Game crashes if you already have X-Virus Antidote in your inventory. I stashed all 5 X-Virus Antidotes, I have earned before. No more crash in Deedee's initial dialog.
Game crashes if you already have X-Virus Antidote in your inventory. I stashed all 5 X-Virus Antidotes, I have earned before. No more crash in Deedee's initial dialog.
Exclude "bad childhood memories" intro same as way too many on screen messages and you will experience a really solid and immersive Quake 2 gameplay.
It worked flawlessly on brand new
q2xp 1.26.9 "COVID Edition" port.
Gordon had just gloriously grinded through Grounds and Grottos !
So loudly, with such a hangover !
Every new idea implemented in this addon, is physics based ... and suprisingly, almost everything worked as intended.
Almost cuz I execed few commands, which I always do in every addon...
That makes the lighting looking more realistic but more importantly in this case - keeps shitload of dead bodies stay and keeps them affected with physics...
First time ever on MMod from stable 120fps to
*25-70fps second map
*70-120fps bonus map - still the Antlion Carpet was worth it
______________________________________________________________
mat_dxlevel 90
mat_hdr_level 2
mat_hdr_enabled
mat_fullbright 0
ragdoll_sleepaftertime 50.0f
cl_ragdoll_collide 1
cl_burninggibs 1
g_ragdoll_fadespeed 0
g_ragdoll_lvfadespeed 0
g_ragdoll_important_maxcount 1024
g_ragdoll_maxcount 1024
ai_force_serverside_ragdoll 1
Solid set of difficult, aggressive, infinite stamina strafejump, slaughtermaps !
Well designed Laboratories ! Almost as good as GAMMA 1.
Just a bit less distinctive. I would like to see some crates pile or distinctive wall decal along cross corridors, alternatively an additonal enemy spawn after picking blue keycard.
In Gamma 1, there was a little treasure put behind the code game of 9 possibilities.
I am preety much sure, that Gamma 2 treasure was connected with crimson graffiti at 18:00 .... but I am not into Jesus sorcery ... so I just focused on Screaming Strafejump Sucker Punching RRRREEEE !!!!!
I have played this mission, one day after the vanilla CHASER campaing.
- I really like, how smootlhy, the infiltration trough sewers, escalated into agressive gunfights in the industrial area,
- enemies in long, tight corridors were almost always giving sound clues before approach,
-while wide open hangars provided cover in form of heavy duty equipement and piles of materials , giving multiple ways to engage the enemy,
- I had the sense of the direction entire time,
- when abushed by overwhelming force, there was always some form of retreat route, chokepoint, few sniper rounds or FRAG-HE surprise,
I must say, this map feels superior in contrast to the first few missions of the original campaing and could easly replace anything before "Lighthouse".
Good Shiet overall ! I could wish only for newer pattern of Beretta M12 lying in some security stash ... a bit later ^^
Polished from the intro to the outro ! It quickly shows, there is no point and no need for secret hunting. In contrast to Quake 4 map design, Ubilitus feels much more like Quake 2 constant assault, due to wide open, multi-level arenas creating focus-flank-frag flow. Player can crouch-slide almost constantly as pillars and boxes block incoming damage but not cause collision.
Set SIKKMOD's Quake 2 player physics and disable reloads turning yourself into Emergency Meat Grinder !
KirkBarnes
Hello !
I found issiue with displaying "Secret found", "Keycard required" onscreen massages. Looks like every letter of displayed message is being layered with the first one.
"Font Scale" set automatically to max after exiting the options. I've tried to switch resolutions. Also checked described issiue with and without
" +set net_compatibility 1 ".
Console log with config at the end, provided via link below as Pastebin FREE doesn't allow for pastes larger than 512KB. By starting New Game, log already exceeds 1000KB.
P.S. Thank you for introducing me into HRTF greatness
and Your dedication overall !
I am torn between:
-F.E.A.R. Ressurection is better, than original F.E.A.R. and both expansions all together. Much scarier due to paranormal activities mixed with sudden enemy ambushes.
and
-F.E.A.R. Ressurection is ******* annoying QuickSave/Load Festival, which forces player to camp and retreat cuz of scarce medical supplies and ridiciolous enemy numbers.
So, there is my question "Is amount of enemies intentional or is it because of putting MMod under it ?"
Played on Hard Difficulty. I recorded below YT clip, cuz beeing ****** of just by the next ecounter (initiated by Elite, who jumps trough wood baricaded window)...
AAAaahh ! That's the last part of keycard data, which I have needed !
Is it overthinked enopugh ?
weapon_chaingun.script
#define CHAINGUN_FIRE_SKIPFRAMES 6 //7 // 6 shots per second
#define CHAINGUN_BARREL_SPEED ( 3 * 60 * ( GAME_FPS / CHAINGUN_FIRE_SKIPFRAMES_NOAUTO ) ) // Barrel speed increased to double
#define CHAINGUN_BARREL_SPEED_RUNNING ( 3 * 60 * ( GAME_FPS / CHAINGUN_FIRE_SKIPFRAMES ) ) // Barrel speed increased to double
#define CHAINGUN_BARREL_ACCEL_TIME 1.2 //.3.4
#define CHAINGUN_BARREL_DECCEL_TIME 4.6 //1.2
#define CHAINGUN_SPREAD 4.6
For 110 FOV
}
void weapon_chaingun::Raise() { // WHEN CHAINGUN IS SELECTED
sys.setcvar("g_gunX", "-0.6");
sys.setcvar("g_gunY", "2.2"); //Was -2
sys.setcvar("g_gunZ", "-2.4");
sys.wait(0.008);
sys.setcvar("g_crosshair","0");
weaponRising();
playAnim( ANIMCHANNEL_ALL, "raise" );
waitUntil( animDone( ANIMCHANNEL_ALL, CHAINGUN_RAISE_TO_IDLE ) );
playCycle( ANIMCHANNEL_ALL, "idle" );
weaponState( "Idle", CHAINGUN_RAISE_TO_IDLE );
}
void weapon_chaingun::Lower() { //WHEN CHAINGUN IS UNSELECTED
sys.setcvar("g_gunX", "-2");
sys.setcvar("g_gunY", "2.2"); //Was -2
sys.setcvar("g_gunZ", "-4");
sys.wait(0.008);
weaponLowering();
playAnim( ANIMCHANNEL_ALL, "putaway" );
while( !animDone( ANIMCHANNEL_ALL, 0 ) ) {
UpdateBarrel();
waitFrame();
}
weaponHolstered();
waitUntil( WEAPON_RAISEWEAPON );
weaponState( "Raise", 0 );
}
weapon_chaingun.def
"tracer_speed" "2400"//5900
"beam_width" "3"
"beam_length" "400" //250,400
"decal_size" "7"
"size_wound" "7"
"size_wound_stone" "5"
"size_wound_cardboard" "7"
"size_wound_plastic" "5"
"size_wound_flesh" "9"
"size_wound_glass" "4"
"size_wound_ricochet" "4"
First, I thank you very much for creating Overthinked Doom^3.
While Doom 1/2/2016 are focused on action, I treat Doom 3 as more survival-horror experience with significant addition of "Feel no fear... and carry a Big F Gun... "
You nailed it perfectly by adding new gameplay mechanics and balancing the old, but also keeping the vanilla movement/aim/prediction factors. Also cured me from reload "after1shot" illness.
Heh ! One Slav wrecked entire Perforated Doom 3 team ... xD
Perfection is impossible to achieve but everyone should pursue it !
I was more/less aware of no dedicated Doom 3 model editor.
I have just read this btw:
Iddevnet.com
Even, I self lernt Id Tech 1 via Project Brutality modding, Id Tech 4 is looking quite diffirent and I am not familiar with it. Mostly in terms of scripting, while definitions looks really familiar.
Can you describe me, what are the connection between files, in terms of single weapon modification ?
e.g When you wanna change chaingun "player_chaingun_windup" but it was not swapped over vanilla D3 sound, it won't be triggerded by just placing properly named sound file into zSound.pk4 . It won't work cuz additional line in "weapons.sndshd" is missing.
I am asking exactly about files such as "weapons.sndshd", which works as "Engine's signposts".
Do you remember, if any additional files are created/edited for Overthinked Shotgun ?
Go into ARMA 3 Bootcamp module. Everything after that will have simply controls xD
I was rarely using lean left/right (only aginst zombie marines).Due to circlejump+sprint burst combo, I preffered to reposition myself or just flank the enemies with 20m leaps, taking less than second.
Intresting thing is, Doom 3 was competing with Painkiller as E-sport Arena Shooter for a short peroid of time.
That's just myself. I like shotguns a lot in games. Especially Killing Floor 2 interpretation. Yes, I reduced spread for both shotties and changed other parameters. I am not trying to offend nor discuss about the balance.
It is just my personal shottyvision.
Nothing will be the same after spending almost 2 years in Quake Champions...
I played through Doom 3 again because of refreshing Overthinked formula.
Still the most important factor for me, was implementation of strafejumping skills into Doom 3 gameplay.
Boom ! Tutorial, how to make your own weapon positions !
Is someone there, who is skillfull enough to transfer Alpha Shotgun
Moddb.com
into glorious Overthinked DooM^3 ? I tried to replace animations, meshes and textures 1:1 but as you probably know, Overthinked Shotty has additional animations and diffirent frame, which spreads around the mod archives like vanilla meele blunderbuss....
Actually, I have no idea, why Id finally replace it :/
I.imgur.com
.... kurwa mać....
My own Shottyvision ^^ I kept spread a bit ****** only to prevent myself from "only SG/SSG runs".
-update
Mission 3 still crashes at the end
In my case, only launching Crossplay AvP.exe allow me to pass trough 1st mission end screen. It was set all along the description above.
Win 10 Home//GTX1080Ti AMP EXTREME 11GB//i5 4670-K 3.4GHz O/C to 4GHz//ASUS H-87 PRO// 16GB DDR3 1600HZ O/C
"weapon script" you mean overall "piece of code" or directly ".script" extension ?
I have opened "PerfectedDoom3v7.0.0_Data_ROE.pk4" and extracted "script" subdirectory and first problem appears.
"weapon_machinegun.script" contains "#define MACHINEGUN_FOV_ADS 90"
while e.g.
"weapon_shotgun_double.script" does not , but instead have :
___________________________________________________________
SetDefaultFOV();
float scope_mode;
scope_mode = 2;
sys.setcvar( "scope_mode", scope_mode);
___________________________________________________________
After short review of entire archive, I think, that both:
scope_mode
and
d3e_wpn_currentfm
are connected with ADS "feature..."
BTW I am somehow familiar with Id Tech, cuz self-lernt Id Tech1 and developed this :
Moddb.com
I really wanna try this mod, while playing trough RoE campaing but there is one crucial thing to fix before....
g_fov 110
I can't permanently set 110 FOV for this mod. Doom 3 Vanilla fine , Doom 3 Overthinked fine but in Doom 3 Perfected fov is kept untill I change between weapons. I tried to do this via:
-ingame console,
-mod directory autoexec.cfg file,
-mod directory DoomConfig.cfg
-PD3_Nvidia.bat
Is it tied to every weapon separately (e.g. to make ADSights) ?
If so, how to set default FOV from 90 to 110 ?
Eyyy ! South Africa stole my bi.... my weapon design ! xD
I aim into art side of game more, much less likely code.
You can just turn of all Options-?HUD ->massages-> turn off all and minimum massage lvl - critical massages. Now you can make your own list in game console. Won't wziuuum all away with console massages xD
I am not aginst this lighter ammo idea. Anyway I was massaged opposite on PB Discord. One guy said my DMR is OP. So you have few options:
-adapt to present - aim your shots , go trigger happy later,
-go console -> give ammo,
-go settings ingame-> gameplay options -> ammo -> double or infinite -
-install SLADE -> open BAR_DMR.pk3-> Decorate ->Weapons->Slot4->BARDMR.dec:
ctrl+f(serach)
TNT1 A 0 A_JumpIfInventory("NewClip",4,3)
4 is ammo multipler
Replace with
TNT1 A 0 A_JumpIfInventory("NewClip",2,3)
will eat as magnum
Realize it is ezz and start your own works ^^
My still Hot UAC BAR-DMR based on this mod ^^
I can say, I finally finished. It took me quite a long time, since some more ambitoius programming and animation in idTech1/zDoom, is not like A to B exchange. Unterstanting and self-learn of more than a half of the game engine.
It is first serious mod, I created. Initial task, I wanted to achieve, was only animation set for underbarell grenade launcher of D3athStalker's- mod UGLv2. As time passed, animation polishing and knowledge gain, I realized UAC-DMR (Designated Marksman Rifle- used by Marksman attached to a Team, to pick targets in 450m reach- not sniper) is rather assault rifle....
Present form of UAC BAR-DMR is more precize, even allowing to autofire ( cyclic- with low rate around 200 rnd/min).
It highly possible for Warhammer 40K fan to notice inspiration and similarities to Adeptus Astartes' Bolter.
Instalation guide is in the link below. Even, if doesn't have Doom or Doom 2 (Doom.IWAD adn Doom2.IWAD is ID Software property) GZDoom is issued with free of charge freedoom.IWAD :)
I wish all a fuckn' Rip and Tear !
P.S. Consoles are outdated technology. Much more efficient way of warming your flat, is central heating.
Yeah... There is voice of reason in you ⋆Ƅarge™ ... I will focus on my GRAV UPGRADE. BTW UAC-BAR Single weapon and Nade Launcher for it was almost finished but due to my ''perfectionism" I decided to rework them :P Still some SPRITES for NADE Launcher to do and It will be ready to release !
Hi, Hell ooo ! Is still many of them down below ! :D Have question ⋆Ƅarge™ and those Merc's all around ! What you think about thoose sniper :
I was just hunting for sniper rifle reloading handle. To Rip some graphics . ..
.. and TEAR of course !
BarTwoOne
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