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Thanks again for the help and all the responses!
2) Currently - no. But maybe those will get removed in future version. Initially, those were debug lines, forgotten to remove before the release.
3) We're aware of the Fat Zombie lighting bug but hadn't found a way to fix it yet.
1.) Is there a way to disable the ScrN level-up sound ("ROBERTAAAA")?
2.) Is there a way to disable DOOM 3 bosses talking in text form? Cyberdemon saying things like, "Say hello to my little friends" and "I'm out, see ya later" is a bit odd lol.
3.) Is there a fix for Fat Zombies looking glitchy when shining a flashlight on them? They're the only D3 enemy model I've noticed this with. https://i.imgur.com/SwPs3Be.jpeg
# Doom3 Long Game
[20 ScrnGameLength]
GameTitle=DooM
Author=ScrN
Mutators=ScrnDoom3KF.Doom3Mutator
Mutators=ScrnD3Ach.D3AchMut
...
Using that, should I still keep the DOOM 3 Achievements mutator in the list or is that also loaded automatically?
Many settings in ScrnDoom3KF.ini are deprecated by the new enemy spawn system. Check KFMapVote.ini and ScrnGames.ini for details.
So I manually installed the ScrN bundle + this DOOM 3 ScrN Edition, I select ScrN Floor mode, and for mutators I use ScrN Doom3, ScrN Balance, ScrN Server Veterancy Handler, and my ini is edited so that the min and max percentage is set to 100. I still mostly get regular zeds. I've also tried using the DOOM 3 version of Zed Manager that supports ScrN, and no luck with that either. :(
Download the bundle - it has everything preconfigured.
https://steamhost.cn/steamcommunity_com/groups/ScrNBalance/discussions/2/483368526570475472/
At most I can get some D3 demons to spawn during waves, but I still have regular zeds mixed in there too. I've already looked over the ScrnDoom3KF.ini and it looks like it shouldn't be doing that so I dunno what I'm doing wrong.
Btw check this out:
https://steamhost.cn/steamcommunity_com/groups/ScrNBalance/discussions/2/483368526570475472/
1. Doom monsters didn't give money when killed.
2. Doom monsters didn't level up any perk at all.
3. Pat always spawned as ending boss, never a Doom boss.
I tried it with it only on the D3KF mode and then off for the vanilla mode(as I thought it would work reset zed squad upon map change, but it does not by the looks of it as you need it to be running on the next map for it to work) and it didn't work, this time, all the zeds were invisible!
Is there one where it resets the zed squad at the end of the game(instead of at the start of the game)? Like whenever team is wiped or survives, zed squad is reset to default? Because with that, then I might be able to work it out with only the D3KF mode and hence leave the vanilla side untouched and hence allows perk and achievement progression.
If it does turn out that it *does* completely disable perk and achievement progression well then I guess the only fix I have to resort to and is the only one I am currently using is to set end game boss for D3KF mode the normal vanilla patty ONLY.
Is Zed Manager whitelisted or at least allows perk and achievement progression for when I load it for vanilla play(so that I can force it to reset zed squad)? ...or I could find it out myself....
And yes, Zed Manager can help you to solve this problem.
ScrN Brutal KF Bundle fixes all the bugs mentioned above, that's why it is compatible with almost any custom zeds.
Custom monsters spawn in fine, just the end game bosses that screw up if it's NOT the patty as the game assumes for vanilla play, patty spawns but for some reason or another, it tries to spawn in the last boss that was used from Doom 3 KF mode....and if the last end game boss ISN"T the patty, then it tries to spawn one of the D3 bosses and then makes him invisible!
ScrN Brutal KF Bundle .
I'll try that out, thanks!
NormalBosses=KFChar.ZombieBoss_STANDARD
Warning: Failed to load 'Class ScrnDoom3KF.Patriarch': Failed to find object 'Class ScrnDoom3KF.Patriarch'
ScrnDoom3KF: Unable to load end game boss class: ScrnDoom3KF.Patriarch
I'm guessing there used to be an option to turn on ScrN Patty instead of the Doom bosses? Or is this just pointing to a null reference that you've removed?