote
SwiftyMagee
SwiftyMagee - - 331 comments @ shot001

Level redesigns with the mod in mind are bound to be excellent!

Good karma+2 votes
SwiftyMagee
SwiftyMagee - - 331 comments @ HERO/SLASHER POWERUPS SO FAR

I think the mask overlay on the screen is a neat touch!

Good karma+2 votes
SwiftyMagee
SwiftyMagee - - 331 comments @ HERO/SLASHER POWERUPS SO FAR

Looks like it's going to be a great powerup to use. Good map choice to place it in, too.

Good karma+2 votes
SwiftyMagee
SwiftyMagee - - 331 comments @ DRAVEN POWERUP

Yeah, the brim of Caleb's hat has been in the mod for a few versions now. It's a small but cool-looking HUD change.

Good karma+1 vote
SwiftyMagee
SwiftyMagee - - 331 comments @ DRAVEN POWERUP

This one picture is arguably the most exciting thing I've seen all weekend! Can't wait to try this out!

Good karma+2 votes
SwiftyMagee
SwiftyMagee - - 331 comments @ Perfected Doom 3

Icarus and Civvie 11 are a lot better with their reviews, IMO. They're more in-depth with their criticisms and when they go for the juvenile humor, they mostly succeed with it being funny.

Good karma+2 votes
SwiftyMagee
SwiftyMagee - - 331 comments @ Perfected Doom 3

He did critique some of the optional advanced visual settings, so I'm guessing he had some of them on and was getting performance issues. In my experience, while I haven't played this mod in several years, I don't recall any performance-related issues when I played Perfected Doom 3, and I'm pretty sure I played it on a worse computer than I'm running now.

As for GmanLives and his videos, I'm hot and cold with his reviewing style. Some videos I've liked his comments on the game/mod he covers, others I've found annoying. Too many corny "I've had your mum" jokes...too much swearing (and this is coming from someone who swears a lot)...a lot of emphasis on "thicc anime babes" in the last year or two. Honestly, I thought he was a bit of a better reviewer when he was first starting out six or seven years ago.

But you're probably right about one thing: his review will probably get more eyes on the mod. And he didn't hate it. He just wasn't thrilled with it, but everyone's tastes are different.

Good karma+2 votes
SwiftyMagee
SwiftyMagee - - 331 comments @ Perfected Doom 3

Hey, the mod has gotten some attention from FPS-focused YouTuber GmanLives ( Youtube.com ). He seemed to have mixed opinions on it. He liked some monster and gameplay changes and disliked some weapon modes, the new levels, and the mod's low performance on PCs. He seemed to give it a low recommendation. Oh well...can't please them all.

At one point he did defend Doom 3's Shotgun, which I personally appreciated as I always thought for the longest time I was the only one who actually liked this game's Shotgun. It's different and a bit spotty in the RNG damage rolls, but I always thought it felt meaty. I always liked the sound fx and the way it fired.

Good karma+2 votes
SwiftyMagee
SwiftyMagee - - 331 comments @ duke0002 13

I know what I'm planning to do tomorrow!

Good karma+1 vote
SwiftyMagee
SwiftyMagee - - 331 comments @ GROOVY

One of the funnest aspects of this mod is all the references to classic horror movies, and this may be one of the best yet! We can all do with a little more Evil Dead in our lives.

Kind of sucks that you only get a minute of Ash (just imagine a class system in Extra Crispy!) but a minute is better than nothing. And you're putting in a Jason and Freddy mode, too? If this isn't nominated for a Mod Of The Year award the year version 1.0 of the mod releases, it'll be a crime!

Oh, and a "Hero" suggestion...Dr. West from the Re-Animator series! He could inject enemies with a syringe filled with green liquid, and if he does it to an Axe or Fat Zombie, they can turn into ultra-powerful zombies that attack other enemies. And you could pick up severed heads, inject them, and they'll grow bat wings so they can fly around and bite enemies.

Good karma+2 votes
SwiftyMagee
SwiftyMagee - - 331 comments @ Blood - Extra Crispy

Version 1.0 isn't out yet. VGames sometimes posts previews of what content and changes the next version will have.

Usually versions come out every 2 to 3 months, so I'd expect a public release of version 1.0 around October or November. Maybe a little later if there is a substantial amount of content.

Good karma+1 vote
SwiftyMagee
SwiftyMagee - - 331 comments @ Blood - Extra Crispy

Great list of improvements. I'm particularly happy about the ability to wipe away some of the puke and blood effects off of the screen. The changes to the Trenchgun sound great, and I like the new out-of-water changes to the Rivet Gun.

Also, great job on finding out how to eliminate such glitches as the burning zombie deaths...didn't know if that one was going to be solved.

Good karma+2 votes
SwiftyMagee
SwiftyMagee - - 331 comments @ Blood Extra Crispy Open Beta v0.9

With the E2M1 secret, it is extremely hard to get into that cramped space, but it's possible if you jump out of the water in the right spot.

The Extra Crispy mod can actually make getting the secret a bit easier if you've picked up the Diving Suit and have the Rivet Gun. Try using the rush attack of the Rivet Gun when aiming out of the water, and you can shoot yourself into the crack in the wall.

Also, the Fat Zombie burning glitch also happens with Axe Zombies. Honestly, I think it's kind of a funny bug to see.

I've noticed the Devil's Bore problem as well...I thought it had something to do with the projectile of the weapon not exactly aligning with the crosshair, so you wind up in a situation where you aim at a specific spot but since the aim is off, you don't actually hit your target. I could be wrong though, and the weapon is just kind of bugged.

Good karma+2 votes
SwiftyMagee
SwiftyMagee - - 331 comments @ Blood - Extra Crispy

The new Inferno Guard enemy sounds fun; the long-range Napalm Cannon attacks finally brings a rocket launcher enemy into the game, which can be deadly but an interesting challenge. And the regenerating health aspect will make fighting them in certain situations even deadlier.

Think we could get a picture of them soon?

Good karma+1 vote
SwiftyMagee
SwiftyMagee - - 331 comments @ Blood Extra Crispy Open Beta v0.9

Spotting when a weakened enemy is susceptible to Gory Kills takes some time. You just have to train yourself to realize how much damage can particular enemies take from specific weapons before they start bleeding. Consider it sort of a meta game to play after you get really good at the mod.

Initially I thought enemies should do something like flash red when Gory Kills are do-able, but in retrospect I think something like that would be too distracting. Different sprite work to indicated weakened states could be interesting, however. Maybe certain enemies could start limping, and their rate of attacks would slow a bit.

Good karma+1 vote
SwiftyMagee
SwiftyMagee - - 331 comments @ Blood Extra Crispy Open Beta v0.9

Don't know if this can help you out, but for the next five days on Fanatical, Blood: Fresh Supply is only $1.49 ( Fanatical.com ).

The same site has had it as low as $0.99 before, and they frequently have multi-tier bundles so you may be able to get the game cheap with other games bundled with it if you strike at the right time.

Anyway, hope this info helps, and good luck with everything.

Good karma+1 vote