Brütal Doom v0.18

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Re: Brütal Doom v0.15a Hotfix

Postby The Zombie Killer » Fri Apr 20, 2012 6:38 am

Boy, I haven't posted here in a while. I made a legit and actually working pistol addon for brutal doom. I got the pistol sprites from a friend of mine, but he said he got them from some wad. Anyway, it works, but is exclusive to v016test1, since I'm having trouble with making the player have the weapon "BrutalPistol" when the game starts.
Get it here: http://dl.dropbox.com/u/70702956/Pistol_BD.zip
This should stop people whining.

EDIT: I had a look and it seems my friend got the sprites from NightFright's edited smooth weapons wad. If he is not okay with me using the sprites, I will remove the addon no questions asked.

-MBF
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Re: Brütal Doom v0.15a Hotfix

Postby deathstalker666 » Fri Apr 20, 2012 2:04 pm

Now this is confusing... MBF's pistol worked fine in my game. Whenever I used Brutal Arsenal or Sarge's Pistol, my reload and kick buttons would become unbinded and instead automap would be binded to those keys on the second and subsequent times of playing. As MBF didn't add reload frames into the mix, I wonder if that has something to do with this. It only affects Brutal Doom controls, making me think it is something to do with Brutal Doom, but I am questioning that theory as someone else should have reported it.
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Re: Brütal Doom v0.15a Hotfix

Postby Iniquitatis » Sun Apr 22, 2012 11:02 am

Sergeant_Mark_IV wrote:
Ok, here it is, v16test3. Fixed the most annoying bugs reported, and I hope it also fixed the crashes online when using taunts.

http://www.mediafire.com/?fameua1v60orcr8


From Skulltag forums.
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Re: Brütal Doom v0.15a Hotfix

Postby Dan50 » Sun Apr 22, 2012 11:34 am

Rocket Launcher runs out of ammo when infinite ammo is enabled and summoning the rocket launcher crashes the game and takes me back to the main screen. Upon using the shotgun I noticed infinite ammo doesn't work with this beta release at all. Ammo gets to zero through reloading weapons such as shotgun, rocket, have not tried plasma yet but I bet it will not work either.
Last edited by Dan50 on Mon Apr 23, 2012 1:26 am, edited 1 time in total.
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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Sun Apr 22, 2012 12:17 pm

I've noticed the charred mancubus corpse STILL causes the player to get stuck/have clip issues with it, as it has for the past few versions.

Does anyone know how to make the friendly marines to stop using zombie hunting sounds?
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Re: Brütal Doom v0.15a Hotfix

Postby Zaero » Mon Apr 23, 2012 6:18 am

How about making the weapons graphics easier to modify (png files for ex.), so each player can decide if they want a shotgun from vanilla, 0.13, 0.14. or 0.15 version etc :?:
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Re: Brütal Doom v0.15a Hotfix

Postby Ghostbreed » Mon Apr 23, 2012 6:31 am

Sarge said that something like this will happen. We shall also be able to use custom weapon sprites as well in 0.16 . if I understood correctly
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Re: Brütal Doom v0.15a Hotfix

Postby Mike12 » Mon Apr 23, 2012 8:20 am

I'm all for the more user-customization ideas as well. Also, I love Zero X Diamond's voice work, but is it possible to have the sounds toggleable between the older and the new voice-pack (or make it an extra wad)? As cool as they are, I still like having the option of playing the more silent-badass version of Doomguy. :D
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Re: Brütal Doom v0.15a Hotfix

Postby Flam » Mon Apr 23, 2012 2:45 pm

I find most modern day shooters to be a bit boring, but always come back to DooM eventually. This guarantees I'll probably stay here for a long time.
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Mon Apr 23, 2012 7:40 pm

Welcome to the forums. ;)
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Re: Brütal Doom v0.15a Hotfix

Postby Mike12 » Mon Apr 23, 2012 9:49 pm

Image
Still working on the Imp meatshield death. It's getting pretty messy. :D
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Re: Brütal Doom v0.15a Hotfix

Postby Minigunner » Mon Apr 23, 2012 9:54 pm

I don't really see any skull... or the eyeball (unless it already became a projectile), and the meat is a bit highly-contrasted. Otherwise, it's good.
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Re: Brütal Doom v0.15a Hotfix

Postby Mike12 » Mon Apr 23, 2012 9:55 pm

Minigunner wrote:I don't really see any skull... or the eyeball (unless it already became a projectile), and the meat is a bit highly-contrasted. Otherwise, it's good.


Yeah, the eyeball is still there, I just forgot to activate the layer before saving it as a PNG, and the bone fragments is still yet-to-come
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Re: Brütal Doom v0.15a Hotfix

Postby Blox » Tue Apr 24, 2012 3:27 am

That head has lost every detail it had, however.
Which is :(, to say at least.
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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Tue Apr 24, 2012 11:59 am

I have silenced the friendly marines by giving a blank sound entry for ActiveSound so they don't sound like wandering zombies, likely due to inheritance of the zombieman in the first Marine entry.
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