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Comment History  (0 - 30 of 70)
gameragodzilla
gameragodzilla - - 70 comments @ The Lost Mission

Hey, just wanna let you know about a small to medium (depending on your point of view) bug I found in the Hell maps. I imagine due to some slight differences in geometry between Doom 3 and Doom 3 BFG, some items actually fell through the world and couldn't be picked up. I first noticed this when a BFG cell that should've been at the start of the first Hell map wasn't there and when I noclipped, I found it along with several other items in the void underneath the map. I'm not sure if the same issue is there for the other maps, but I did notice it for some items in Hell and Hell Outpost. I was able to fix it in a fairly crude way by simply going into the map file using Notepad and increasing the Z values of each item, which seemed to put everything in place properly. I've played through both levels this way and there doesn't seem to be any bugs from what I did, but I do think it's best to go through with a proper map editor to make sure everything's in place instead, which is out of my expertise. I'm satisfied with the mod right now, though I would love to have an updated version that officially fixes this issue.

Good karma+1 vote
gameragodzilla
gameragodzilla - - 70 comments @ JediOutcast AI 4x UpScale 1.0

Going to reply to this mostly to get the original creator's attention if possible: The main reason for this crash, I found, is if you load too many levels without texture compression enabled which apparently uses up too much VRAM. Now I imagine this is probably more an engine limitation than anything else given this even happened to me with a 2080 Super, unless the textures are so much larger to even overwhelm that.

Running with texture compression enabled does prevent the crash, but it also dramatically increases load times since the game is also trying to compress such massive textures down. I'm wondering now if it's possible to reduce the size of the textures slightly so they're still higher quality, but not so big that the engine runs out of useable VRAM. Either that or somehow modify the engine to take advantage of more VRAM.

Good karma+1 vote
gameragodzilla
gameragodzilla - - 70 comments @ quake2xp

Yeah, so this mod is better. But that’s also why I’m wondering if this mod could be made compatible with that version to get the extra content.

Good karma+3 votes
gameragodzilla
gameragodzilla - - 70 comments @ quake2xp

I was gonna ask the same thing. If this mod was compatible with the Enhanced Edition, it'd be fantastic. In the meantime, I'm probably going to stick with this version.

Good karma+3 votes
gameragodzilla
gameragodzilla - - 70 comments @ Duke Nukem Forever: Enhanced

Hello, attempting to use the Gold Desert Eagle mod glitches out the rest of the textures. Also, is the menu supposed to only have multiplayer which immediately takes you into a map? The title in the loading screen is also screwy and the walking animation is weird. Would frankly be better to just disable multiplayer all together and only have My Digs to explore. Also when I loaded a save, I couldn't swap between weapons anymore, and reloading a save went from first person vehicles to third person. Final thing I notice is the pistol's magazine size was increased, but the HUD is still standard and doesn't take that into account. I saw video footage of this mod with the previous version of the HUD, but there doesn't seem to be an option to enable it here. I'm wondering if these are just known glitches that will be fixed in time or if I did something wrong with the installation of 1.5.1.

Finally, to be perfectly honest, I'd prefer the game to just be straight vanilla since I actually like the gameplay as is. I just want the graphical enhancements and the option to use the Gold Desert Eagle. Though having the save files within the installation itself (and basically cracking the .exe) is nice, since it does give me the ability to make multiple copies for experimentation.

I do also see that the mod tools were given, which is nice. I could probably even do these enhancements myself if you can tell me what to do.

Good karma+1 vote
gameragodzilla
gameragodzilla - - 70 comments @ RealRTCW

Sounds good. I suppose I’ll stick with the 4.0.9 version for now since I know it works (unless the crash at the end is due to being 4.0.9 and is fixed in 4.0.12) but good to know that’s where the main source code is. Any suggestions for that ntdll.dll crash?

EDIT: Out of curiosity, I did test the 4.0.12 with the warbell-temp and the current files, and I notice a minor glitch where the text for in-game readables are all off-paper for any HUD aside from the Wolfenstein 2009 one. Also the last cutscene crashing to desktop at the end still occurs.

EDIT 2: I was able to delete the files that affect the in-game readables to move them back to original. I will say some of the formatting is off even for Wolf09 HUD, such as the instructions for the rocket plane at the end of the airbase level. Removing those files and reverting back to vanilla is in the correct format. The background is lower res, obviously, but for readables and paper, not too big a deal for me. Rest of the game does look beautiful, though. Still, thanks for giving me the source code. It was compatible with 4.0.12 and I've customized it to my liking. Thank you.

Good karma+1 vote
gameragodzilla
gameragodzilla - - 70 comments @ RealRTCW

Well, playing the older version of RealRTCW (4.09) with the modded source code does seem to work, but there's a minor annoyance. After the final cutscene plays at the end of the game, the game crashes. It didn't crash in the middle of my playthrough, so that's fine, but for whatever reason once the cutscene ends to go back to the menu, it just crashes. Looking at Event Viewer, it says ntdll.dll is the faulting module. Do you know why that's happening? Was it something fixed in later versions?

Good karma+1 vote
gameragodzilla
gameragodzilla - - 70 comments @ RealRTCW

Ah, I was.

I did also find the 4.0 source code under “release” but compiling that still gave the UI errors. I did eventually find another site that had the 4.09 version of this mod and the .pk3 files there seemed to be compatible with the 4.0 source code I downloaded. I assume things like the multiple HUDs were a very recent feature.

Does the warbell-temp branch have the source code for the very recent release version? Having gotten halfway through the campaign (just about the finish up the SWF level before heading to Norway), it seems like this release is only lacking the multiple HUD options vs. the 4.09 version I have, so I may just stick with this until the next major release.

Thanks for the response. If I were to suggest something, it would be nice to upload the exact source code used to compile the current version of the mod on ModDB (or somewhere on GitHub) for those of us who like to customize further. Seems like the source code currently on your GitHub is either too new with assets I don’t have as you stated, or slightly out of date and thus not compatible with current mod files.

Good karma+1 vote
gameragodzilla
gameragodzilla - - 70 comments @ RealRTCW

Hey, I actually like to be able to reload the M1 Garand mid-clip, and I know I can do that by simply taking the source code, removing the portion where the M1 Garand's clip has to equal 0 to initiate a reload, and compiling. I did that with an older version of RealRTCW no problem. However, when I try to do it with RealRTCW 4.0, empty reloads causes it to do the grenade attachment animation instead of a proper reload. Why is that? I tried fiddling around with the weapon.cfg but that didn't work. Can you give me pointers on what to modify further to fix this? Thanks.

EDIT: Hmm, compiling also seems to screw up the reloading, so now when the gun empties, it reloads instantly and I can keep firing. Seems like the compiler has something wrong with it, maybe? I also want to increase the ammo pickup amounts for the American weapons, since those pickups are too rare to really get a decent supply of ammunition for those guns and actually get some use out of them. I also know how to change that in the source code as well, but if compiling causes errors like this, I can't actually get it done. Again, I was able to do this successfully with an older version, so I'm confused why this is happening.

EDIT 2: I also notice the UI is screwed up, some of the options change from "No" to "Exit not available" or something like that, and the HUD glitches out. For example, selecting Wolfenstein 2009's HUD gives an incomplete version of the vanilla HUD.

None of these issues are present in the release version, so clearly something is wrong with the source code that's being compiled.

Good karma+1 vote
gameragodzilla
gameragodzilla - - 70 comments @ Star Wars: Galactic Legacy Launcher

Tried out some of the Jedi Outcast campaign using this mod and wow, the shooting sections are significantly easier thanks to the enemies staying put much more. I do have one question, though: The Bryar pistol seems to be a separate weapon to the DL-44 Blaster in this campaign and pushing the 2 key selects the DL-44 normally. Makes sense given that was the default blaster pistol in Jedi Academy but I'd really like the Bryar Pistol to be the default since it's Kyle's iconic pistol in his series. Is there a way to make the Bryar Pistol default? Or at least remove the DL-44 as a dropped weapon?

Good karma+1 vote
gameragodzilla
gameragodzilla - - 70 comments @ Duke Nukem Forever: Enhanced 1.5.2

I saw, although I would also like the old Duke model as well. Plus, even the small gameplay changes there, I'd like to remove if at all possible.

I know it's probably a lot to ask, but maybe a fully customizable installer for all the changes could be done? So people can choose exactly what to add and leave out? People can just have graphics changes, or also the swapped Duke model, or also certain gameplay changes, or tweaks to the levels, etc.

Good karma+2 votes
gameragodzilla
gameragodzilla - - 70 comments @ Duke Nukem Forever: Enhanced 1.5.2

Nice mod. I know you're still working on it, so I may wait for the "final" version.

Another thing, though: I honestly actually like the way DNF plays right now, so I don't actually need most of the gameplay enhancements. Is there a way to only install the graphics enhancements?

Good karma+2 votes
gameragodzilla
gameragodzilla - - 70 comments @ Doom 3 Hi Def

Yeah, I mainly use the mod because it can easily add the Double Barrel Shotgun to the vanilla Doom 3 campaign, though it has some other features as well. I can also add the Grabber if I want (though I opted not to) and can tweak some of the gameplay. Also included a few bug fixes, like the turret gun at the end of Monorail not properly targeting an Imp for some reason.

Like I said, what are all the extra stuff you added to the mod? I may just port over some of the things myself, so I don't need you to do anything.

Good karma+1 vote
gameragodzilla
gameragodzilla - - 70 comments @ Doom 3 Hi Def

Interesting. I did go back and realized that I was using the CSTDoom3 mod, which uses its own executable. That may be the reason why it's happening, but it didn't have issues with the prior version of the mod.

Did you test Primary Excavation Site? That's where I noticed the issue immediately as the shotgun pickups were aligned weirdly, the Plasma Gun's texture was also messed up, and the armor as well. Since all the different pickups are there, you can easily tell which ones work fine and which ones are off.

Could just be me using the CSTDoom3 mod, though. In that case, do you know exactly what you changed between the previous version of Hi Def and this one? I may just try custom moving over the individual components I want and keep everything else as is.

Good karma+1 vote
gameragodzilla
gameragodzilla - - 70 comments @ Crysis Warhead

Has anyone ever fixed the glitched tree on Crysis Warhead if played in DX10 mode? The one where there's a bunch of white dots on the tree with a lot of vines and such? It's only present in DX10 mode, which makes me think it's a shader related issue.

Good karma+1 vote
gameragodzilla
gameragodzilla - - 70 comments @ Doom 3 Hi Def

Been fiddling around with the new version and I'm noticing a few bugs. The Plasma Gun, Shotgun, small shotgun shells and armor world models seem glitched up, and that's just my limited testing thus far. The textures don't align properly with the new model. They weren't a problem with the previous version that I was using before. Have you noticed that issue?

EDIT: Yeah, the previous versions still look fine, though the newer version does look nicer. The new shaders, in particular, look great. Also, Primary Excavation Site's elevator light is not working as well and the Plasma Gun seems to have some of the white textures still present on the front sight. I'm wondering if it's just some weirdness with my copy or something else.

Good karma+2 votes
gameragodzilla
gameragodzilla - - 70 comments @ SCPT

I am also getting the issue of widescreen causing crashing on cutscenes. I can skip the cutscenes and still play the game, but if I try to watch them, it'll crash with a General Protection Fault. This is an issue with running the game in widescreen in general, as even removing the widescreen patch and hex editing Core.dll (the old method of getting widescreen) still causes the same problem.

Good karma+1 vote
gameragodzilla
gameragodzilla - - 70 comments @ The Lost Mission

Hi, I've been playing this mod and I noticed a bug in Underground 2: If the Sentry Bot dies, I cannot go back and activate a new one. This only happens in the latest update. The prior version didn't have this bug, and I just went back and tested it. Is it possible attempting to add the light to the Sentry Bot messed up some other code? Or is this just some weird fluke on my playthrough and it worked fine for others?

Good karma+2 votes
gameragodzilla
gameragodzilla - - 70 comments @ CstDoom3-BFG

Wow, I didn't look at ModDB for this before. It's really impressive how you tried to make BFG Edition play more like vanilla.

Couple questions though:

1. Were you able to add the extra section they removed in RoE's Hell level? Specifically the part with the blue fog and lots of Hell Knights and Mancubi?

2. Would the spawns I used in my modfication to your vanilla CSTDoom3 mod be useable in this version? I prefer spawning the Double Barrel Shotgun in Administration rather than Mars City Underground, and some different areas in Hell and Delta 5.

EDIT: Oh, one more thing. With the environment suit changes, did you also make sure to restore the zombies dropping O2 tanks? That was commented out in the BFG Edition of the zombie files from what I recall.

Good karma+1 vote
gameragodzilla
gameragodzilla - - 70 comments @ Beta Restoration Project

CXBX for the original Xbox doesn't boot Far Cry Instincts.

Xenia for the Xbox 360 does actually boot Far Cry Instincts Predator into gameplay, but the graphics are glitchy and you can't load the next level.

So I've been waiting.

Good karma+2 votes
gameragodzilla
gameragodzilla - - 70 comments @ Beta Restoration Project

Oh I know Instincts was definitely a remake of the PC version. I was just wondering if the PC version was originally supposed to have Feral powers and they removed it to keep Jack a regular human.

I also can definitely see the influence Far Cry Instincts had on Crysis. Man, if only I could play Far Cry Instincts on PC.

Good karma+1 vote
gameragodzilla
gameragodzilla - - 70 comments @ Beta Restoration Project

Instincts was based on the original development for the PC version? Any traces of that still around? Were you supposed to get mutated at any point?

Good karma+1 vote
gameragodzilla
gameragodzilla - - 70 comments @ Beta Restoration Project

Huh, so there were aliens before in Far Cry 1? I can see where they got the idea for Crysis.

Shame there aren't any dinosaurs. The only dinosaurs in any of the Far Cry games has been that small dinosaur enemy in Far Cry Instincts, despite many people wanting a Jurassic Park-style Far Cry game.

Wonder if there's a way to mod Feral powers into the PC game. Or going further and remaking Far Cry Instincts entirely with better performance and AI on PC.

Good karma+2 votes
gameragodzilla
gameragodzilla - - 70 comments @ CstDoom3

I just finished a full playthrough with this mod combined with my new maps for DB Shotgun placement, Hi-Def mod, changed sound effects, and new particle effects. Even removing the .def and .script files from your mod to make it compatible with the particle effects mod seems to work perfectly fine. Awesome mod. Great work. The turret gun fix works flawlessly.

Good karma+1 vote
gameragodzilla
gameragodzilla - - 70 comments @ CstDoom3

I see. I removed those files and played up to Communications so far without issue.

I even tested shotgun spread and weapon smoke and they all still worked. Curious as to what the files do. If needed, I can always try to merge files rather than remove outright.

Good karma+1 vote
gameragodzilla
gameragodzilla - - 70 comments @ CstDoom3 v2.0 released

I merged bits and pieces of it. Mostly by deleting all the weapon .def and .script files from CSTDoom3 to not conflict with other files and just making sure the only changes in the other mods are based in .pk4 files and not gamex86.dll.

I don’t use Redux for everything but I do use the sound effects and it, alongside the Hi Def mod textures and models, as well as the Phrozo particle mod, all work well with CSTDoom3. Even the shotgun spread and removable smoke still work.

Good karma+2 votes
gameragodzilla
gameragodzilla - - 70 comments @ CstDoom3 v2.0 released

Making corpses stay requires you to go into the monster .def files to turn off gibs for zombie enemies and increase the burn time IIRC. Don’t remember the exact names but it’s something like that. Easily done yourself with a pk4viewer.

I personally don’t use it, though, mainly because the corpse can interfere with the gameplay. Sometimes corpses get stuck on doors or the trams, and the Cyberdemon boss fight is scripted to have demons respawn after they burn away to keep filling your Soul Cube. If the corpses stay, they never respawn and the Cyberdemon becomes invincible.

Good karma+1 vote
gameragodzilla
gameragodzilla - - 70 comments @ CstDoom3

I'm playing it right now with the files removed and they seem to work fine, so I think you'll be good. Played through the entire game with the prior CSTDoom3 version and that worked fine, too.

Good karma+1 vote
gameragodzilla
gameragodzilla - - 70 comments @ CstDoom3

No, I meant the .script and .def files from CSTDoom3. pak002.pk4, I believe.

Good karma+1 vote
gameragodzilla
gameragodzilla - - 70 comments @ CstDoom3

Maybe delete the .def and .script files pertaining to weapons in CSTDoom3? I did that because those files interfered with the Phrozo mod when I tested it, but it probably interferes with sound files too.

Good karma+1 vote