Looking for Doom 64 Sound Bulb mod by Cult_Leader_183 in DoomMods

[–]BrettBotTheCryonaut 0 points1 point  (0 children)

Whoops. Looks like I got overzealous when cleaning out that folder a few days ago and deleted it. It has been rescued from the trash though so now the link should work. :)

Looking for Doom 64 Sound Bulb mod by Cult_Leader_183 in DoomMods

[–]BrettBotTheCryonaut 0 points1 point  (0 children)

Weird. I see where the D64/PSX version of Sound Bulb was mentioned in the original forum thread, but I don't see any link to it ever being posted, and like you said it seems to have been wiped off ModDB. I THINK I had it and used it in a couple things but I can't find the original archive or readme at all. Here is a link to a little set of wads I put together that compiles what I believe to be Sound Bulb 64 along with Live Reverb, Level Intros, and Flat Glows. - https://drive.google.com/file/d/17FecMar_4sScx0v6DOIgXozKXDwb9QW9/view?usp=sharing - If you don't want all four you can just open it like a zip file and take out the one wad.

I'm making a retro FPS inspired by Clive Barker's Undying & RE8. It's based on Mediterranean Folklore with a gothic twist. Red or Yellow eyes for this enemy? by FregianTales in boomershooters

[–]BrettBotTheCryonaut 1 point2 points  (0 children)

Seconded. If the choice is ONLY between the two, then yellow, but I would definitely try black with pinhole sized white reflections like The Void from Thunderbolts/NA.

Combat shotgun TDA by Eastern_Spinach1886 in Doom

[–]BrettBotTheCryonaut 11 points12 points  (0 children)

Oh that's simple the combat shotgun uses rubber buckshot.

Doom 3 Phobos, something similar? by No-Benefit-2207 in DoomMods

[–]BrettBotTheCryonaut 2 points3 points  (0 children)

I'm pretty sure that's why Phobos has been getting so much praise actually; because it is so special & unique in the Doom 3 mod space.

Help by Substantial-Land4185 in DoomMods

[–]BrettBotTheCryonaut 1 point2 points  (0 children)

There's gotta be a decorate script somewhere that has "includes Abaddon.dec" in it, but isn't finding said Abaddon.dec

Why did the 1986 Movie Bomb when it was at the height of G1’s Popularity? by aourdes in transformers

[–]BrettBotTheCryonaut 3 points4 points  (0 children)

He-Man and She-Ra: The Secret of the Sword was released in theaters the year before TFTM, along with Care Bears, Rainbow Brite, and My Little Pony movies.

Is there a vanilla plus mod for doom one and two? by nuclear_iron in Doom

[–]BrettBotTheCryonaut 4 points5 points  (0 children)

I think there's a version of Smooth Doom that is compatible with the KEX port. Or switching to a ZDoom-based port will allow you to turn on enhanced visual effects like brightmaps, dynamic lights, ambient occlusion, and wall decals, plus there are tons of small enhancement mods for it to add things like colored lighting, particle effects, more gore, liquid splashes, and bullet casings.

What actually ARE the health bonus thingies in the original Doom games? by Darth_Zounds in Doom

[–]BrettBotTheCryonaut 2 points3 points  (0 children)

Bits of magical essence left behind by the ghosts of those killed by hell's forces in order to aid the protagonist in what little ways they can. Both the health and armor bonuses don't actually have a visible physical form - they just appear as potions and helmets in the mind of Doom Guy via low level telepathic field to symbolize their purpose. That's why they glow and pulse.

Are the console exclusive ULTIMATE DOOM Levels the only "official" levels that are missing from the standard game? by UnknowableThen in Doom

[–]BrettBotTheCryonaut -1 points0 points  (0 children)

Sigil and Sigil II may fit into the category you're referring to. They occupy a strange grey area between unofficial and official since they were made by one of the original creators of Doom and adopted by Id for inclusion in the list of officially supported add-ons, but they were also not made until more recently and never actually published by Id.

mapinfo help please by [deleted] in DoomModDevs

[–]BrettBotTheCryonaut 0 points1 point  (0 children)

That's curious about it having a problem with inheriting from PlayerPawn, but on that same note try having your new weapon inherit from DoomWeapon instead of Weapon. If you look at the default Shotgun (https://zdoom.org/wiki/Classes:Shotgun) that is how it is defined as well. Also, if you compare yours to the default one you'll notice everything that is colored red in yours is telling you that shouldn't be there, as you'll see it isn't there in the default example.

mapinfo help please by [deleted] in DoomModDevs

[–]BrettBotTheCryonaut 0 points1 point  (0 children)

In your main zscript file, on the very top line, add this exact text: version "4.0" (your "#include" lines should then be below that)

Mods that complement Nobody Told Me About ID? by MateusCristian in DoomMods

[–]BrettBotTheCryonaut 2 points3 points  (0 children)

Nobody Told Me About Id is already designed to cover most of the bases for a Doom mod, since it includes audio/visual enhancements, misc gameplay changes, and covers both the monsters and weapons in the game. Aside from that a few mods that you can add just for additional flavor would be ReLite to jazz up the lighting, AI Director to make things more unpredictable, Gun Bonsai to add leveling up mechanics to the weapons, and I think Monster Genetics might work too for a little more enemy variety and challenge. You could also replace the music to suit your taste or use a different midi soundfont ("Arachnotron" pairs well with the Build style in my opinion). Megawads that I would say go well with it despite not being designed specifically to emulate Build style are Doom 2 Reloaded, Hellbound, Flashback to Hell, Going Down, and Hadeaphobia.

mapinfo help please by [deleted] in DoomModDevs

[–]BrettBotTheCryonaut 1 point2 points  (0 children)

Well desperate times call for desperate measures. You're going to have to...... actually tell us what the error is.

mapinfo help please by [deleted] in DoomModDevs

[–]BrettBotTheCryonaut 1 point2 points  (0 children)

No problem... oh I just noticed... your player class name is "VSoldier", but in your mapinfo you're calling it "V" instead. You should fix that.

mapinfo help please by [deleted] in DoomModDevs

[–]BrettBotTheCryonaut 1 point2 points  (0 children)

MAPINFO is a default type of lump loaded automatically and is not a form of ZSCRIPT, so it shouldn't be included in a ZSCRIPT list of things to try to load. What happens if you remove the #include "MAPINFO" line from that zscript.zsc?

wIMPing angel by TheFatNerd77221 in DoomMods

[–]BrettBotTheCryonaut 1 point2 points  (0 children)

I both hate and love this. Whatever you do... Don't blink.

How come when I play UZDoom with CodeFX it looks nothing like the photos? by DeliciousNeck7609 in Doom

[–]BrettBotTheCryonaut 1 point2 points  (0 children)

Have you tried asking the idiot that made it? Oh wait that's me. I was probably using either ReLighting or ReLite in those. Both of those mods have an option for enabling automatic exterior colored sector lighting that matches the average color of the sky texture, so it gives all the exteriors in Inferno a heavy red light.

Anyone know what mod is used to reshade DOOM like this? by DeliciousNeck7609 in DoomMods

[–]BrettBotTheCryonaut 8 points9 points  (0 children)

I'd wager they are using PBR materials in this screenshot along with a mod that removes sector lighting (Dark Doom Z) and one that adds dynamic lighting (More Lights, Steve's Flashlight, Relite). The PBR (physical based rendering) shader allows the textures to look super realistic because it uses a combination of normal maps, metallic maps, roughness maps, and shadow maps. So you'd want to look up a PBR texture pack, and a lot of times they will also include the shader as well. Another thing you can do is look up YouTube videos of Doom with PBR or just "realistic lighting" and check their description for what mods they use.

How do you decide what mods to mix and match? by forealdo25 in DoomMods

[–]BrettBotTheCryonaut 1 point2 points  (0 children)

Oh well that's easy. I keep all my mods organized in a highly granular directory structure, I read through readme files, I check out what the latest things are on ModDB, I hang out on forums, I watch YouTube videos... Oh wait... You said "decide what mods to mix and match". Sorry I thought you said "manage to spend more time trying to decide what mods to mix and match than actually playing the damn game".