Brütal Doom v0.18

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KingShinra
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by KingShinra »

TheDarkArchon wrote:
KingShinra wrote: I am using an SVN Build of GZDoom
Based off which ZDoom revision? It's likely based off this malarkey
Ah. Sorry. Revision 1505. I knew I forgot something.

Currently reading that malarkey. Let's see what can be deduced.

EDIT: It seems that it's a DECORATE problem with the weapon WAD. I tested it in Zdoom, and it works fine.

So yep, it is based on Enjay's problem in the thread. No worries. Eventually, there will be fix.
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QuickShotGunman
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by QuickShotGunman »

No news about the Arsenal lately.
Image
So,I just made this from the Snub-Nosed Revolver (which was originally Hellcattx's revolver edit) for the next update? Maybe :?:
Currently WIP.
doom_is_great
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by doom_is_great »

Heck yeah! A powerful revolver would be frickin' awesome! Popping heads with that thing would be so much fun! :twisted:
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Armaetus
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Armaetus »

0.18 will definitely be fun for me, after my "classic" edits (not removing the dodge moves :p )
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Hellstorm Archon
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Hellstorm Archon »

A small bug to report:
When performing a fatality on a downed Hellknight, you can still move around.
xdiesp
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by xdiesp »

I don't know if that was a bug or just our bad connection, but a friend and I were doing coop in D1 and performing fatalities caused massive lag. Version was 017 for Zandronum.
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Sergeant_Mark_IV
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Sergeant_Mark_IV »

xdiesp wrote:I don't know if that was a bug or just our bad connection, but a friend and I were doing coop in D1 and performing fatalities caused massive lag. Version was 017 for Zandronum.
This is bad connection. I have already seen 3 or 4 players doing fatalities at the same time in a NeoDoom server and without anyone having any ping increase.
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Armaetus
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Armaetus »

Might there be any chance monster-player fatalities have translation to the armor color they have in the future?
xdiesp
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by xdiesp »

About the new rifle which replaces the pistol, I've seen the mutator which reinstates the pistol. Imho the best middle ground would be keeping the rifle, only not automatic. Shooting as fast as you can with the pistol with perfect accuracy is a bit too much (Halo 1!), while having a rifle which becomes accurate with iron sights is believable.
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Mav3rick
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Mav3rick »

any progress on the new version?
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Ghostbreed
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Ghostbreed »

When it's done ;)
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Mav3rick
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Mav3rick »

Ghostbreed wrote:When it's done ;)
Fair enough :)
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Armaetus
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Armaetus »

Hello, I want to fix this quirk that is borrowed by the EasyMonsters mutator which removes imp pounce, but sometimes within the same range he attempts to melee me from a few feet away but doesn't toss a fireball. Anyone know how to correct this?

Here's code from the mutator for the Imp:

Code: Select all

States
	{
	Melee:
	Melee2:
	    TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 48,0)
        TROO EF 4 A_FaceTarget
		TNT1 A 0 A_TakeInventory("SKImp", 1)
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 48,0)
        TROO G 4 A_CustomMissile("ImpAttack",10,0,0,0)
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 48,0)
        TROO FE 4
		Goto See

	Missile:
        TNT1 A 0 A_JumpIfCloser(30, "Melee")
		TNT1 A 0 A_TakeInventory("SKImp", 1)
		TNT1 D 0 A_SpawnItem("HeadshotTarget23", 0, 48,0)
		TROO E 4 A_FaceTarget
        TNT1 A 0 A_JumpIfCloser(170, "Melee")
		TNT1 A 0 A_Playsound ("IMPCHARG")
        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 35, 30, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ImBallGettingReady", 35, 30, random (0, 140), 2, random (0, 160))
		TROO E 2 A_FaceTarget
		
		        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 35, 30, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ImBallGettingReady", 35, 30, random (0, 140), 2, random (0, 160))
		TROO E 2 A_FaceTarget
		
		        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 35, 30, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ImBallGettingReady", 35, 30, random (0, 140), 2, random (0, 160))
		TROO E 2 A_FaceTarget
		
		TNT1 D 0 A_SpawnItem("HeadshotTarget23", 0, 48,0)
		        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 35, 30, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ImBallGettingReady", 35, 30, random (0, 140), 2, random (0, 160))
		TROO E 2 A_FaceTarget
		
		        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 35, 30, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ImBallGettingReady", 35, 30, random (0, 140), 2, random (0, 160))
		TROO E 2 A_FaceTarget
		
		        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 35, 30, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ImBallGettingReady", 35, 30, random (0, 140), 2, random (0, 160))
		TROO F 2 A_FaceTarget
		TNT1 D 0 A_SpawnItem("HeadshotTarget10", 0, 48,0)
		TROO G 6 A_CustomMissile("FireBall_", 34, 0, 0, 0) 
		TROO F 4
		Goto See
Also another thing, the CREDITS page still shows 0.12 (as of 0.17 version), so either with the new versions 1) drop the version number or 2) make sure it is the correct number each release.
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Hellstorm Archon
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Hellstorm Archon »



Whoopsie, looks like Cybie got a poopsie.
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Ghostbreed
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Ghostbreed »

<ENTER>There is no cow level</ENTER>
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