[WIP/Release] Brutal Doom SE

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Slax
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Re: [WIP/Release] Brutal Doom v19 SE (Now with extra Zandron

Post by Slax »

Planning on fixing the fatality irregularities? Being able to keep punching/grabbing while invulnerable and all that.
Pretty sure it's a returning bug. I remember someone fixing it at some point.
Immortal Destroyer
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Re: [WIP/Release] Brutal Doom v19 SE (Now with extra Zandron

Post by Immortal Destroyer »

Slax wrote:Planning on fixing the fatality irregularities? Being able to keep punching/grabbing while invulnerable and all that.
Pretty sure it's a returning bug. I remember someone fixing it at some point.
This bug cannot be solved. And i will tell you why;
Because all the fatalities are in the Player's lump. Because, the Player acts all those so that can't happen. Except, if they put a new command that blocks jumping, punching etc. for a selected time.
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SigFloyd
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Re: [WIP/Release] Brutal Doom v19 SE (Now with extra Zandron

Post by SigFloyd »

Immortal Destroyer wrote:
Slax wrote:Planning on fixing the fatality irregularities? Being able to keep punching/grabbing while invulnerable and all that.
Pretty sure it's a returning bug. I remember someone fixing it at some point.
This bug cannot be solved. And i will tell you why;
Because all the fatalities are in the Player's lump. Because, the Player acts all those so that can't happen. Except, if they put a new command that blocks jumping, punching etc. for a selected time.
I've tried fixing it before, but the game seems to ignore changes to the player properties that affect weapon use, if you were to rapidly press attack when it happens. I'm no wizard but I think that behavior seems to be hard coded. There's another one that stops ALL player input, even the camera, but that'd be lame if you can't adjust your view. There could be a workaround using ACS, but sadly I know nothing about it. With the measures I've implemented so far, any additional enemies that you catch with fatality punches just disappear when you're already performing a fatality instead of creating mismatching animations on your next fatality.
Skrell wrote:Ok first off i definitely LOVE this mod now that i've finally got to play it! Couple questions as i'm new to it though:
1. Why does the shotgun not stay zoomed in after each shot is fired? was this on purpose ?
2. Will there be an addon that will allow the assault rifle to be switched out for a regular pistol or can i simply use the mutator the originail BD19 provides to accomplish this?
3. What are the alternate sprites that you can use with your SE addon? How are they different?
The Shotgun un-zooming was intended, since more often than not a monster would end up in my face after aiming at another. I could go for something in-between, like having the gun pump while still zoomed by having the sprite bob a bit. The lump for the pistol is already loaded by default. Just go into the console and type GIVE BRUTALPISTOL. It has higher priority than the Rifle, so once you have the pistol you'll always whip that out before the Rifle. The alternate sprites replace Rifle, Shotgun, Revenant Gun, Mancubus Gun, and MP40. Those IIRC, are by DoomNukem and Realm667, with some tweaks done by Mike12.
iVoid wrote:Could you please add a description of what exactly each mutator does in the OP or on a txt file in the archive?
Done. It'll be a text file in the Addons Pack. I thought the names of each mutator would be descriptive enough, but I added the descriptions anyway.
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Re: [WIP/Release] Brutal Doom v19 SE (Now with extra Zandron

Post by Skrell »

Ok found a bug! I started a coop server using doomseeker and found that the server would freeze as soon as anyone died. This might be a fatality cam thing maybe?

PS: Could you post pics of the alternate sprites?
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Re: [WIP/Release] Brutal Doom v19 SE (Now with extra Zandron

Post by Vict »

Skrell wrote:Ok found a bug! I started a coop server using doomseeker and found that the server would freeze as soon as anyone died. This might be a fatality cam thing maybe?
I can confirm this, when playing the Zandro version in single player the game freezes if you die.

The GZDoom version also seems to suffer from some really strange slowdown caused by multiple floor blood models overlapping each other, but it isn't present in the Zandro version. Though keep in mind I'm on old hardware.
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Re: [WIP/Release] Brutal Doom v19 SE (Now with extra Zandron

Post by Marrub »

Skrell wrote:Could you post pics of the alternate sprites?
Spoiler:
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SigFloyd
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Re: [WIP/Release] Brutal Doom v19 SE (Now with extra Zandron

Post by SigFloyd »

Skrell wrote:Ok found a bug! I started a coop server using doomseeker and found that the server would freeze as soon as anyone died.
Vict wrote:
Skrell wrote:I can confirm this, when playing the Zandro version in single player the game freezes if you die.
Woah. That's a really serious problem. Looking into it ASAP.

EDIT: Good news is that I've narrowed the problem down to the Rifle lump. Bad news is I'm still scratching my head over it. Will come up with a solution the best I can.
EDIT2: Looks like the problem lies in most of the weapon lumps. Could be something that I either omitted or something that Zandro has a fit over.
EDIT3: Found the culprit. Zandro does not like having weapons with zero tic deselects. Dying with that would cause the game to blow a gasket. Added workaround fix that keeps things the same, but without crash-dying.
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Re: [WIP/Release] Brutal Doom v19 SE (Now with extra Zandron

Post by Skrell »

Great !! I'll try it tonight! What about adding an alternate sprite for the plasma rifle? Something a bit sleeker maybe?
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Re: [WIP/Release] Brutal Doom v19 SE (Now with extra Zandron

Post by Immortal Destroyer »

You know, i think i didn't tell you before what did i think about this "Meta-Mod". Well, i don't really like this mod. I really dig a few stuff (Actually, no, i didn't play the Original V19 i have my own Customized Version) or maybe i used to my Add-On. But still, the Rifle sound so do not fit. And i do know ACS, but still, you can't do something else, you must cancel all the movement, including every other player activity. Also, this alternate weapon pack is yours?
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SigFloyd
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Re: [WIP/Release] Brutal Doom v19 SE (Now with extra Zandron

Post by SigFloyd »

Immortal Destroyer wrote:You know, i think i didn't tell you before what did i think about this "Meta-Mod". Well, i don't really like this mod. I really dig a few stuff (Actually, no, i didn't play the Original V19 i have my own Customized Version) or maybe i used to my Add-On. But still, the Rifle sound so do not fit. And i do know ACS, but still, you can't do something else, you must cancel all the movement, including every other player activity. Also, this alternate weapon pack is yours?
It's cool. Though it does come with an alternate sound pack by LowBrown if you don't like the arcadey thing I got going on with the weapon sounds. The alternate weapons sprites isn't mine(technically speaking none of anything here is. I claim nothing, this is someone else's mod, after all), those are by DoomNukem and Mike12.
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Re: [WIP/Release] Brutal Doom v19 SE (Now with extra Zandron

Post by Skrell »

SigFloyd wrote:
Immortal Destroyer wrote: those are by DoomNukem and Mike12.
Didn't they have an alternate sprite for the plasma? I thought i saw it once?
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Re: [WIP/Release] Brutal Doom v19 SE (Now with extra Zandron

Post by Marrub »

Skrell wrote:Great !! I'll try it tonight! What about adding an alternate sprite for the plasma rifle? Something a bit sleeker maybe?
They're just some skins that Mike12 made in his spare time so I don't think we'll be getting anything unless he feels like making it.
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Re: [WIP/Release] Brutal Doom v19 SE (Now with extra Zandron

Post by iVoid »

SigFloyd wrote:The Shotgun un-zooming was intended, since more often than not a monster would end up in my face after aiming at another. I could go for something in-between, like having the gun pump while still zoomed by having the sprite bob a bit.
Wouldn't it be a better solution if the player could just press the scope button as the pump-up animation is playing, causing it to scope again at the end of the animation? No idea if that's doable... Personally, I find the pump-up animation between scoped shots in both SE and normal brutal doom very satisfying and I'd hate if it were removed.

Also, doesn't the rocket launcher's alternate fire obsolete the grenade launcher? I mean, even if the grenade launcher still has some kind of advantage, it is a bit dull to have weapons overlapping each other like this... Perhaps the RL's could place some kind of mine? Just a suggestion off the top of my head.

And could there be an option to disable the lightspeed weapon changing?
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Re: [WIP/Release] Brutal Doom v19 SE (Now with extra Zandron

Post by Cryomundus »

iVoid wrote:
SigFloyd wrote:The Shotgun un-zooming was intended, since more often than not a monster would end up in my face after aiming at another. I could go for something in-between, like having the gun pump while still zoomed by having the sprite bob a bit.
Wouldn't it be a better solution if the player could just press the scope button as the pump-up animation is playing, causing it to scope again at the end of the animation? No idea if that's doable... Personally, I find the pump-up animation between scoped shots in both SE and normal brutal doom very satisfying and I'd hate if it were removed.

Also, doesn't the rocket launcher's alternate fire obsolete the grenade launcher? I mean, even if the grenade launcher still has some kind of advantage, it is a bit dull to have weapons overlapping each other like this... Perhaps the RL's could place some kind of mine? Just a suggestion off the top of my head.

And could there be an option to disable the lightspeed weapon changing?
The skulltag grenade launcher isn't available in a normal playthrough, it must be either placed by a mapper or given via cheats. So no, it doesn't "obselete" it, as it was never part of normal gameplay. The alt-fire is fine.
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Re: [WIP/Release] Brutal Doom v19 SE (Now with extra Zandron

Post by TheRailgunner »

iVoid wrote:
SigFloyd wrote:The Shotgun un-zooming was intended, since more often than not a monster would end up in my face after aiming at another. I could go for something in-between, like having the gun pump while still zoomed by having the sprite bob a bit.
Wouldn't it be a better solution if the player could just press the scope button as the pump-up animation is playing, causing it to scope again at the end of the animation? No idea if that's doable... Personally, I find the pump-up animation between scoped shots in both SE and normal brutal doom very satisfying and I'd hate if it were removed.
X-Weapon's weapons return to ADS mode after pumping or reloading, provided that the player was aiming before performing either action. It's as simple as adding "TNT1 A 0 A_JumpIfInventory("[ADS inventory counter]", "[pre-ADS state]")" at the end of firing pump or reload animations.
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