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Comment History
ZanderFi-14
ZanderFi-14 - - 25 comments @ why are there no recent updates?

I'm really sorry about that, I hope all turns out well and the re-do goes well.

Good karma+2 votes
ZanderFi-14
ZanderFi-14 - - 25 comments @ why are there no recent updates?

Hello! How did stuff go?

Good karma+1 vote
ZanderFi-14
ZanderFi-14 - - 25 comments @ why are there no recent updates?

hope stuff goes well! wishing you the very best of luck!

Good karma+1 vote
ZanderFi-14
ZanderFi-14 - - 25 comments @ DSD Remake

Noticed an odd glitch while playing TNT evilution, of all things. Since it's official, I didn't expect a bug like this. Weird texture replacement, image attached below
Imgur.com (no idea why it's tagging as 18+, probably because skull gore)
Also, spectres cannot be gibbed by SSG and have red blood, maybe this could be patched too? The texture bug is more pressing though because it can really mess with wad immersion.

Good karma+1 vote
ZanderFi-14
ZanderFi-14 - - 25 comments @ DSD Remake

Hello Delashin! I'd like to possibly request a version of the gore file that does not include the brutalized Wolfenstein SS enemy, along with any other assorted changes to this monster. A lot of wads replace only this enemy along with command keen, so using the "weapons only" pack isn't the best solution. I'm playing Going Down and I am having 0 issues up until the final boss on Map29, which replaces the Wolfenstein enemy. In the normal PK3 (the one without the ketchup gore), it functions properly, and the boss behaves normal; meanwhile, on the gore file, it dies in almost one hit due to the changes to the Wolfenstein enemy and its gore. If possible, could there be a patch file or when a seperate PK3 that is the same as what you have made for the ketchup gore version, but just without the changes to the Wolfenstein enemy. This would be greatly appreciated, and would have my genuine heartfelt thanks (This is my favorite mod to play on and Going Down is my favorite wad, and it's a shame the final boss is bugged out; being able to play without this bug but not losing the gore features for other enemies would be a dream come true). LMK if this is possible by any chance if you see this. Love your work here! 🔥🔥

Good karma+3 votes
ZanderFi-14
ZanderFi-14 - - 25 comments @ Extermination Day: Custom Edition Demo (WIP)

I just want to say I really like this project and I am glad you are making it. I will be sure to keep watch on this. Keep up the great work!

Good karma+2 votes
ZanderFi-14
ZanderFi-14 - - 25 comments @ Tomtefar's Extension V1.12

Do you ever think you'll make a version of this for v22 if it comes out, or will you leave it as is? I'm just curious to see what your plans are

Good karma+1 vote
ZanderFi-14
ZanderFi-14 - - 25 comments @ Tomtefar's Extension V1.12

I was actually thinking, instead of making on big lite version, do you think it would be easier to instead just make sub mods that split up the content? Dox did that for their weapons so people could pick and choose. It might be easier for users looking for specific content (such as the combat knife, C4, ifrits, etc.) and might make it more simple to manage on your end. Also, I am glad you are working on this still, 2020 has been hard and I hope you are doing well personally despite it all. Taking breaks from development is important, so I'm glad you decided to do that for your sake.

Good karma+2 votes
ZanderFi-14
ZanderFi-14 - - 25 comments @ Tomtefar's Extension V1.12

Have you ever thought of making a light version of this mod? I've been playing with Doxx788's addon as well as Dox's revolver mod, and, despite they being amazing mods, I miss some of your weapons and features; if you are still working on this, it would be cool to see this maybe split into some smaller mods or have smaller mods that just contain specific features/weapons and enemies, as smaller mods like that are more popular nowadays and compatible. Anyways, that's just a small suggestion for contemplation. I love this add-on and I hope it continues to gain attention even with the numerous new add-ons being created, and having the ability to use some of its unique and cover features would be it much more accessible.

Good karma+1 vote
ZanderFi-14
ZanderFi-14 - - 25 comments @ Prof.Existentials Tomtefars+EWM+ManofHell V 4.2 //UPDATE 80 - 19/08/2022

Do you still have a copy of just tomtefar's light? I wanted to use some of its weapons with Dox778's addon, particularly the AGL, Knife, C4, Nailgun, Sniper, and possibly the hand held Grenades. It shouldn't be too hard to make a standalone file that just contains those weapons (and any enhancements YOU have made to them, as you do a good job of updating weapons to be more useful).

Good karma+1 vote
ZanderFi-14
ZanderFi-14 - - 25 comments @ (OUTDATED, CHECK DESCRIPTION!) Dox778's personalized Brutal Doom v21

Would you mind if I made an add-on for this add-on that ports some content from the older Tomtefar's addon? Your add-on is probably my favorite, but Tomtefar's is my second, and it would be cool to see them work together.

Good karma+1 vote
ZanderFi-14
ZanderFi-14 - - 25 comments @ Brutal Doom v21.6.0 Expansion (Stable)

Bloodwolf, I've seen you have made a version of the weapons mutator mod to make it work for your patch, can you do the same for Tomtefar's extension? If you have permission, of course, but the main creator seems really busy and I don't want to bug him.

Good karma+1 vote
ZanderFi-14
ZanderFi-14 - - 25 comments @ Brutal Doom Classic Edition v18

Do you accept suggestions? I have a small one, but I don't want to bother you if you are busy. I am a big fan of this project.

Good karma+1 vote
ZanderFi-14
ZanderFi-14 - - 25 comments @ Brutal DOOM 64 Absolution TC REMAKE Version 1.4

Does this have the jump cheat from absolution's Hectic Level? Also, how do you access the Absolution Hectic Level? I am new to doom 64, your project is amazing.

Good karma+1 vote
ZanderFi-14
ZanderFi-14 - - 25 comments @ Brutal Doom v21.5.0 Expansion (Stable)

I really want Tomtefar's extension to work with this mod, as well as someone (maybe me far down the road) to update XV117's outdated mods to work with this.

Good karma+1 vote
ZanderFi-14
ZanderFi-14 - - 25 comments @ Brutal Doom v21.5.0 Expansion (Stable)

Are there any addon's that work with this, then? As it is a full replacement, there are probably a lot of errors.

Good karma+1 vote
ZanderFi-14
ZanderFi-14 - - 25 comments @ Tomtefar's Extension V1.12

After taking a break from brutal doom mods for a while, I've come back to this expansion really refreshed. It's certainly one of the best. However, I've got a few notes and bugs I've noticed.

First, when loaded with Brutal Expansion 4.0, backpacks don't ever spawn in. I'm guessing this is because of the difference of having Expansion 4.0 give gas and your expansion gives grenades.

Pinkies are able to bite the player from quite far away, atleast a meter. They very rarely get closer than this, as they think that is the location of the player.

As well as that, in purist mode, some zombies still drop rifles that disappear after being picked up. The dropped plasma rifle is also partially glitched, using the modern sprite. Alternatively, the dropped shotgun sprite, when in modern weapons, looks like the classic shotgun.

The last one I've noticed is that when playing this mod on Delta Touch (using GZDoom 4.5 option), numerous weapon scopes, as well as the fists, show up with a large black square in the middle of the screen, blocking out the view. This is a pretty minor bug as it only occurs in the 4.5 Dev version, and doesn't happen with the 3 earlier versions of GZdoom, but feel free to check it out of you want.

Besides those things I've noticed this far, everything else is fantastic. I hope progress is going well on this, it's definitely inspiring me to possibly make my own expansion down the road. I wish you the best.

Good karma+1 vote
ZanderFi-14
ZanderFi-14 - - 25 comments @ Prof.Existentials Tomtefars+EWM+ManofHell V 4.2 //UPDATE 80 - 19/08/2022

You might want to check out the UAC survival pack add-on and add some things from that into this mod. It was made by the same guy who made the USV mod. Currently it adds 5 weapons/tools, and I think they could be worked really well into this mod, as they aren't currently compatible.

Good karma+1 vote
ZanderFi-14
ZanderFi-14 - - 25 comments @ BD21 XVME 1.3.1 brutal doom 21 monsters addon /// UPDATE #75_23.11.20

It says "tried to define class 'u_soulammo' without definition of parent class 'soulammo'."

Good karma+1 vote
ZanderFi-14
ZanderFi-14 - - 25 comments @ superdave938

Are you still working on the Mega Weapons pack? It's one of my favorite vanilla compatible mods. I'd love to hear back if so. I have a recommendation to possibly add the skulltag/KDiZD grenade launcher, and skulltag's railgun to the weapon roster, it should be relatively easy and would be a nice return after a while of absence. Please keep working on this great project!

Good karma+1 vote
ZanderFi-14
ZanderFi-14 - - 25 comments @ Tomtefar's Extension V1.12

Btw, I noticed a bug that I believe belongs to normal brutal doom and not this mod, but I was wondering if this add-on could fix it. When I have the option of disabling new enemies and level enhancements, the volcubus and ancient arachnotron still spawn in the Inferno levels (specifically E3M5 & M6) of classic doom. New enemies also teleport in where they shouldn't. In a future update of this add-on, could this be repaired, or just have an option to stop these enemies from spawning?

Also, so I don't leave another comment, a smaller issue is present in purist mode, where the bloodlust orbs still spawn, even though you can't dual wield in that mode.

Good karma+1 vote
ZanderFi-14
ZanderFi-14 - - 25 comments @ Tomtefar's Extension V1.12

Can there be an option that allows a few extra weapons into purist mode? The weapons of interest would be the original skulltag minigun, gernade launcher, railgun, and BFG 10k. My reasoning for this has to do with how the SMG has been added to purist as a alternate to the pistol, similar to how the SSG is an alternate to the Shotgun. Having an option to allow these extra weapons as bonus, alternate weapons in purist would make the game more immersive in my opinion, almost like Vanilla Doom +. As for modified purist sprites, they could just use the original skulltag weapon sprites, as they fit the original Doom feel well. Let me know if this would be possible in a future update. Again, this could just be a toggle rather than a default if that is easier to code.

Good karma+1 vote
ZanderFi-14
ZanderFi-14 - - 25 comments @ Tomtefar's Extension V1.12

What wads are supported by this mod? I know Eviternity is, but what other wads have support and changes, similar to some of the extra enemy additions in E3 Inferno for the original Doom?

Good karma+1 vote
ZanderFi-14
ZanderFi-14 - - 25 comments @ Tomtefar's Extension V1.12

Love the new update and the extra variety and immersion it provides. I assume that Tactical mode will be for the next update (which will be quite some time, obviously). I wish you well on all your future plans for Doom.

Good karma+1 vote
ZanderFi-14
ZanderFi-14 - - 25 comments @ Recurring Nightmare

Hello Mark. I am going to make an updated version of the long defunct mod Doom:ONE that will include new content and Brutal Doom/Tometefar's Expansion support. Is it alright if, with this mod loaded, the decorations of the original levels are updated to match Recurring Nightmare's in my mod? Thank you for your reply.

Good karma+1 vote