Brütal Doom v0.18

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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Sun Mar 04, 2012 3:41 pm

Wow, the shotgun in this version looks EXTREMELY well done!
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Re: Brütal Doom v0.15a Hotfix

Postby Dan50 » Sun Mar 04, 2012 3:44 pm

I can hear the shotgun cock was softened in sound.
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Sun Mar 04, 2012 5:07 pm

It was?
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Re: Brütal Doom v0.15a Hotfix

Postby Dan50 » Sun Mar 04, 2012 8:34 pm

My bad I had my volume down when I was playing on my PC XD.
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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Sun Mar 04, 2012 9:10 pm

There is a brief moment you cannot see the hell knight during his plasma death frames and happens with the imp as you shred him up and let his corpse fall down, particularly when he's headless and armless.

Also the disappearing chaingunner and mancubus seem to be fixed too but I just saw a zombieman disappear from the same attack oddly.
Last edited by Mr. Chris on Sun Mar 04, 2012 11:07 pm, edited 2 times in total.
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Re: Brütal Doom v0.15a Hotfix

Postby Dan50 » Sun Mar 04, 2012 9:13 pm

Regular color fire torches are making a ringing sound when near by and gibs are spinning around. Anyone else encounter this in the fix?
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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Sun Mar 04, 2012 10:16 pm

Dan50 wrote:Regular color fire torches are making a ringing sound when near by and gibs are spinning around. Anyone else encounter this in the fix?


The spinning gibs issue was fixed in 0.15a.
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Re: Brütal Doom v0.15a Hotfix

Postby Dan50 » Sun Mar 04, 2012 10:24 pm

I have 15a and it still spins for me.
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Mon Mar 05, 2012 8:54 am

Really? Well, I haven't had the time to play a full two levels of doom lately, so I wouldn't know. Can't wait to sit down and play this though. Loving the polished blood effects, by the way.
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Mon Mar 05, 2012 12:41 pm

Double post:

I just had a thought, I'm not sure if it's even possible but, to solve the blood spawning on water issue, couldn't you just create a blood actor that detects water/slime etc, and when that actor detects water, instead of the blood spawning on top of the water, maybe there could be a foggy blood effect slowly spreading through the liquid? I'm not sure if the blood spreading effect could overwrite the 3D blood-spot model when it has detected liquid. Is this possible?
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Re: Brütal Doom v0.15a Hotfix

Postby TheMistress » Mon Mar 05, 2012 2:25 pm

Zombieguy wrote:Double post

For the love of god, When will people learn to just Edit their previous post?
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Mon Mar 05, 2012 3:11 pm

I was double posting for convenience. I edit my posts 90% of the time.
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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Mon Mar 05, 2012 3:25 pm

The railgun should use 10 per shot instead of 5 to balance out how powerful it is (knowing ST railgun can kill anything up to a demon in one shot), atop thinking the revenant's melee attack is bit too strong, going from 200/200 (megasphere) to 150/150 in a single hit.

After some thought and extra play, the zombieman does not disappear, I might have been seeing stuff.

You know what could be a neat idea, having some bloodless/minimally bloody kill animations for the low tier monsters. Chances are that some have resorted to non-berserk punching or kicking imps or demons before so why not a bloodless(ish) death sequence?
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Re: Brütal Doom v0.15a Hotfix

Postby Dan50 » Tue Mar 06, 2012 12:51 am

How do I get the railgun/grenade launcher? The give weapons code doesn't give them.
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Re: Brütal Doom v0.15a Hotfix

Postby SamVision » Tue Mar 06, 2012 2:02 am

Dan50 wrote:How do I get the railgun/grenade launcher? The give weapons code doesn't give them.

Run the Skulltag version, on Skulltag.
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