![]() Sadly, while PC players can now enjoy the remastered collection without the troubling thick rain strands, console players must wait for an official patch from Rockstar Games, which is expected sometime soon. Modders however quickly jumped on the issue and have created fixes for the Definitive Edition that lighten the effect or make it more subtle. ![]() A “fake rain” effect that looks like a screen filter is making it hard for players to navigate the GTA trilogy remaster due to significant visibility issues that heavily obscure or disappear its environments completely. Though the collection returned to the Rockstar Launcher with an update that fixed numerous issues, a single controversial issue continues to plague the Definitive Edition. Unfortunately, its rocky launch worsened, as the GTA trilogy remasters PC version was subsequently taken down, angering many fans that wanted to refund the collection due to the game being completely deleted from libraries without consent. While modders have stepped in to improve the remastered collection’s PC version since its initial release, issues regarding the GTA trilogy remaster across all platforms seem to be growing every day, as fans have taken to social media to mock its numerous bugs, inconsistencies, and lack of polish that deem it unplayable. One modder has parodied Grand Theft Auto: The Trilogy – Definitive Edition’s infamous rain effect, recreating it as a classic DOOM mod for laughs.Ī modder has parodied Rockstar’s newly released Grand Theft Auto: The Trilogy – Definitive Edition, recreating its maligned thick low-quality rain effect that plagues all three remasters as a classic DOOM mod. GTA Trilogys Annoying Rain Mocked By DOOM Mod GTA Trilogy’s Annoying Rain Mocked By DOOM Mod If you need to clarify anything, I'll try to.GTA Trilogys Annoying Rain Mocked By DOOM Mod It's hard to explain in text, but I hope I got through asking this. Best way I think I can put it is making optional "add-ons" to an add-on. I want to make my own initial PK3 to surface on top of Freedoom, until I make separate "updates" to expand the game, that isn't tied down to my actual mod. I need a one-operation cumulative way to read whatever is actually present. Maybe with every expansion I put in a new "GAMEINFO"? But then how would the system know to read all of the pk3s to do that if the initial one's already set? I can't see how using GAMEINFO lump or the ini are supposed to work. Unless there's something I don't know about that handles this sort of thing better, the reason I'm asking this is for clear, direct modularity. You don't need them for the initial game experience, but they're there to run with more. The weapons and the levels are not contiguous parts of my mod, but works like "expansion packs". So now that SHOULD run both my mod and the ww2 weapons add-on at least that's what I want it to.Īnd now another month later, I decide to come out with a new Episode pack, where all the levels are Antarctic-oriented:Īnd that should run my mod, with the WW2 weapons, and the Antarctic levels. ![]() ![]() Now GLOOME runs Freedoom with my mod on top of it, so it's like my own little self-packaged game.īut a month later, I feel like making a "WORLD WAR 2 WEAPONS PACK", chock full of weapons. exe file, but I have the end-user in mind and want to make it as hassle-free as I can. I know I can use ZDL or just drag/drop the pk3 onto the. In this example, I'm practicing my zdoom work on the GLOOME sourceport (which borrows from GZdoom): How do I get the zdoom platform to not only run the iwad, but every subsequent pk3 file to modularly expand the game as I go? This post is solved but it's here in case anyone needs reference. You need the asterisk (*) there, as this is a wildcard that then loads every file in there. ![]()
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