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Comment History  (0 - 30 of 43)
Droscoe
Droscoe - - 43 comments @ Sins of New Eden: Rebirth

Love the appearance and sound of the mod at very beginning steps, but opening research tree crashes game every time. Have to ctl-alt-del to get out.

edit - reinstalling, perhaps user error (usually is).

edit 2 - yep. user error. Now getting on Discord because I don't even know how to do the basics in this mod. Looks amazing! Wonderful job by you guys.

Good karma+3 votes
Droscoe
Droscoe - - 43 comments @ DOOM BFA Edition

I'm having an issue that I discovered from ANOTHER mod.

I've downloaded HiDEF mod, and with it comes 3 versions.
RBhidef (doesn't use your mod)
BFA_hidef (uses your mod combined with HiDef mod)
Doom3_BFA (only uses your mod)

Whenever I use either version that uses your mod, I get very noticeable flickering of lighting. It's hard on the eyes to play.

I was curious if you had any reports of this before? As it stands now, its so hard on the eyes that I really can't play it, and I've narrowed it down to only the BFA version.

Good karma+1 vote
Droscoe
Droscoe - - 43 comments @ Doom 3 BFG Hi Def

So I've narrowed it down to the BFA engine I believe. Whenever I launch that, i have flickering lighting in the game. But whenever I play RBhidef, it's just fine.

Question - how would I play UltimateHD mod with RBhidef?

Good karma+1 vote
Droscoe
Droscoe - - 43 comments @ RBDOOM-3-BFG

Very cool, but...

Not sure if it's your mod or HiDEF mod, but when I walk around the lighting flickers.

SSAO produces horrible lines on walls, so I disable no big deal.

But whenever I move, the lighting flickers, its hard on the eyes.

Good karma+1 vote
Droscoe
Droscoe - - 43 comments @ Doom 3 BFG Hi Def

Very cool, but...

Not sure if it's your mod or RBDoom mod, but when I walk around the lighting flickers.

SSAO produces horrible lines on walls, so I disable no big deal.

But whenever I move, the lighting flickers, its hard on the eyes.

Good karma+1 vote
Droscoe
Droscoe - - 43 comments @ Brutal Doom LedgeGrab

Great mod. Thanks for creating this.

I won't be using it however. I've decided to play with the most "up to date" version of BrutalDoom, which is technically BDExpansion (v21.11.1)

I'd say it would be great if this were compatible with it, but regardless...obviously the "mainstream" Brutal Doom is, and has been for a long time now, v20.

And it works like a charm for v20 BrutalDoom.

Although I will be playing with v21.11.1, I still wanted to drop in and say I really liked this mod and thank you for making it for v20!

Good karma+3 votes
Droscoe
Droscoe - - 43 comments @ Platinum Shotgun Redone 2.0

Dragon's Breathe doesn't work for me.

LOAD ORDER -
Brutal Doomv21.11.1 (expansion)
Brutal Doom HD Sprites
Synthetic+Red Sights
SSG Redone (dox)
ASG Redone (dox)
Tarkov Pack - Dragon's Breath

Good karma+2 votes
Droscoe
Droscoe - - 43 comments @ Brutal Doom Platinum

I second this. A "tactical" version of any game of this nature, (arcade-FPS) should ideally be optional. Welcome and awesome, but optional.

Good karma+3 votes
Droscoe
Droscoe - - 43 comments @ LS Build V0.5

I'd suggest including a description of what "your build" is. What's in it? What changes does it make? What makes your build unique?

I think people will gravitate towards your mod more if there was some information about it. Generally, people don't d/l mods blindly.

Good karma+1 vote
Droscoe
Droscoe - - 43 comments @ Revision of Icons 1.5.1

I'd suggest looking into modifying the config files so that these icons don't stretch on screen. It'd preserve your good work.

I'm doing it with HUD icons right now for a future addon.

Moddb.com

Good karma+3 votes
Droscoe
Droscoe - - 43 comments @ The Journey

"The Elk is the new animal added to The Journey mod.
It will come in three variations, male, female and small female."

Swear to god, Oko is everywhere.

Good karma+2 votes
Droscoe
Droscoe - - 43 comments @ EFT B.E.A.R soundpack for brutal doom

There are two kinds of mod consumers.
1. Those who download mods based on text description alone.
2. Those who expect audio or graphical mods to showcase an example.

I'd suggest posting some clips of your mod in action in order to capture as many downloads from each camp. While group 1 makes fun of group 2 for being grouchy sometimes, I can't say I blame them. It's just good practice for Modders to showcase there work on their page so people know what they're downloading (and if it's any good or not).

Good karma+5 votes
Droscoe
Droscoe - - 43 comments @ ZoneExpanded - Road To The North

This is a FANTASTIC mod for Stalker. I've played Dead Air (it was great) and Anomaly (it was great), but there were things that I wished they had that this mod does have. I hope you keep working on it, I look forward to updates! Great work!

I'm working on some minor tweaks of my own to possibly add as an addon one day. Once I play your mod a bit more, I'll offer some more feedback!

Good karma+1 vote
Droscoe
Droscoe - - 43 comments @ Remake

Is Atmosfear/AbsoluteNature a part of this? You really should tell us more of what you've done. Is gameplay different, or is it simply graphical? Is there a way to edit anything?

Good karma+1 vote
Droscoe
Droscoe - - 43 comments @ Dead Air

Does anyone know how to change the brightness of nights?

I've gone into atmosfear options with Notepad++ and changed opt_night_brightness from Slight to Medium. It did nothing at all. 

Am I changing the wrong thing?

Good karma+1 vote
Droscoe
Droscoe - - 43 comments @ fox_box_fox

Just my luck. I spent an hour trying to figure it out, and only after I reach out to you do I eventually discover how to solve my issue.

Sorry to bother you! Take care

Good karma+2 votes
Droscoe
Droscoe - - 43 comments @ fox_box_fox

Hey! I love your DHud mod! I wanted to ask you a specific question regarding working with XML files if you don't mind?

The "ui_actor_hint_wnd" has many icons/images all grouped into a single image file. Obviously, you edited some of these and they look great! I'm trying to edit the Primary, Secondary, and Secret task icons. (the yellow, white, and green)

------------------------------------------
After extracting Dead Air db files, I found within map_spots_16.xml references to these icons (Line 918, 925, 939, 946). When I increase the height and width of the texture, it appears that the texture is 'anchored' on its top-left corner, and it simply increases in size outward away from the top-left corner. Ultimately, the center point of the texture shifts away from the actual exact location.

Is there a way of scaling the texture, or increasing size, without it shifting away? If not, then is there anyway to offset this?
------------------------------------------
I'd like to make them bigger in size, and I thought I'd reach out to see if you had any ideas!

I don't mean to bug you! Thanks for your time! I'm working on my own icon mod and just wanted to learn something new!

Thanks, take care.
Dustin

Good karma+1 vote
Droscoe
Droscoe - - 43 comments @ Dead Air

Oh, it was design decision? Well I'm ok with that. Every modder has their own vision! Thanks for the info.

Good karma+2 votes
Droscoe
Droscoe - - 43 comments @ Dead Air

I'm considering uploading this as an addon, since this will get buried, but I've reconfigured the Stamina system within the actor.ltx config file to be more like Skyrim, for example.
----------------------------------------------------------------------------
stand_power = -0.025
walk_power = -0.003
walk_weight_power = 0.0003
overweight_walk_k = 1.10
accel_k = 5
sprint_k = -7.0

limping_health_begin = 0.08
limping_health_end = 0.12
limping_power_begin = 0.0001
limping_power_end = 0.0002
use_limping_state = on

cant_walk_power_begin = 0.0001
cant_walk_power_end = 0.0002

cant_sprint_power_begin = 0.001
cant_sprint_power_end = 0.3
----------------------------------------------------------------------------
Standing Still - You gain Stamina quickly
Running - You gain Stamina slowly
Sprinting - You lose Stamina very quickly
Moving While Aiming Down Sights - You gain Stamina very, very slowly

When you lose all Stamina, you cannot sprint again until you gain a moderate amount back.

Play with the values and change to your liking. It felt very similar to running and sprinting in Skyrim. I literally never actually walk in Stalker, I'm only running, just like in Skyrim, so I took that into consideration. If you change the values, keep in mind 2 things:

(1) Seriously, make a backup copy of your original actor.ltx. Not only is it just a smart idea, but if you play with these values long enough, you'll forget what the original values were. I used the 'db extractor' for Dead Air to extract the necessary files. You can find it here in the addon section I believe.
(2) Keep in mind that some of these values are being multiplied, which is important when you consider that you're dealing with positive and negative numbers. In order to make the player gain or lose stamina, you'll have to change the signs appropriately. I believe the original code actually had text comments that explain how it works. I removed it for the purpose of this post's cleanliness.

I'm strongly considering uploading this and other things I've done as addons for Dead Air, one being a map icon revamp. We'll see what happens.

Good karma+1 vote
Droscoe
Droscoe - - 43 comments @ Dead Air: Easier Tweaks (0.98b)

EDIT : Anyone who is having trouble with Fast Travel and carry weight, check page 3 of this comment section for the Google drive file the author has shared to fix it. I didn't notice it until after writing this. Sorry! Great mod!

Hello! I'm enjoying your tweaks, but I do have a question.

I have copied over the Fast Travel file into the correct location, but when I right-click to fast travel, then exit my PDA, it says that I'm carrying too much to fast-travel.

I WELL under max carrying weight and can move/sprint. Is there something I can do, or a file I can edit to fix this problem?

Thanks! Great job on the tweaks!

Good karma+1 vote
Droscoe
Droscoe - - 43 comments @ Dead Air

I'd like to make 3 respectful suggestions: Add in the alarm sound during blowouts, add some various light sources in camps, roads, whatever, and consider adding some UI notifications for effects? (explained below)

I haven't played Stalker that much, and blowouts still induce fear and panic in me during my play. Having that siren go off in the background adds so much to the blowout event.

Also, blowouts seem to be a little..washed out...in color, almost bleached, very bright and washed out color.

Once night came, I realized Rookie Village had literally no lamps, torches, or any lighting of any kind. Don't get me wrong, I LOVE dark atmospheres. I guess it simply seemed odd to me that these people wouldn't have SOME kind of lighting around. Even the camp fire doesn't shine very bright. Not nitpicking though! Is every camp or location like that?

One interesting thing about Anomaly is how certain indicators would appear on the HUD depending on the player's status, or effects. If you are receiving radiation, there'd be a radiation symbol that blinked, and would turn yellow/orange/red depending on the amount...as well as overweight/stamina symbols. Have you considered anything like that? Or would that break your sense of immersion?

Love the mod so far, I'm not very far in. I wish you the best! I look forward to updates!

Good karma+1 vote
Droscoe
Droscoe - - 43 comments @ S.T.A.L.K.E.R. Anomaly

I noticed the grass settings in particular had a significant impant on my performance. I've only got a gtx970 and I'm running it usually always over 60fps with everything maxed except for grass. Anything other than that, someone else might have to chime in.

Good karma+1 vote
Droscoe
Droscoe - - 43 comments @ S.T.A.L.K.E.R. Anomaly

Yea its unfortunate. There are texture files of various UI elements that I don't/never see, especially minimap-related images. They look really cool.

The mod that restores the minimap crashed my game immediately, so that will have to wait.

Good karma+1 vote
Droscoe
Droscoe - - 43 comments @ S.T.A.L.K.E.R. Anomaly

I have one question:

I wanted to change how quickly time passed in the game, so I edited the "alife" config file with Notepad++ and changed time_factor to 60, and also changed start_time to 12:00.

When I start a new game it starts at 12:00, but the rate of time hasn't changed. Is there a reason why editing time_factor doesn't change anything in game? The other changes are clearly working.

I love experiencing all the different weathers and skies, which is mainly why I wanted to increase the rate of time to have a more dynamic environment.

Great mod! Loving it so far. Great work so far!
_________________________
time_factor = 60;
normal_time_factor = 10;
switch_distance = 750;
switch_factor = 0.1;
start_time = 12:00:00
start_date = 25.10.2018

Good karma+3 votes
Droscoe
Droscoe - - 43 comments @ Crazy

When this mod is enabled, I cannot select groups of units.

As in, if I assign several ships to group 1, I cannot select them by pressing 1, which is obviously how it should be.

Bug?

Good karma+1 vote
Droscoe
Droscoe - - 43 comments @ Stars

I'm enjoying everything about this mod, except one aspect of it. For some reason, all the enemies guarding the planets somehow have starbases and titans immediately.

I literally can't even colonize a planet sometimes. I moved from home planet, to the next planet to colonize my first one, and there was a TITAN there. Why is there a titan already there? It's literally 2 minutes into the game and the first planet I go to colonize has a freakin Titan there?

I love every aspect of this mod except for that. I have to disable it for now. If I knew how to mod planets and the enemies guarding them, I would. But for now, it's impossible to get anywhere because they have starbases and titans immediately.

Good karma+1 vote
Droscoe
Droscoe - - 43 comments @ Doom 3 BFG: UltimateHD

So far, so good. I like the mod!

Random, and a shot in the dark. I've been going through the Script files (edited recoil for shotgun to my personal taste) and Def files, I want to change the shotgun reload amounts.

You can only reload one at a time, I'd like to change that back to vanilla where when you reload, it reloads until you're full again. Anyone know where I should be looking? Script, Anim, Def files?

Good karma+2 votes
Droscoe
Droscoe - - 43 comments @ Doom 3 BFG Hi Def version 2.8 Released

I've downloaded your mod twice. Tried to install it twice.

Both times, I get :
"An Unexpected error occurred while unpacking files. Error code:
-2147024784"

Can't get past it.

Windows 7. Your mod version 2.8. Installing it to my Steam Doom BFG folder

EDIT: Third time is a charm I guess. Installed just fine.

Good karma+1 vote
Droscoe
Droscoe - - 43 comments @ Zombie Apocalypse mod 1.1 for Doom 3 BFG Hi Def

Im sorry, I feel a little dumb. Is this literally never ending zombies? You say "a few here and there"...so its not literally never ending respawning zombies is it? Is it just more?

Good karma+1 vote
Droscoe
Droscoe - - 43 comments @ Aliens: Colonial Marines TC 2014

I'm very impressed by the map design and architecture. Out of curiosity, just how many tag 160 3D floors did you use for this? Looks like a ton!

Your lighting and structural design are top notch. I don't know if you're still updating this these days, but I just wanted to comment.

Did you plan this out on paper? Or use movie photos for inspiration? Again, the design is top notch.

Good karma+2 votes