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I've lived a pretty weird life. I'm a magnet for the supernatural, most of the girls I've dated were aliens, I'm used by other people like Kenny from SOUTH PARK is, except my dignity is the victim & not myself, you get the idea.

Comment History  (0 - 30 of 153)
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Enriched

I see. But if the light map limit is ever raised, then you might?

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Enriched

With the 25th anniversary build being a requirement going forward, does that mean future updates will see merging of more BSPs? I was thinking the chapters that consist of a few relatively small, &/or largely indoor maps might be able to be merged into single continuous maps between chapter transitions. I think the pre-Cascade chapters (as an example) could easily be 1 BSP each with the 25th anniversary build's raised limits.

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ DOOM CE

Molecicco, I incorporated Dexiaz' PSX Doom Lost Levels music into the relevant maps. I was wondering if you’d like me to send you that modified version so you can add that change to a future update?

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ DOOM 64 CE 3.9.0 (Full Download)

Is a future update going to incorporate the Retribution QOL changes to these new conversions?

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Voxel Doom II with Parallax Textures v 2.4

How come the Parallax textures don’t work with the OpenGL ES renderer? Does that not have parallax compatibility, or do you need to set up the definitions to work with it?

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Agony Elemental (BD64 Pain Elemental) For Brutal Doom V21

Is the agony elemental based on the Doom Roguelike monster of the same name?

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Maps of Chaos: The Full Package (1.28a)

Are you ever going to give this treatment to the Thy Flesh Consumed maps, No Rest for the Living, or the Master Levels? I know you said you aren't touching Final Doom, I'm just wondering about any of the other Id-published stuff.

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ DOOM+ V1.3.1

Is there a chance you’ll give any fan-made Doom 1 WADS this treatment? In particular, I’m curious how you’d redo "Ultimate Doom the Way Id Did" for Doom 2

Good karma+4 votes
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life Alpha in GOLDSrc

Obviously he’d have to finish them, but at least he’s not making maps from scratch

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Alpha in Doom Engine

Eh, I’m sure somebody’ll mod that in anyway. What would you think of somebody porting this back to GoldSrc?

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Alpha in Doom Engine

This means we won’t have the little side area with the second flooded hall, then?

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Alpha in Doom Engine

Actually, are all the redundant teleports because of room-over-room limits?

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Alpha in Doom Engine

I thought you were just trying to recreate the 0.61/Absolute Zero version of that area, but with the stuff original to the Alpha In GoldSrc adapted into the flow. So the Bullsquid bridge was moved to where the elevator is, you said? By the room with Marines, I meant where you first get the RPG in the GoldSrc mod.

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Alpha in Doom Engine

Alright. I saw you made the last area of the Portal Device chapter more like it was in 0.61. Are you going to restore the elements from the alpha in GoldSrc alpha_c1a2 (or whatever the last map of The Portal Device was) between leaving the entry elevator & the last area, like the storage room with marines & the busted canal bridge with the bullsquid?

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Alpha in Doom Engine

So… this is the replacement for that Alpha in GoldSrc Mod? Out of curiosity, if you have the mapping skills to do so, are the doors going to be remade with poly objects so they can move horizontally & rotate?

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Something is happening...

Are there also plans to update the main GoldSrc Mod with the fixed original maps?

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Absolute Zero

Wait, it realy is? It's not a typo on the page?

Good karma+2 votes
LyokoDesura
LyokoDesura - - 153 comments @ Endgame restored good ending sequence

So sorry about this. I'd recommend looking to see if you have any conflicts.

Good karma+2 votes
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Enriched

If anything, it seems most of the remaining singleplayer enrichment is fixing bugs in scripted sequences, but that shouldn't be too hard.

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Enriched

So, I have a bug with Inbound where the tram is stuck. The music & credits will play, but the tram won't go & my player entity is stuck in the floor

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Enriched - Alpha version 0.85

In version 0.84, I was having a bug in Inbound where the tram doesn’t move & the player is stuck at the beginning of the map. Assuming it’s not just a case of leftover maps from previous versions (with the maps being shuffled & chapter transitions being moved) causing graph issues, what was causing this & was it fixed?

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Enriched

TBF, Uplink did that in its standalone release. Even if you can’t, maybe adding it to the chapter selection menu could work

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Enriched

I mean the main menu itself, not the difficulty selection menu.

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Enriched

Are you going to make the Hazard Course accessible from the home menu instead of the new game menu like in the original WON version in a future update?

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Enriched

What about the other things I mentioned?

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Enriched

So, as far as future updates, here’s some things I can think of:
-fix the missing music trigger in the beginning of Apprehension so "Nuclear Mission Jam" plays there like it should. Yes, it was supposed to do this. HL: Source (ironically) fixed this particular bug.
-fix the shotgun, the MP5, & the Crossbow not taking the chambered round into account when reloading
-fix the shotgun audio being out of sync when firing & reloading.
-Are there any plans to restore cut prerelease elements into the levels?

Good karma+2 votes
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Enriched

I like what you did with the first map of Interloper, but wouldn’t it have made more sense to make it more obvious you CAN go that way instead of making the underground part mandatory?

Good karma+2 votes
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Source Fixed

A lot of it is source jank stuff that the developers never got around to fixing.

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Enriched - Alpha version 0.81

That works. Hopefully at some point we can see an HLE-compatible version of the HD models

Good karma+1 vote
LyokoDesura
LyokoDesura - - 153 comments @ Half-Life: Enriched - Alpha version 0.81

I see. Out of curiosity, what made you decide to move it?

Good karma+1 vote