Search found 8 matches

by SamIam76
Sun Mar 29, 2020 9:29 pm
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 561650

Re: DOOM Eternal [Engine:idTech 7]

I've made a cfg file with console commands in it. I don't know how to get all of them to load up with the exec command. the file name is doom but when I open the console and type "exec doom" it gives me an unknown command error for the console commands i have in the file. But if I type the commands...
by SamIam76
Sun Mar 29, 2020 9:42 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 561650

Re: DOOM Eternal [Engine:idTech 7]

I also hate that chickenshit journalism of nowadays. There is no deep research anymore, just copying and pasting stuff again and again. Same news everywhere. But maybe let's see that as respect to your work, because these subjects maybe aren't able to do anything comparable. And please Sun and guys,...
by SamIam76
Sat Mar 28, 2020 9:00 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 561650

Re: DOOM Eternal [Engine:idTech 7]

I too saw those Denuvo strings, can probably track the functions down. However, I'm not a fan o multi-player, so if they do work, it will most likely be in MP. This topic though is not targeting multi-player, so let's keep it in single-player side. Thanks! P.S.#1: I'll check those old command and e...
by SamIam76
Wed Mar 25, 2020 4:57 pm
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 561650

Re: DOOM Eternal [Engine:idTech 7]

therefore the fading out or burning of dead bodies uses one ore multiple individual timers/triggers. Do you mean fading of bodies or body parts? Because of the different commands. If you mean bodies and for ai death never fade command it could be because by use of that command, some bodies still fa...
by SamIam76
Wed Mar 25, 2020 3:36 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 561650

Re: DOOM Eternal [Engine:idTech 7]

Try the following out and see the potentiality. Left the timers as they were in 2016 ai_death_FadeDelay 60000 breakable_NoFadeAndRemove 1 decal_goreBloodPoolPriority 100 decal_forcefadeoutduration 600000 decal_maxdecalsinradius 40 decal_maxdecalgroupingradius 400.0 g_goresplashjointsused 32 r_decal...
by SamIam76
Wed Mar 25, 2020 3:09 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 561650

Re: DOOM Eternal [Engine:idTech 7]

Alright, found the CVar usage in DOOM 2016. Pray the code is somewhat identical in DOOM Eternal. The way I noticed the "Keep The Dead 0.5" mod works is by tampering several CVars in a .cfg file (DOOMConfig.cfg) placed in the %UserProfile%\Saved Games\id Software\DOOM\base . Now.. since _emoose_ 's ...
by SamIam76
Tue Mar 24, 2020 7:03 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 561650

Re: DOOM Eternal [Engine:idTech 7]

Alright Sun, I kneel before your superior badassery. If , when , you get a chance please look into the gore_neverFadeAndRemove option and see if you can get it functional. It's like the command isnt tied to the games exe , calling the wrong memory address?! I'm not even sure I know what the heck I'...
by SamIam76
Tue Mar 24, 2020 6:50 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 561650

Re: DOOM Eternal [Engine:idTech 7]

flackon wrote:
Sun Mar 22, 2020 12:17 am
anyone know the command to give berserk?
no not now