Brütal Doom v0.18

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
iSpook
Posts: 743
Joined: Sun Feb 05, 2006 9:23 am
Location: In the middle of Stephen King Territory
Contact:

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by iSpook »

On top of the "Dual wielded Pistols cannot be reloaded untill the magazine is depleted." issue Valherran mentioned, I noticed that when you're using Akimbo pistols, you're unable to reload, as well.

And more of a nitpick than a real bug: It would be nice if the weapon code could be altered so I can see how much ammo I have left in the gun, since using anything but the coach-gun and/or the AT4 results in a moderate amount of paranoia while in the middle of a fire fight.
User avatar
Valherran
Posts: 1405
Joined: Tue Oct 27, 2009 12:58 pm

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Valherran »

Doom'd Marine wrote:On top of the "Dual wielded Pistols cannot be reloaded untill the magazine is depleted." issue Valherran mentioned, I noticed that when you're using Akimbo pistols, you're unable to reload, as well.
Lol, I did basicaly say that on #4.
User avatar
Neccronixis
Posts: 206
Joined: Fri Dec 23, 2011 10:53 pm

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Neccronixis »

I'm not gonna really give any suggestions (although i have heaps) because it is of course the alpha stage and it doesnt reflect the final product, but i will say this; non hitscan for all guns if possible, please. I like to play on really big open maps and sniping enemies is that much more satisfying when the bullets dont instantly hit the target.

Also perhaps make the sprites for the hud weapons bigger as some look like they have been shrunk abit. They need to look 'beefy' and powerful on-screen, hence the name brutal arsenal.

I like the direction in which this mod is going. It adds a whole new dimension to doom and makes the game feel somewhat more realistic combined with the gore. It kinda feels like that game Soldier of Fortune which was very entertatining to an extent. :)
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by wildweasel »

I've got one very small (and probably barely worth addressing) complaint regarding the mod, especially the Brutal Arsenal: nearly every weapon that reloads makes the same sound with doing so. Heck, the shotguns seem to all make the exact same firing sound, and the sawed-off and riot shotguns don't even make reload sounds! I assume you're probably going to fix the latter at some point, though...
User avatar
RV-007
Posts: 1501
Joined: Fri Sep 02, 2011 9:00 pm
Location: Dying w/ civilization or living after it
Contact:

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by RV-007 »

For more gore alternatives, the Shadow Warrior resource has a heart and a kidney. It also got an arm, leg, torso, skull, and other things like that.
User avatar
X-DOOM
Posts: 541
Joined: Tue Jul 15, 2003 5:16 pm
Location: Charlesbourg, Québec, Canada
Contact:

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by X-DOOM »

Sergeant_Mark_IV wrote:The weapons pack is compatible with all sourceports. First select brutal doom, hold ctrl, and select the arsenal. Now drag both files (drag from brutal doom main pk3) into your .exe.
Thanks for the quick reply my friend.
You did a good job with this pack :)
User avatar
CorSair
Posts: 580
Joined: Sat Dec 31, 2011 10:54 am
Location: .fi

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by CorSair »

I got some something annoying going on when trying to load a game.
Game ends and console opens, with only explanation being: "Expected a name but got something else."
I decided to play cchest2.wad with this, and then trying load brutalv017gzdoom, janitormode and then the weaponpack. Janitormode and weaponpack was switched before current loadout. I updated GZDoom, even.
Does someone get same problem?
User avatar
Valherran
Posts: 1405
Joined: Tue Oct 27, 2009 12:58 pm

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Valherran »

^ Make sure the Janitor addon is the LAST thing you load, otherwise you will get an error.
User avatar
Nems
Posts: 689
Joined: Wed Jan 12, 2005 1:09 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Your forum thread

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Nems »

Sergeant_Mark_IV wrote:The weapons pack is compatible with all sourceports. First select brutal doom, hold ctrl, and select the arsenal. Now drag both files (drag from brutal doom main pk3) into your .exe.
Also, you can them autoload if you like/are comfortable with mucking with the zdoom-User.ini file. Copy the following:

Path=brutalv017gzdoom.pk3
Path=UltimateBrutalArsenalAlphaV01.pk3

(or whatever you named them if you renamed them) and paste it under [Doom.Autoload] to have it (and/or Brutal Doom) load with all IWAD. Or if you want it to load up with certain IWADS but not others, paste them under the appropriate IWAD's which would be these:

[Doom1.Autoload]
[Doom2.Autoload]
[TNT.Autoload]
[Plutonia.Autoload]

I'll give Brutal Arsenal a spin tomorrow, then post my thoughts on it. c:
User avatar
CorSair
Posts: 580
Joined: Sat Dec 31, 2011 10:54 am
Location: .fi

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by CorSair »

Valherran wrote:^ Make sure the Janitor addon is the LAST thing you load, otherwise you will get an error.
Dude, not wanna being rude, but I ALREADY did that. It still gives same error.

Anyway, I got gut feeling this is about the chainsaw...
User avatar
Valherran
Posts: 1405
Joined: Tue Oct 27, 2009 12:58 pm

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Valherran »

CorSair wrote:
Valherran wrote:^ Make sure the Janitor addon is the LAST thing you load, otherwise you will get an error.
Dude, not wanna being rude, but I ALREADY did that. It still gives same error.

Anyway, I got gut feeling this is about the chainsaw...
If it ain't working, try it on Zandronum.
User avatar
QuickShotGunman
Posts: 379
Joined: Tue Jul 17, 2012 11:41 am
Location: Roscoe Street Station

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by QuickShotGunman »

Brutal Arsenal won't load in ZDoom or GZDoom D:
User avatar
JimmyJ
Posts: 658
Joined: Mon Nov 09, 2009 6:17 pm

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by JimmyJ »

QuickShotGunman wrote:Brutal Arsenal won't load in ZDoom or GZDoom D:
It won't work unless you load it -after- Brutal Doom.
User avatar
QuickShotGunman
Posts: 379
Joined: Tue Jul 17, 2012 11:41 am
Location: Roscoe Street Station

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by QuickShotGunman »

JimmyJ wrote:
QuickShotGunman wrote:Brutal Arsenal won't load in ZDoom or GZDoom D:
It won't work unless you load it -after- Brutal Doom.
....Aaaaand how do I do that?(Just new to the whole loading-after thing)
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Viscra Maelstrom »

QuickShotGunman wrote:
JimmyJ wrote:
QuickShotGunman wrote:Brutal Arsenal won't load in ZDoom or GZDoom D:
It won't work unless you load it -after- Brutal Doom.
....Aaaaand how do I do that?(Just new to the whole loading-after thing)
if you use ZDL, just load the arsenal file after Brutal Doom itself. if not, then select Brutal Doom and then ctrl-click (hold down ctrl while clicking) the arsenal file. then drag both to the executable.
Locked

Return to “Abandoned/Dead Projects”