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Comment History  (0 - 30 of 47)
Lippeth
Lippeth - - 47 comments @ Weapons of Mars Destruction 1.9.2

Thanks for the feedback! I generally find it fun to run out of ammo and have to switch weapons often, but I'm glad to see you fine tune it to your taste as well. I'll do some testing and see where I can make adjustments without changing the balance too much.

I'll take the brass timer issue to heart as well and lower it to a more reasonable length in the next update. I actually don't remember setting it that high, it could've been something I was testing and forgot to change back before releasing, as I remember setting it to 20.

I tried replicating the issue with the rocket launcher rapid fire and haven't been able to do it, though I don't doubt that it's a possibility. Mancubus can take up to six shots to the body before dying even in vanilla.

Good karma+2 votes
Lippeth
Lippeth - - 47 comments @ Weapons of Mars Destruction 1.9.2

With RoE I tend to rely on the artifact to slow things down, but I don't see the harm in removing some of the speed changes for the next update; I've been thinking of adding an optional fast monsters patch for the sadists as well.

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Weapons of Mars Destruction 1.7.6

Thanks, it's been included since v1.7.7.

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Weapons of Mars Destruction 1.9.2

"To make sure we're clear on this I was referring to the ADS animations for the weapons that have them being dysfunctional aside from the guns I mentioned in my previous comment."

The guns that seem like they do nothing slightly reduce their shot spread when alt fire is held, the shotgun being the most noticeable, but the pistol, machinegun and chaingun already have very narrow spreads, and without "ADS" they're only slightly less accurate at very long range, which is a rare occurrence in the game. The BFG actually does nothing, so you're still right to lol.

"BTW, just wanted to say your sensibility towards concerns/critique and willingness to work on thing's is astounding dude, truly. Thank you for not being a stuck-up egoist like a lot of modders are these days, it's honestly refreshing."

Made my day, thank you for this compliment! While there are limits to what I'm willing to add or change, and limits to what I'm even capable of doing, it's always worth at least listening and investigating. Thank you for reminding me of that!

Good karma+2 votes
Lippeth
Lippeth - - 47 comments @ Weapons of Mars Destruction 1.9.2

I'll look into Redux again, my testing was brief but successful so I'll give it more attention.

I should say that if you're using WoMD with EE and Redux at the same time, all bets are off as I've never tested all three together. I'll load them all up and see where I can go from there.

The custom FOV should remove all zoom effects, so you still hear the sound and the functions should be the same, but nothing visually should change. I agree it's less than ideal but it was made by request. The only way I know how to zoom in is to mess with the FOV and it needs a number to spring back to, so I just made it not do any of that. If I can make a script that can check the fov and move based on that, then it wouldn't be an issue, so I'll try and look into that as well.

Good karma+2 votes
Lippeth
Lippeth - - 47 comments @ Weapons of Mars Destruction 1.9.2

I updated the file name to "z_weap_mars_dest_d3.pk4" and didn't update the readme.

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Weapons of Mars Destruction 1.9.2

There are compatibility patches included, both for Enhanced Edition and Redux. There's also a custom FOV patch if the default of 90 isn't your taste.

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Weapons of Mars Destruction 1.7.6

Funny you mention it, just last night I started making a separate pk4 to allow custom fov and offsets while retaining the functionality of the alt-fire effects. No promises on a time frame, but I'll likely release it in a week or less. Or more.

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Enhanced / Tweaked Sounds (Recommended for DHEWM3)

There are tentacle_out and tentacle_in sounds in the original game, defined in the zombie commando's sound shader and definition files, with sound files included, but they're generic squish sounds that are set relatively low in the sound mix compared to the normal game's ambience and other sound effects. The BFG edition sounds are definitely more pronounced and cartoony which may be a better fit for the animation.

Good karma+2 votes
Lippeth
Lippeth - - 47 comments @ Weapons of Mars Destruction 1.7.6

1.7.2 already doesn't have ADS so you're free to suffer through all the tunnel vision you want! (hyperbole, sorry. 110's not too bad.)

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Weapons of Mars Destruction 1.7.6

The thing that finally pushed me over the edge was discovering that only the first five sound variations of every sound source were added from the original Doom 3 to the BFG Edition, but the missing sounds were never removed from the shader files, which results in either random silence/beeps if removing the default sound limit, or severely limiting this mod's sound variations.

I only discovered this after trying to figure out why I was hearing the same footsteps over and over when I knew there were ten sounds linked to each foot. At first I thought it was just bad luck with RNG but after changing s_maxSamples from 5 to 0 everything played back as intended, until I was met with a cacophony of beeps at every turn, with the console saying that other sounds from the game are missing. When comparing the sounds in the .resource files with what was listed in the sound shaders I immediately knew what was happening and why s_maxSamples was set to 5, but I could've cried.

About a quarter of the way through porting every missing sound back into the BFG Edition I decided it wasn't worth the effort, nor would removing the extra definitions when they already play just fine in the original. It also made me give up on the BFG Edition altogether. The missing sounds are far from the only issue I have, but it was the final straw.

Good karma+2 votes
Lippeth
Lippeth - - 47 comments @ Doom 3: Weapons of Mars Destruction

Go for it! There are some sounds I didn't make so I can't take full credit for everything, but as long as you credit me and include the sound credits in the readme file it should be kosher. I should make a sound credits breakdown to list the source for every sound I used.

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Weapons of Mars Destruction 1.7.6

The RBFG version is on the files page, third one down. I likely won't be updating it anymore because the more I mess with the BFG Edition, the more I hate it.

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Weapons of Mars Destruction 1.7.6

I'd recommend using version 1.7.2 if you use a custom fov, the way this version does ADS is by changing the fov and g_gun(x,y,z) values, and needs a specific fov to snap back to.

Version 1.7.2 doesn't use ADS and is the better option for an fov that's not 90.

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Doom 3: Weapons of Mars Destruction

Sadly no, Cst-Doom3-BFG uses its own executable which isn't designed for the things RBDoom3 lets you throw at it. I tried out of curiosity and didn't succeed. However, the non-RBDoom version of this mod includes patches to be compatible with classic Cst-Doom3.

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Doom 3: Weapons of Mars Destruction

If you're using the autoexec.cfg that came with Redux, you can comment out the [seta sys_lang "english"] with two forward slashes, and remove the two forward slashes from [seta sys_lang "french"]

Instead of:
seta sys_lang "english"
//seta sys_lang "french"

It should be:
//seta sys_lang "english"
seta sys_lang "french"

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Doom 3: Weapons of Mars Destruction

I actually haven't tested with Redux or any other texture mod with the last few updates, so there very well could be something going on. I'll check it out and if there are any compatibility issues I'll be sure to fix it in the next update.

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Doom 3: Weapons of Mars Destruction

Doom 3 Light Expansion does this very well, though if you want a custom light percentage you'll need to run the full program and re-render all the maps which takes about an hour and a half for the full base game. I've thought about uploading my 20% lighting increase but never have because the light expansion program is already available. I still can if it's a thing people want and don't want to run the full process. The program default is 50%, which is very bright in a lot of places.

Moddb.com

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Doom 3: Weapons of Mars Destruction

The non-BFG version of this addon is already compatible with Redux, the install instructions are in the womd_readme file.

Plus the RBDoom3-BFG version of this addon should also already be compatible with the BFG Hi Def mod.

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Doom 3: Weapons of Mars Destruction

In theory yes, you can download the RBDoom3BFG version of this mod, place the "weap_mars_dest" folder in the main directory and replace the .exe in the batch file (weap_mars_dest.bat) to RBhidef.exe or BFAhidef.exe, though I can't test this because the Hi Def mod has always crashed to desktop for me when loading levels.

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Weapons of Mars Destruction 1.9.2

Maybe try extracting the mod again or convert the .txt files to UTF-8 encoding? It should be just a regular text file with instructions and descriptions. The instructions are also on the summary page for this mod, copy-pasted from the readme file.

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Weapons of Mars Destruction 1.9.2

The pistol and flashlight should be the only weapons that don't gib. The machinegun used to not gib until I noticed how its bullet velocity affects the way monsters ragdoll and flip all over the place, but that was many updates ago.

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Weapons of Mars Destruction 1.9.2

It could be trying to load sounds from the game that have since been redefined by the mod. With this mod it's best to start a new game, and warp to the map you were on before installing the mod.

Usually all that happens when loading a save from before the mod has been installed results in a reset of the map because the scripts don't match, so it might be something else going on. I'll try to recreate the issue, but double check that each file is in its proper folder, and that no other mods or addons you may have installed are overriding it.

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Weapons of Mars Destruction 1.9.2

Make sure to rename the main file from "z_weap_mars_dest_d3.pk4" to "zz_weap_mars_dest_d3.pk4". It needs to be loaded after everything for the sounds, scripts, def and guis to work properly. Hope this helps!

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ CstDoom3-BFG v1.1 released

I'm having an issue converting the video files with Rad Video Tools. I've installed it and it says it's found, but I get an error saying "Couldn't find one or more input videos", though the input videos are in their default location. I ended up converting them manually with theora_enc, but I'd still like to know how to automatically convert them all at once. I wonder if having the game installed on a separate drive other than C could be the issue.

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Doom 3: Weapons of Mars Destruction

Glad you're enjoying it! The next update will include fixes for an issue with the plasmagun sounds being more present in the right speaker, and sometimes playing the reload sound twice which was all present in the vanilla game. I also added reload cancelling when lowering so you can switch weapons while reloading. I tried adding reload cancelling while firing, but it won't work if auto reload is on, so I'm leaving it out.

Good karma+2 votes
Lippeth
Lippeth - - 47 comments @ Doom 3: Weapons of Mars Destruction

I tried getting it to work with Doom 3 BFA (BFG Edition port that supports mods) but was unsuccessful. That doesn't mean it's not compatible, this mod doesn't contain a dll, so it should be compatible in theory, but I just don't know how to go about it.

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Weapons of Mars Destruction 1.9.2

d3le refers to Arl's conversion of The Lost Mission, which is a separate map pack. If you don't already have it, then don't worry about the d3le file, but if you download the Lost Mission, z_weap_mars_dest_d3le.pk4 will go in the d3le folder.

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Doom 3: Weapons of Mars Destruction

d3le refers to Arl's conversion of The Lost Mission, which is a separate map pack. If you don't already have it, then don't worry about the d3le file, but if you download the Lost Mission, z_weap_mars_dest_d3le.pk4 will go in the d3le folder.

Good karma+1 vote
Lippeth
Lippeth - - 47 comments @ Doom 3: Weapons of Mars Destruction

I just tested and it is 99% compatible. The only issue is that it plays Redux's shotgun fire and machine gun dry fire sounds instead of mine, which I'll restore in the next update. To load this with Redux, remove it from the base folder and put it in the redux folder, and add an extra z to the beginning of the filename to load it after everything else.

EDIT: I also realize my menu logo overrides the menus from every other mod, so I'll be removing it, because what good is a logo if there's no functionality?

Good karma+1 vote