• Register

Freelance beta-tester. Past testing experience includes glrasspty's Weapon Wheel mod for GZDoom, Quake Champions: Doom Edition, and Brutal Doom: Blood Ode v5 (Unreleased) for GZDoom and Zandronum. Recent contributions include Doom 3 Enhanced Edition,

Comment History  (0 - 30 of 134)
Shockwave_S08
Shockwave_S08 - - 134 comments @ Quake 2 Re-Release - N64 SP Map Jam

This map pack being updated for episode list integration? I saw Prototype Jam and Sewer Jam 1 slotting into the New Game menu seamlessly.

Good karma+2 votes
Shockwave_S08
Shockwave_S08 - - 134 comments @ foxMod v0.9 - Installer

Works perfectly on Steam Deck! Are there any plans to revisit this one more time for a full v1.0 release?

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ Quake 2 Remaster: 64-Sytled HUD 1.2.3.1

Coffee009 updated the HUD on January 1st, so all HUD icons have transparent backgrounds now. Will the ModDB version be updated likewise?

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ LeonelC's HD HUD (+ expansion support)

Will this be updated to take advantage of the new HUD scaling offered by the 25th Anniversary update?

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ Half-Life: Lite - 1.1

Nice! Will be keeping an eye on this, since Valve made the classic models the default option. Plus keeping any of my installed HD packs updated is such a dang hassle.

Good karma+3 votes
Shockwave_S08
Shockwave_S08 - - 134 comments @ Doom 3: 2553

Will 2553's source-code be made available in the future, to allow for porting to the Dhewm3 sourceport on all platforms?

Good karma+2 votes
Shockwave_S08
Shockwave_S08 - - 134 comments @ Quake 2 Remaster: 64-Sytled HUD 1.2.3.1

Way to go above and beyond, my dude! Fixes all the little consistency issues I had with Coffee009's original implementation. If there was one thing I'd like to see added, it'd be a remaster-green and/or classic-red health icon for the main portion of the HUD...otherwise perfect and far more readable than the vanilla HUD. Would it also be possible to add a green-tinted version of the main HUD digits, for those who want the best of both worlds; N64's readability with PC's colors?

Good karma+2 votes
Shockwave_S08
Shockwave_S08 - - 134 comments @ CZ45 Q3A Weapon Model Remake (v1.0)

Are the Team Arena weapons (Nailgun, Chaingun, Proximity Launcher) still outside the scope of this project?

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ Upscaled Skyboxes for Quake 2 and Expansions

Hate to be the one who asks, but is this compatible with the remaster?

Good karma+4 votes
Shockwave_S08
Shockwave_S08 - - 134 comments @ Quake 2 Remaster: Restored Red Crosses

Technically yours also uncensors the crosses seen on the impromptu "meals" created by Traps.

Good karma+3 votes
Shockwave_S08
Shockwave_S08 - - 134 comments @ Quake 2 Remaster: Restored Red Crosses

You missed the health icon on the HUD, that's still green.

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ Wolfenstein: Enemy Territory Single-Player (1.23)

I second this notion. Given how Android compatibility is touted on the mod page, those of us who *only* have Android devices cannot install this because of the current Windows-only installer.

Good karma+2 votes
Shockwave_S08
Shockwave_S08 - - 134 comments @ CZ45 Q3A Weapon Model Remake (v0.8)

Looks hella nice! Will you be giving the Team Arena weapons (Chaingun, Nailgun, Proximity Launcher) similar treatment later on?

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ Doom 3 + Resurrection of Evil + Lost Mission custom HD texture packs

Delta Touch player here, just wondering how to mitigate the micro-stutters that occur in areas like the Mars City cafeteria.

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ Zaero for Quake 2 hi-res texture replacement pack

Tested it out with Yamagi, and the Flare Gun/Trip Mine hands seem a bit "off".

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ Doom 3 Deltakiosk HD

Perhaps this could be expanded to the lower-res textures in Doom 3/ROE, at least ones that stand out amongst the normal-res ones (i.e. the black/yellow border around storage locker screens).

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ D3EE - HD Weapons Pack (Gigapixel AI) - 1.6

Is it possible for you to add support for ROE's Double-Barreled Shotgun and Grabber?

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ Doom 3: Weapons of Mars Destruction

Regarding the sound design of W.M.D., do you intend on expanding the enhanced sounds to other aspects of the game, such as per-surface footsteps, or environmental setpieces?

In addition, will there be a version of W.M.D. for the Classic Doom 3 mod, even if it's only sound effects?

I would also like to add that your mod plays perfectly on Delta Touch for Android, via the Dhewm3 sourceport.

Good karma+2 votes
Shockwave_S08
Shockwave_S08 - - 134 comments @ SmoothBlood Upscale Pack

This needs an update to v1.1

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ Blood Upscale Pack 2.07B

Will this see an update with Raze support?

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ Polished Cryptic Passage

Will there be a version that works with Raze?

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ Doom 3 Enhanced Edition - D3EE

I was posting a D3EE link on a friendly Discord server, and the preview pic was the new logo from the main menu revision I cooked up for you. Does this mean an update is nigh?

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ (WIP-ish) Project Brutality 3.0-compatible Ultimate DoomVisor

Is this addon still being updated?

The Railgun was updated, and the BFG-9000's Contact Beam mode was moved over to this weapon.

The Rocket Launcher was overhauled, and now has three firemodes: Standard, Laser-Guided, and Lock-On.

The Carbine has also had its firemodes restored.

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ Weapons of Mars Destruction 1.9.2

Speaking of the Chaingun's GUI, would you be able to send a version that works with Doom 3's default ammo values; 60 in the clip, 540 in reserve?

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ D3EE - Doom 3 Enhanced Edition v3.6c [Multiplatform]

Running it on Dhewm3, as always.

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ D3EE - Doom 3 Enhanced Edition v3.6c [Multiplatform]

Saw a bug with the HUD: The meter in the Oxygen/Enviro popup doesn't appear.

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ Brutal Doom 64 v2.5

Yeah. Just had to copy the music over from the original BD64 archive.

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ D3 Theme Remastered

Also, the main menu music can't be heard one iota whilst this PK4 is loaded; any ETA on a fix? Using the Dhewm3 sourceport, by the way.

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ D3 Theme Remastered

Will Resurrection of Evil and Arl's conversion of The Lost Mission also be supported later on?

Good karma+1 vote
Shockwave_S08
Shockwave_S08 - - 134 comments @ Doom 3 Enhanced Edition - D3EE

Will there be a way to put all audio logs and PDA videos, as well as video screens through a sort of "filter" to make it sound like it's coming out of the relevant device's speaker? In the case of the audio logs, would it likewise be possible to add ambient audio relevant to where the aforementioned PDA was found? Some good examples of this sort of thing can be found in MXDASH's Golden Edition.

Another request would be to add an audio filter for NPC's who can be observed through glass, yet are unreachable. A prime example would be the scientist whom you can spare or kill with a button press; he already has that sort of filtering applied.

Prime examples of glass-filtered NPCs would be the BioScanner guy (bioscan looks good, you're cleared for entry), and the medbay personnel in Mars City (okay, he's sedated), the MarSec operating the lockers in MC Underground (most unexciting place on Mars), the two workers having an argument near the Armor Shard secret along the lines of "Can you guys not keep any of these machines running?". Even with Swann and Campbell attempting to use the comms station in Administration.

These sorts of changes are more for audio immersion than anything else.

Think you can also find a way to combine the Fists/Chainsaw into the same button input, like how ROE/TLM handle the Fists/Grabber?

One last thing: Why not take a page out of Sikkmod's playbook and let users choose between vanilla balance and your ammo rebalance, through an entry in the options menu, to reduce archive clutter?

(ED. The audio changes have been implemented in v3.3)

Good karma+1 vote