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Comment History
eqagunn
eqagunn - - 24 comments @ Citadel v3 0

Played through The Citadel in Remaster and these issues were progress stopping:
- Data Center: The force field buttons don't work. Had to noclip through them.
- Ore Deposit: The exit stays barred. Had to noclip through it.
- Robotics Facility: The boss doesn't spawn. Had to noclip through blue force fields.
- Barracks: Disabling magnetic locks doesn't open the door. Had to noclip through it.
- Power Plant: Elevator in reactor room doesn't lower. Had to noclip.
There are multiple other issues. Most notable being the Mutant in Ore Deposit not dropping the Mystery Key making it impossible to deactivate the red force field in Power Plant. If you give yourself Pyramid Key via console it does nothing.

Good karma+1 vote
eqagunn
eqagunn - - 24 comments @ Flashlight++ (v9)

There is a free demo available on Steam and here: Frechou-games.itch.io

Good karma+2 votes
eqagunn
eqagunn - - 24 comments @ Flashlight++ (v9)

There is a bug when used in Hands of Necromancy. The light will stay fixed in place upon dispelling a transformation. Here is a screenshot where I have walked away from the light of the flashlight: I.imgur.com

Good karma+2 votes
eqagunn
eqagunn - - 24 comments @ MARROW

It isn't. I just like to have everything lowercase.

Good karma+1 vote
eqagunn
eqagunn - - 24 comments @ MARROW

Damien_Azreal Raze v1.9.0 was released 16 hours ago and stone gargoyles are now killable.

aFriendlyBullet Emperors_Fist Borg.Overmind Spop15
Zip Marrow like this I.imgur.com and drag-and-drop that ZIP file onto Raze.exe. For new music go to Options > Sound > CD Music Emulation and set it to ON.

Good karma+3 votes
eqagunn
eqagunn - - 24 comments @ DOOM CE

Any way for Dreamblood to be run with D64CE?

Good karma+1 vote
eqagunn
eqagunn - - 24 comments @ Fate of the Damned v1.1 Release

The part of Raze that runs Blood was forked from NBlood, however it is exhibiting issues NBlood does not have.

Sometimes a quicksave+quickload is required to have things displayed properly. The only such example in FATE that comes to mind is the lever in E2M8:
Before reload: I.imgur.com
After reload: I.imgur.com

The same was present in Trauma Therapy whenever an explosion alters the room (e.g. TT19).

I have followed up with these two examples here: Github.com

Raze become my engine of choice due to high customizability, just like GZDoom.

Good karma+1 vote
eqagunn
eqagunn - - 24 comments @ Fate of the Damned v1.1 Release

In both E2M4 and in E2M6 I have encountered a strange wall as seen in these screenshots:
I.imgur.com
I.imgur.com

The wall has a small gap at the top and in both cases I could squeeze through via diagonal jump.

The wall would be there only if I came to the map from a previous one.

If I load the map directly, the wall isn't there:
I.imgur.com
I.imgur.com

I was playing in Raze.

Good karma+1 vote
eqagunn
eqagunn - - 24 comments @ MARROW 1.1

I understand Marrow was designed for Fresh Supply but for testing purposes I gave it a try in Raze. I was playing in Raze v1.8.1 and with Marrow v1.1 on Still Kicking.

Here are some notes for betterment's sake:
- E1M1: Moon Key is optional as house can be entered via back entrance (via lamp to hedge over fence)
- E1M2: You can skip shooting 1st and 2nd button and just shoot the spot where the 3rd button should appear and the hidden door will open instantly. Also, would be nice if that room would trigger a super secret.
- E1M3: The light switches in the pub are floating in front of the wall.
- E1M4: The floor of the last hallway with ceiling spiders has invisible ditches which you dip into as you walk.
- E1M5: The oven is exhibiting z-fighting.
- E1M6: Progress-stopping issue; Couldn't exit the pool and had to noclip out of it.
- E1M7: Progress-stopping issue; Couldn't acquire Moon Key due to sculpture gargoyles being invincible.
- E1M7: Final Moon Key door switch triggers the door opening sound, but doesn't open it. Door needs to be directly interacted with after.
- E1M8: All sculpture gargoyles are invincible. One of the secrets counts as 3. Two wall shields in
Spider Key room are pitch black.
- E1M9: Progress-stopping issue; Couldn't acquire Skull Key due to sculpture gargoyles being invincible.
- E1M10: Sculpture gargoyles in front of Eye Key are invincible. There are two paintings halfway inside the ceiling on the upper floor of the house.

I was also using Blood Coagulated v1.1 and Blood Voxel Pack v0.95:
- Some voxels weren't oriented properly (e.g. armor stand in E1M1, deadman in E1M10, and others).
- Some voxels were casting 3D shadow (e.g. skull-on-a-cross in E1M8).
- Places where floor would open would have bullet shells still remaining where floor used to be (e.g E1M8).

There are occasional inconsistences which if fixed would contribute to immersion:
- Some light switches are not interactable (e.g. E1M10).
- Paintings, hanging bodies and other objects sometimes need regular damage, sometimes explosion, and sometimes are indestructible.
- Gravestones (e.g. E1M3), trees (e.g. E1M10), and other objects are sometimes aren't solid / can be walked through

Hopefully these notes will help you improve the mod in the next update. Keep up with the good work!

Good karma+1 vote
eqagunn
eqagunn - - 24 comments @ Blood Voxel Pack

They work great together. I'm using them both in Raze.

Good karma+1 vote
eqagunn
eqagunn - - 24 comments @ Blood Voxel Pack

He did a god job, but unfortunately it stands unfinished and without an update for over 2 years now.

Good karma+1 vote
eqagunn
eqagunn - - 24 comments @ Blood Voxel Pack

Any plans to finish the remaining voxels? I have encountered stones (https://i.imgur.com/PZCsnsL.png) and fences (https://i.imgur.com/KmnVZDj.png) still being sprites.

Good karma+1 vote
eqagunn
eqagunn - - 24 comments @ SmoothBlood

Did you consider doing the same for enemies? Like what Smooth Doom did.

Good karma+1 vote
eqagunn
eqagunn - - 24 comments @ Polished Cryptic Passage

Tried it in Raze. Something is wrong with the sky:
I.imgur.com
The official one doesn't have that problem:
I.imgur.com

Good karma+1 vote
eqagunn
eqagunn - - 24 comments @ Fate of the Damned

You can simply drag-and-drop FATEv1.1.zip onto Raze.exe.

Good karma0 votes
eqagunn
eqagunn - - 24 comments @ Blood: Trauma Therapy

I was playing in Raze.

In E1E11 on lower difficulties Gargoyle statue was replaced by Axe Zombie statue and Axe Zombie won't trigger the explosion required to progress. I'm guessing Axe Zombie statue still expects a Gargoyle which doesn't spawn.

In E1M12 the Moon Key disappears after opening the gate: I.imgur.com
Stone Gargoyle gives 2nd Eye Key instead of Skull Key: I.imgur.com

In levels where an explosion alters the room (e.g. TT19) the change is not properly visible unless I save and reload. Screenshots here: Github.com

Good karma+1 vote
eqagunn
eqagunn - - 24 comments @ Flashlight++ (v9)

While playing through Elementalism I occasionally ended up having double light per level. One that's permanently on and one I can toggle on/off. Luckily using "Uninstall Flashlight++" from the options removes the permanent one.

Good karma+2 votes
eqagunn
eqagunn - - 24 comments @ Flashlight++ (v9)

Somehow it didn't occur to me to check the mod options. Thank you.

Good karma+5 votes
eqagunn
eqagunn - - 24 comments @ Flashlight++ (v9)

Seems to act like a weapon firing in the eyes of NPCs. If I turn it on at the start of MAP52 (The Bunker) of Ashes 2063 the militia will kill me for "disturbing the peace". Same as if I fired a bullet. They don't mind if I use the in-game Lantern though.

EDIT: Makes Walker in MAP14 (The Flooded District) of Ashes Afterglow hostile also.
EDIT2: Porcelain in MAP12 (Undercity) also.

Good karma+3 votes
eqagunn
eqagunn - - 24 comments @ Ashes 2063

Any chance to get get the alignment of health/armor/money icons fixed on the HUD? They currently appear under the numbers.

Good karma+1 vote
eqagunn
eqagunn - - 24 comments @ Wolfenstein TC v2.0

While it works in the newest GZDoom it really needs an update to iron out the incompatibility that appeared over time.

Good karma+1 vote
eqagunn
eqagunn - - 24 comments @ ZBloody Hell

Would be great if Voxels mod could be ported to work with ZBloody Hell:
Moddb.com

Good karma+3 votes
eqagunn
eqagunn - - 24 comments @ Reikall's Heretic Voxels

In GZDoom: Options > Full Options Menu > Reikall Voxel Settings > Auto rotate key gizmo statues > On. And restart the map. It's ridiculous this is Off by default. Who would ever want this off? Almost ditched the mod thinking it wasn't working properly. Great mod otherwise.

Good karma+2 votes
eqagunn
eqagunn - - 24 comments @ Blood: Fleshed Out

Hi. Played on FS
- In E2M2 I was able to trigger Spider button without having the key.
- In E2M4 objects casting 3D shadows (probably due to FS, and not Voxel Pack mod I'm using).
- E2M5 has a crack texture while not being destroyable.

Good karma+2 votes