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"A real man... oughta be a little stupid." - Ryuji Goda.

Comment History  (0 - 30 of 102)
SellFace
SellFace - - 102 comments @ Lost and Damned

Hello. Sorry for late reply, I was just told the fix from someone else who had it.
You need to change player costume(hopefully you have it unlocked, or just try reapplying default one), then load the bugged savefile and it should be fixed.

Good karma+1 vote
SellFace
SellFace - - 102 comments @ Lost and Damned

Never used Steam Deck, but I saw someone managing to launch LaD on it.
I'm not sure about the controls though. The janky movement in Lost and Damned works only by WASD and it doesn't really work with joysticks, unless you find a way to map keyboard keys to a steam deck stick.

Good karma+1 vote
SellFace
SellFace - - 102 comments @ TimeWarp - Progress Update August 2023

The artstyle is very lovely! I hope you'll go far with this, just don't give up on it.

Good karma+2 votes
SellFace
SellFace - - 102 comments @ Build2001 - Brush Model Assets

These look very cool! Thanks Mr. K

Good karma+2 votes
SellFace
SellFace - - 102 comments @ Lost and Damned has released an update! Achievements, Costumes, extra maps and more!

I admire your willingness to keep stuff at maximum quality, but personally I guess making the goofy dialogues be voiced was a mistake at my end, some old habit originating from my past work.
Unfortunately I don’t feel like involving myself with this project again, although you’re free to do any changes yourself and submit them here as an addon.

Good karma+2 votes
SellFace
SellFace - - 102 comments @ Lost and Damned - Updated version

Shijou_maki, hello again! Thanks for your patience. The patch is out, almost all texts are translatable now. Everything you need will be located in resources/lost_and_damned_english.txt.
If you need any further help, feel free to hit me up anytime.

Good karma+1 vote
SellFace
SellFace - - 102 comments @ Lost and Damned - Updated version

The whole text is sadly written in the mapfile itself.
So for localisation you’ll have to get a decompiled version of the map, find all texts and replace them with custom #localisation-like entries.(basically doing the whole localisation support).
I thought of adding such support in the update which unexpectedly got majorly delayed, to put it roughly.
But since you’re willing to do the patch, I’ll try to resume the work on next update soon.
So once it comes out, you’ll be able to easily edit texts

Good karma+2 votes
SellFace
SellFace - - 102 comments @ Modding thoughts. Procedural Map Generation. My new limit-circumventing journey in Sourcemodding.

Update on the dynamic light issue!
I spend whole day today implementing doorways between rooms and made a system which turns off all dynamic lights in a room when player is out of its perimeter and none of the TraceLines fired from room entrance points hit the player. So light is on only when player sees entrance to the room. This works almost seamlessly and I'm satisfied.
I also tested some layouts on 40 rooms. They took around 1300 edicts out of 2048.
If implement some entcount optimization, I can lower that amount greatly and free lots of space for room detalization and gameplay elements.
The slightly low fps on big layouts can also get fixed by disabling drawing of far tiles.

( you might even take a peek into actual dev footage if you dare: Cdn.discordapp.com )

Good karma+1 vote
SellFace
SellFace - - 102 comments @ Modding thoughts. Procedural Map Generation. My new limit-circumventing journey in Sourcemodding.

Unfortunately I can't see how static lights would work along with random generation. They can't be spawned on the fly or change settings. Plus, I still use prop_dynamics for geometry, which can't cast any shadows except for cases when env_projected texture is used.
I have thoughts regarding the light bleeding through walls issue that I might just do a system with multiple raycast checks from inside of the lit room to player's camera and if player sees atleast one of them, then turn on the lights, or else turn them off.
In video showcase there are completely no doorways between rooms, but I actually plan making almost each entrance to one room or another become either a doorway, vent or just some arc-shaped structure, thus making the (can the player see the light inside the room so we can turn it on seamlessly) detection easier.

Good karma+1 vote
SellFace
SellFace - - 102 comments @ So i released my cool thingy, real cool, yo!

That's really cool, although there's a small problem with contacting you in the steam group, or the steam itself, since I have a limited account which doesn't have community features(can't leave comments or send friend requests on my own, etc etc).

I am, indeed, interested in chatting a bit. For a reliable way to contact me you can do so by adding me on discord:SellFace#1089 or adding me on Steam: Steamcommunity.com

Good karma+1 vote
SellFace
SellFace - - 102 comments @ Lost and Damned

Nope, just take a look at new screenshots from there. I wonder whether creator's account was hacked, or it's something else I'm unaware of.

Good karma+1 vote
SellFace
SellFace - - 102 comments @ Lost and Damned

i wonder what happened to the addon creator before the addon's workshop page got screwed.

Good karma+1 vote
SellFace
SellFace - - 102 comments @ Lost and Damned

For whoever decides to make their own addons for this, I think I enabled the 'addons' feature so now it should be possible for anyone to upload their stuff in 'files' tab.

Good karma+1 vote
SellFace
SellFace - - 102 comments @ Lost and Damned - Updated version

Ok but memes aside, fine, I'm still gonna add difficulty selection and other changes in the upcoming update. Certainly, tank controls and combat take time to get used to.

Good karma+1 vote
SellFace
SellFace - - 102 comments @ Lost and Damned

Atomixe Bendy_Gaming
Hi, I managed to sorta get some config here: Drive.google.com
Just put it into cfg folder in mod's root folder. Ingame you need to open console(google it if dont know how) and type 'exec config_gamepad', which will supposedly bind all controls to gamepad buttons. Might need some corrections, so if needed, do them yourself in the settings.
Alternatively you may just rename the config file into 'game.cfg' so it'll be executed automatically after you load game.

Good karma+2 votes
SellFace
SellFace - - 102 comments @ Lost and Damned

Yes, took me a little while to remember that. In any case, once I get the config for controller, I'll link it in this comment just in case, of course you wont be able to move/aim smoothly by using analog sticks(I'll try to implement that in next update), but it will be better than nothing, I guess. As for blood pool, honestly no idea, I still blame it on something outside of the mod, since its second time I see that issue. ¯\_(ツ)_/¯

Good karma+2 votes
SellFace
SellFace - - 102 comments @ Lost and Damned

By the way, unless you really want controller sticks to be usable for aiming or moving(unlike in classic REs, because PS1 ones literally had no sticks, lol). If you'd like, I can make and give you a config with controller keybinds.

Good karma+2 votes
SellFace
SellFace - - 102 comments @ Lost and Damned

Oh man, i bet the missing texture is related to specular maps or reflections(like floors having it). (Maybe you have something Mapbase-related installed and LaD incorrectly mounts it, causing buggy reflections).
But my solution for you at this moment is to open console and type "mat_specular 0" to disable reflections, should negate all missing textures issue.
As for controller support, I'll consider your suggestion, but can't guarantee much, since I heard sourcemods have troubles with supporting it(and i literally dont have any controllers myself), but I'll check what can be done about it. Stay tuned for the upcoming update.

Good karma+2 votes
SellFace
SellFace - - 102 comments @ Lost and Damned

Aight, im gonna work on some goofy ahh update for this. Planning to fix some stuff and add new features like achievements.

Good karma+1 vote
SellFace
SellFace - - 102 comments @ Lost and Damned

Thanks for a pretty detailed review! Although it's first time someone points out the checkpoints idea, I have reasons to believe that savepoint system, as it is, is pretty fine(not sure if you noticed that it's possible to skip gameover cutscenes by manual loading), considering there's no need for ink ribbons and player can run to nearest savepoint at any time(this applies to the maze section aswell).
But I have to admit that maze monster is surely slightly overpowered, I should've lowered its FOV, made it react to being burned or something like that.
I'm already pretty happy that game came out somewhat pretty balanced for a normal difficulty(some people still find it hard, but there are others who finish it quickly or even use that unintended instakill strat at last bossfight) and most importantly, playable till the end.

Good karma+1 vote
SellFace
SellFace - - 102 comments @ Lost and Damned

Time will show how things will turn out. ¯\_(ツ)_/¯

Good karma+2 votes
SellFace
SellFace - - 102 comments @ Lost and Damned - Updated version

Unfortunately not possible for many reasons, one of them being the price for doing so, then there's a lot of unofficial music used in the mod that is owned by Capcom and bunch of other respective owners, I don't think it'd be a fully right idea to use copyrighted music even if my mod is free.
Besides, there are still quite few rough spots with all slight source jankyness in the mod. All in all, I believe it's simply not worth all the hustle, atleast for this project.

Good karma+1 vote
SellFace
SellFace - - 102 comments @ Lost and Damned - Updated version

My only guess is that perhaps the "sourcemods" that you try installing the mod into, isn't located in the steam's steamapps folder. It should look like *your_steam_root_folder*/steamapps/sourcemods. If you use a different steamapps directory, it wont work. It must be the one in where steam is installed, and don't forget to restart it to make the mod pop up.

Good karma+1 vote
SellFace
SellFace - - 102 comments @ Lost and Damned - Updated version

Make sure you moved the “lost_and_damned” folder into sourcemods, and not the one that contains it.

Good karma+2 votes
SellFace
SellFace - - 102 comments @ Lost and Damned - Updated version

Hello again, NiiRubra, sorry for late reply.

If you opened the door leading to candle lit hallways, that means you should already know that some wall paintings have items behind them, you should check them all in every room.
Hint: oranges

Good karma+2 votes
SellFace
SellFace - - 102 comments @ NiiRubra

Hi. Thanks for your great review on FF:R.
Even though the time of its 'popularity' has already passed long ago, since i stopped working on it and released the "Last DevBuild", it's still satisfying to know some people occasionally discover and play it.
Of course I am well aware of all criticism about it, the issues that you mentioned have been well-known across most people who played it and me aswell.
I'm currently working on Lost and Damned, trying myself in survival-horror direction.
Not sure about FF:R's future, but maybe one day I'll decide to give it a spiritual successor.

Good karma+2 votes
SellFace
SellFace - - 102 comments @ Lost and Damned

Ayo, this thing is still alive and in development, like fr.

No estimations this time, but I'm working on it.

Good karma+3 votes
SellFace
SellFace - - 102 comments @ Lost and Damned

i forgor

Good karma+4 votes
SellFace
SellFace - - 102 comments @ Project Cancellation, Latest DevBuild Download

Thanks for comment, ̶M̶a̶x̶ ̶P̶a̶y̶n̶e̶ I mean kyrii. Indeed it was a good, but also the hardest decision I ever took in modding.

Perhaps I'll come back with something new in future, but for now I'm already occupied with life stuff I gotta get through first.

I appreciate your dedication to being an active moddb member for years. Regular commenters like you do help modders stay strong on their journeys.

Good karma+3 votes