Hello, Ladies and Gentlemen of the RU-vid audience!
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Here, I upload videos of various video games materials. Some of them can be games/mods commentaries, custom content that I made for games/mods, or other miscellaneous devs/players stuff regarding games/mods.
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You can script something in advance i.e. killing a guard or destroying radio will prevent the alarm, mission failure, etc. Like i did in my Sea Wolves addon. With scripts you can spawn enemies and do many other things in this game.
@@ZikShadow Ah, ok. As far as I know such thing is not possible. Only items can be transferred from one mission to another and impact the gameplay (i.e. you can make captured keys and uniforms usable in next level by modding, etc).
exactly man!!!! as someone who actually owns a 12-gauge shotgun and fires it at actual gun ranges, coming from the video, it feels like the tighter spread is comparable to that of a real-life shotgun being fitted with either a Full or Modified Choke
Not important question but i tried to use the serious sam player skin for this mod with this addon but doesn't change the mugshot and the sounds player, is there something wrong? Obs: this is my first time playing this mod and i'm having fun since i'm starting to learn a bit how to play lol.
Hideous Destructor has a whole new system for player skins that allows them to be used in coop. Use "hd_skins" in the console to check the ones currently loaded and then "hd_skin SKINNAME" to use them.
One thing i learned about Bertgold was to always bring a lot of ammo (for SMG especially). A lot more that I had for vanilla campaign. Those spawning enemies even caught me off guard in coop. I had hard time with Nils to escape the train station in one piece after I blow the oil tanks.
I'd say it's a nice mod not gonna lie but it makes the game easier than it already is. Even on higher diffs. The reason why the devs designed the shotgun the way they did is so the player has to be face to face with the enemies and so the latter has a chance to pose a real threat. Hell, surely anyone who has played Doom 3 knows that. Even the level design implies it. So in countermeasure I think it would be good to make the monsters faster and their projectiles should be as well. Maybe even make enemies a little bit more tanky since the shotgun has less spread and consecuently you're dealing more damage. Another aspect to bear in mind too is that enemies receive x2 damage on headshots, resulting in a massively powerful shotgun. Damn I'd even decrease its capacity to 6 shells.
How do you make hideous destructor work with these maps? I understand that hideous modifies the behavior of monsters, I tried it a few days ago but I couldn't get it to work
The tricky thing about modmixing is the fact that loadorders matter. Certain mods have their own little configs that might conflict if you load them first or last. In my case, HDest comes with custom sprites for aiming zombies, causing SWDoom's enemy sprites to occasionally flicker when firing. Have to load SWDoom after HDest to get most of the enemy sprites replacers right. Babuins'll still keep their sprites though, as the video shows.
Mmm, that's Discord file links for ya. Here's a Mediafire mirror, should work for longer. www.mediafire.com/file/kmrbf3bzl5sqant/HD_BLACK_SHEEP.pk3/file
@KouraiKel Ah that makes sense. I'll have to try that. I do something similar when I pick up a shotgun. I tap unload to dump the side saddles then unload the gun itself. It's faster especially if you have multiple shotguns to empty
Nope. Just power fantasy cheesy garbage for adult children. I miss games like this, the old rainbow six series (still play on occasion), old ghost recon series (still play it), the "conflict" series, etc. This reminds me a lot of the conflict series as well as the old sniper elite.
Have you come across any game breaaking bugs in Hideous Destructor? When I reload mags i can't use them in the rifle again. It refuses to re-use reloaded mags.
that's intentional. if you quickly tap reload again your character will force the mag in, which will break the ammo counter for that mag (which, again, is intentional).
I got rid of the old wiretorn stuff to save up space on the HDD, so I can't tell you even if I want to. Sorry. About the only thing I can do is link various guide sets if you wanna wiretear Trench Foot yourself. It's not just about deleting files, unfortunately. pastebin.com/LBs2DGjV www.mediafire.com/file/yuo90zuv1etks96/WiretearingBasics.txt/file
As you probably realised by now, you cannot let those 2 tanks get pass our lines because this will fail the mission. Unfortunately the mission briefing didn't tell about that. After multiple attempts I managed to place mines in the right spots 😉.
Sounds like a major flaw, mmm. Critical mission affecting information that isn't conveyed to the player is a very easy source of frustration. I suppose I got lucky doing the usual manual gear loadout, though you're right in that it takes trial and error to figure out the correct spots. Definitely not really a fan of that kind of design.