Oh yeah I totally forgot that Sectored Lighting won't work with Vanilla Doom Source Ports. I was play Doom on my OGXBox with a CRT via Odamex. That's why I asked. Seems like it won't be possible anyhow.
Oh yeah I totally forgot that Sectored Lighting won't work with Vanilla Doom Source Ports. I was play Doom on my OGXBox with a CRT via Odamex. That's why I asked. Seems like it won't be possible anyhow.
Would it be possible for you do a version along side this that does not have the PC geometry/things/objects removed? I really wanted to play one with sectored lighting and PSX essence mod. Please consider doing that.
Edit: Also would this be vanilla doom compatible? Or atleast Limit Removing source ports compatible? (DSDA/Chocolate/Crispy/Retro Doom)
Why does a weapon reposition mod require a Car mod?
Is there no way to make this compatible with Vanilla source ports like DSDA Doom or Odamex? I really wanted to play this on my OG Xbox with a CRT.
Tf is that? Post a link to it here.
Where are the sprites form?
Brootal Poom! On Steam?!? Real!??!
This I believe is a older version of MoreLights mod/addon. Or that mod unintentionally recreated this. Since both looks to achieve the same result. If anyone's still looking for this. ~PRinceBhai
If it doesn't changes anything, then how is it imrpoved?
Can you please elaborate on the "dynamically" part. How does it work that it turns dynamic?
Some basic description of the mod would've been nice in the description.
Man I really wish it was possible to get this to work with prBoom+ or DSDADoom.
Man, I've been looking for something like this for a year, thank you so much for making this. Just wish it was compatible with vanilla source ports like prBoom+ or Crispy Doom.
Nice, post some more skin collection like that.
I never played PB, can you explain how does this work?
Where is the artwork from?
The only other (permanent) way to make those cvars stick is by modifying the client source code of the desired game and making the engine only read those cvars once in an instance or flag them immune to change after you're in-game.
For skill.cfg to take effect you'll need to modify the one that's mounted first by gameinfo.txt.
So for that you'll need to modify the one in HL2MMod_Update/cfg
If it's not there then copy the one from hl2_update.
This is an example of how the load order works in Orange box source engine games and their mods (most of the time) :
In case of HL2MMod_Update:
HL2Mmod_Update/custom
HL2Mmod_Update/*
HL2Mmod/vpk/*
HL2Mmod/*
Hl2_Update/*
The first ones to load take affect in game. So skill.cfg is either in HL2MMod_Update or HL2Mmod.
I'm on mobile plus I haven't fiddled with Source in almost an year so I might have some bugs here and there in this comment.
I know this isn't the place to ask but wasn't a successor/revamp to LA was in the works by dez0wave? What happened to that?
Many cvars are reset when ever you reload a map.
Try this :
Bind W "+forward; your_cvars_here"
Add your cvars to the above bind make sure you separate them with an ;
So whenever you press w in the game to walk forward these commands will be auto executed. Or you can bind them to another key or put them in a separate cfg. Eg. Bind CAPSLOCK "exec custom.cfg" where custom.cdg has your custom cvars.
Also if you reset the button via the keyboard and mouse binding options in the options menu then you'll need to execute the bind command again in the console.
There really is no other way unfortunately.
It is possible, you just need to make a duplicate copy of the class of this enemy rename it to like sergeant2 and have him spawn randomly with a spawner.
Use 7zip ZSTD, and you can just load a zip as a pk3 no need to drag and drop files into a mod to "patch" it, just load it after the mod.
Lol you're right, they just go Thu-pun-unk
Finally. Thank you for this.
Quite possibly the dumbest weapon concept in Brutal Doom, but hey each to their own I guess.
Great work!
I thought mods like Brutal Doom already utilized them?
4 MB of RAM.
Thanks for the poast mod :]
Should be as that mod only reanimates the viewmodels.
You'll need to extract files from the .vpk of this mod into a folder then throw that folder into Custom. Then delete v_pistol.mdl/.vvd/.vtex files from the models folder. Then you can use one from MMod but know that the hands(sleeves) will not be the Alyx ones as they're rigged inside the models themselves.
PRinceBhai
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Learning Reverse Engineering.