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Mikeaol21
Mikeaol21 - - 12 comments @ Perfected Doom 3

Where can I find where certain entities are? I am trying to set gibs to preburn and burn as well as trigger gib once a zombie dies instead of requiring a projectile.

Good karma+1 vote
Mikeaol21
Mikeaol21 - - 12 comments @ Perfected Doom 3

For anyone still interested in this mod, I am making an add-on that adds back body burning, gibbing, and a few graphics tweaks to make this mod run better on toasters. I think I'll just call it TOASTERPACK or something, but it needs more testing.

Good karma+1 vote
Mikeaol21
Mikeaol21 - - 12 comments @ Perfected Doom 3

Not a single add-on.

Good karma+1 vote
Mikeaol21
Mikeaol21 - - 12 comments @ Perfected Doom 3

Try turning your resolution to 800x600, disabling all newgen features, and turning graphic settings to Ultra. It shouldn't make sense, but it fixes a lot of issues like Marines being shaded but only on half of their body.

[ONLY APPLIES TO ONBOARD CARDS, RESULTS MAY VARY]

Good karma+3 votes
Mikeaol21
Mikeaol21 - - 12 comments @ Perfected Doom 3

No, fresh install. PC Specs:
Inspiron 5558
Windows 7 Ultimate (64-bit OS)
Intel Core i7-5500U CPU - 2.40GHZ
6.00 GB Ram
Intel HR Graphics 5500 (onboard video card)

Also it is a memalloc crash, happening randomly upon enemy spawn (no specific locations), screen/door interactions (ditto), and item pickup. Very common with Plasma Gun flame-throwing with a higher chance of happening if I play the game for more than 1 hour in a sitting (with level loads, naturally). People on 8chan's /v/ board report this as well. Is this an engine thing? I've also had a crash at higher resolutions than 800x600, 4:3 that crashes the game to desktop and jacks my gamma way up.

That being said, I was able to complete a full campaign. I love the enemy placements, plenty of ammo for me. Insta kill trash is gone and almost made me cry in joy. Every change you made to the shotgun gets $1000 dollars of praise from me, minus the new cocking sound which I got rid of. I was really hoping the final boss fight got a touch up similar to what the guy that did Increased Monster Count had done but I'll take a boss reskin and damage change too. I can no longer jump into instakill death pits and live, so that's good. The jump height change is weird, and the fact I can fall five feet and take damage ****** me off a lot in certain areas (doing the platforming challenge that leads to the bottom area for the door key in the caverns would leave a player with sub 50 health with a snowball's chance in hell). I'm surprised the height for fall damage wasn't increased (fall 6 feet, nothing. 12 feet, small amount of damage, every additional foot 15 damage or something). I'd imagine this game has damage/death triggers, so don't worry about whether or not physics should be the way a pit kills a player, just look at Hell 1.

The new levels are interesting, whoever made those maps needs to learn to check their work more than 10 times, some of those meshes are absolutely terrible in how they look or are placed (tower of babel has at least 10 or so that aren't attached properly to other meshes). Also if I am told how, I'll make an add on that changes the text in the small prompts that appear on screen. Broken English in all which directions.

Also whoever disabled Guest comments should crawl in a hell hole, I had to retype this because they were disabled. x.x

Good karma+2 votes
Mikeaol21
Mikeaol21 - - 12 comments @ Perfected Doom 3

I haven't seen any mention of this yet in the update posts, but please fix the invisible walls that are in the Hell boss fight. For some reason there are three different areas on the platform the player does the Cyberdemon boss fight that have invisible walls that the player can run into, which can be shot (which can result in boss rocket splash damage on invisible walls that kill the player). I no longer have a computer I can play the mod on otherwise I'd give you a video of these areas, but they completely killed the boss fight for me.

Also I think I've made the comment before on this but there are areas in game that are supposed to have instant death pits, but when the player jumps into the death pit the player doesn't die. The best examples of these would be somewhere in the Delta labs, there is an empty elevator shaft the player would normally jump down into and a Betruger laugh sfx would fire off, then the player would hit a kill barrier and die. Instead the player reaches the bottom of the shaft and lives. The second example would be the floating platform the player is teleported to after they arrive in the first Hell stage. There are sections below the platform that do kill the player, but there are entire areas the player can jump into that will allow the player to walk around unharmed. These can be seen throughout the entire mod and specifically the mod, not the vanilla game. I'm not sure why this is, but could you take a look into this before you release version 7?

Also spell checking on some of the notices that appear in the new levels. Some of them have the original grammar and spelling issues left in from the original map developers, if those could be looked at as well it would be appreciated.

Good karma+1 vote
Mikeaol21
Mikeaol21 - - 12 comments @ Increased Monster count + some extras

Also I'm sorry, but some of the enemy placements are just bad in this mod. The vanilla placements are fine, but some enemy placements are way too unpredictable. By this I mean the player couldn't possibly know where an enemy is going to spawn or what kind, almost always resulting in death for the player. To add to my previous post, would it be possible for me to just edit all enemy positions for this addon for myself, showing them in my play-through? The amount of enemies is fine, but many placements need to be adjusted.

Good karma+2 votes
Mikeaol21
Mikeaol21 - - 12 comments @ Increased Monster count + some extras

Would you mind explaining how I would go about doing this? I'm the guy that was asking this, I just didn't have an account yet. x.x

Good karma+1 vote
Mikeaol21
Mikeaol21 - - 12 comments @ Version 7 Features

This. Also, please buff the fists to either attack faster or do a bit more damage (or both). Fists are entirely useless and may as well just be cut altogether at this point.

Good karma+1 vote
Mikeaol21
Mikeaol21 - - 12 comments @ Version 7 Features

Revenant missiles kill me dead every single time. It doesn't help that armor is basically useless.

Good karma+1 vote
Mikeaol21
Mikeaol21 - - 12 comments @ Increased Monster count + some extras

I tried editing my comment to sound like less of a jerk, but I tried to edit it too late.

EDIT:
How does the Cyberdemon boss fight work? I have tried using the Soul Cube on it every 5 kills, even going so far as to throw most of my ammo away trying to cause some damage, but all that happens is it teleports away (with no lightning effect. . . thing?) and more enemies spawn. If I kill more things, it spawns back but with no warning. I have fought him until the music timed out (with God mode enabled) but I can't find out what to do. The whole fight is nearly impossible on Veteran and Nightmare, not sure about the other two difficulties. There are also a few other issues in the boss fight, with some enemy placements just being way too unpredictable and resulting in instant death far too often, along with geometry issues (INVISIBLE WALLS). It seems like the boss fight is broken unless you activate god mode, constantly give yourself weapons/ammo, and shoot with everything until the Cyberdemon boss dies. If you kill it before the music ends, the music just plays through the ending cinematic.

tl;dr Is it possible for me to edit the end boss fight, specifically with enemy placements and geometry?

P.s. I am the guy who was asking if I could do a play-through of your mod. I was curious how you wanted me to do the play-through: do you want commentary (non-spastic, guaranteed) throughout the entire play through, or do you want me to shut up and play the game audio only unless I have to comment on issues such as AI, models, scripted events, and certain kill barriers? The play-through will be on Nightmare with a Playstation 4 controller, only the perfect runs being shown but all deaths being included at the end of each video. The title screen will have it's own video, with me talking about how the run will be played and having annotations linking directly to issues found within my play-through.

Good karma+1 vote
Mikeaol21
Mikeaol21 - - 12 comments @ Increased Monster count + some extras

How the hell are we supposed to beat the boss? I keep throwing the soul cube at him, have tried damaging him with every weapon even, and I get nothing. I have fought him until the music has timed out (with Godmode) and nothing. The whole fight is just balls hard now. Wat do?

Good karma+1 vote