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JimFlasch

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Posts posted by JimFlasch


  1. I got this via auto download through Steam (I bought Quake that way years ago and have the official expansions also), and it alone of all games I acquired that way gives me an "app configuration unavailable" error. I have tried deleting the appinfo.vdf file in Steam/appcache, but that didn't help. any ideas?


  2. I get a crash and an error message when I try to play Redneck Rampage Route 66 with the latest version of Raze. The crash log is as follows:

     

    Log started: 2020-02-20 23:06:03
    OS: Windows 10 (or higher) (NT 10.0) Build 18362
        
     adding C:/Raze/raze.pk3, 148 lumps
     adding C:/RedneckGDX/Redneck/REDNECK.GRP, 441 lumps
     adding C:/RedneckGDX/Redneck/, 20 lumps
    Texture filtering mode changed to LINEAR_MIPMAP_LINEAR
    CPU speed: 3392 MHz
    I_InitSound: Initializing OpenAL
      Opened device OpenAL Soft on Speakers (DFX Audio Enhancer)
      EFX enabled

     

    Execution could not continue.

     

    What went wrong?


  3. Why all of a sudden am I getting an error message saying "Script error, "PSXDOOM.PK3:animdefs.txt" line 1799: Unknown texture SLIME04" when it's the same PSXDOOM.PK3 I've always used to play this mod and I've had no problems with it before? (GZDoom version is 3.6.0, which I downloaded when it first came out (10/10/2016), and it played PSXDOOM just fine as recently as December 10.)


  4. I have found a rather annoying bug in the latest version of this mod. The only weapons that are selectable are the fists and the pistol. No other weapon can be selected, not even the chainsaw, which shares slot one with the fists. I have PSXLOST.pk3, and PSXLOSTMUS.pk3 loaded in. It also happens with PSXDOOMTC.pk3 & PSXMUS.pk3 loaded in instead, so I'm thinking that the bug is in PSXDOOMTC.pk3, since the absence of the music packs has no effect on this issue.

     

    edit: just found that weapons are now properly selectable with PSXLOST.pk3, and PSXLOSTMUS.pk3 alone loaded in... weird.


  5. In playing through Freedoom Phase 1, I noticed that C2M3 has two exits - one normal, one secret. It should, however, have only a normal exit - at least if Freedoom's episode structure is to match Doom 1's, where E2's secret level is accessed off of level 5, which in Freedom Phase 1 does also have a secret exit. By the same token, Doom 1's E3M6 has its episode's secret exit, so Freedoom's C3M6 should as well, but doesn't (and no other level in C3 has a secret exit either - not that that would work anyhow as C3M9's exit takes you to C3M7 - and C2M9's exits [it has two for some reason] lead to C2M6). Perhaps C2M3 and C3M6 should be swapped?

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