Search found 9 matches

by spin1490
Sun Jan 10, 2021 1:14 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 563010

Re: DOOM Eternal [Engine:idTech 7]

... Change these in "Unrestrict Console Commands/CVars & Bind" script: local gameProcess = "DOOMEternalx64vk.exe" local gameModule = getAddress( gameProcess ) local t = aobscanex( "4C8B0EBA01000000488BCE448BF041FF51??8D", nil, nil, nil, gameModule, gameModule + getModuleSize( gameProcess ) ) t = to...
by spin1490
Fri Apr 24, 2020 8:09 pm
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 563010

Re: DOOM Eternal [Engine:idTech 7]

Also, we managed to make all dead bodies stay, including glory killed ones, over on the modding discord. Needs to be cleaned up a bit but mod should be up soon.
by spin1490
Fri Apr 24, 2020 8:00 pm
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 563010

Re: DOOM Eternal [Engine:idTech 7]

Any idea how to enable debug mode? Most of the console commands with "debug" in the name don't work, leading me to think there's a way to activate debug mode. And what would "debug mode" do? Sometimes I think you people really expect the behavior you've seen for some debug mode in some game to be I...
by spin1490
Fri Apr 24, 2020 8:54 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 563010

Re: DOOM Eternal [Engine:idTech 7]

Any idea how to enable debug mode? Most of the console commands with "debug" in the name don't work, leading me to think there's a way to activate debug mode.
by spin1490
Mon Apr 20, 2020 7:17 pm
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 563010

Re: DOOM Eternal [Engine:idTech 7]

skacikpl wrote:
Mon Apr 20, 2020 3:33 pm
...
Yeah check out the doom eternal modding discord, they have tools and some other mods on there already too [Link]
by spin1490
Mon Apr 20, 2020 8:54 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 563010

Re: DOOM Eternal [Engine:idTech 7]

Made a mod to get more realistic lighting with no performance impact (by editing the spotlights that I've been bugging the forums about).
https://www.fearlessrevolution.com/doometernal/mods/5
by spin1490
Sun Apr 19, 2020 3:47 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 563010

Re: DOOM Eternal [Engine:idTech 7]

Anyone know how to remove the player point light? There's obviously a player point light set behind the camera which makes the lighting look a bit unrealistic. You can tell from how the gun and hands are always lit from above/behind and how demons become very visible with a white light when you glo...
by spin1490
Sun Apr 19, 2020 3:19 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 563010

Re: DOOM Eternal [Engine:idTech 7]

So, I'm new here. Found this forum and thought to ask these questions I have as this is probably the best place to find answers or solutions. First and foremost, huge props to you Sunbeam. Now, I'm doing a little project of mine in terms of Game Capture. Having the command console unlocked opened t...
by spin1490
Fri Apr 17, 2020 6:57 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 563010

Re: DOOM Eternal [Engine:idTech 7]

Anyone know how to remove the player point light? There's obviously a player point light set behind the camera which makes the lighting look a bit unrealistic. You can tell from how the gun and hands are always lit from above/behind and how demons become very visible with a white light when you glor...