Brütal Doom v0.18

For in-development or completed ZDoom projects
Forum rules
Got a cool project idea but nothing else? This forum is NOT for you! Put it in this thread instead!
Please read the full rules for more details.

Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Tue May 08, 2012 11:47 am

I've come across some issues with a or couple of the Doom 2 hanging bodies being completely invisible.

Image

There is supposed to be a body here, as seen with the blood at the ground near tip of barrel. The "hanging with guts and brain removed" type body is invisible for some strange reason, atop it can still be shootable in this state.
User avatar
Mr. Chris
Ask me about Oblige
 
Joined: 13 Mar 2009
Location: Suffolk County, NYS

Re: Brütal Doom v0.15a Hotfix

Postby Ghostbreed » Tue May 08, 2012 12:11 pm

Same thing happen to me too, in Map32: Grosse.
At starting point, there's a hanging corpse on your left and one on your right, but the right one is missing.

As you said, they can still be shot at but can't be gibbed if you aren't using ML, PR or BFG
User avatar
Ghostbreed
 
Joined: 24 Mar 2010

Re: Brütal Doom v0.15a Hotfix

Postby President People » Tue May 08, 2012 12:31 pm

The brightmaps require OpenGL to be seen, yes?

EDIT: Ah yes, I've had that problem with the hanging bodies as well, but I always forget. :\
User avatar
President People
Funky President
 
Joined: 28 Apr 2012
Location: The UESC Marathon

Re: Brütal Doom v0.15a Hotfix

Postby Sergeant_Mark_IV » Wed May 09, 2012 12:43 am

Hey everybody, I'm sorry for the delay. I blame Real Life.
For now, I am focusing more in fixing the bugs than adding anything else. I think it's not good to add new stuff without fixing the current broken stuff first.

I will get v0.16 done on next week. That's a promisse.
User avatar
Sergeant_Mark_IV
 
Joined: 02 Feb 2011
Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)

Re: Brütal Doom v0.15a Hotfix

Postby Dan50 » Wed May 09, 2012 12:50 am

Is infinite ammo going to be fixed? Some reason the ammo counter for cartridges and stuff breaks the infinite ammo, in the skulltag V3 beta. Reloading uses ammo and then it gets to zero and nothing.
Dan50
 
Joined: 27 Aug 2011

Re: Brütal Doom v0.15a Hotfix

Postby Sergeant_Mark_IV » Wed May 09, 2012 12:53 am

Dan50 wrote:Is infinite ammo going to be fixed? Some reason the ammo counter for cartridges and stuff breaks the infinite ammo, in the skulltag V3 beta. Reloading uses ammo and then it gets to zero and nothing.


This bug happens on which weapon, and when?
User avatar
Sergeant_Mark_IV
 
Joined: 02 Feb 2011
Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)

Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Wed May 09, 2012 7:07 am

At one point, I was at the end of Ultimate Doom E1M3 (I think) and I was goofing around just punching and kicking the exit button in a small room, I didn't even have a berserk pack, no imps in sight, and then I had suddenly received an imp meat-shield.
Zombieguy
 
Joined: 24 May 2010
Location: C:\Earth>

Re: Brütal Doom v0.15a Hotfix

Postby Ghostbreed » Wed May 09, 2012 8:29 am

Sergeant_Mark_IV wrote:Hey everybody, I'm sorry for the delay. I blame Real Life.
For now, I am focusing more in fixing the bugs than adding anything else. I think it's not good to add new stuff without fixing the current broken stuff first.

I will get v0.16 done on next week. That's a promisse.

Glad to hear you're still with us Sarge. I thought you had gone AWOL on us ;)
Last edited by Ghostbreed on Wed May 09, 2012 10:46 am, edited 1 time in total.
User avatar
Ghostbreed
 
Joined: 24 Mar 2010

Re: Brütal Doom v0.15a Hotfix

Postby XanderK9 » Wed May 09, 2012 8:32 am

Ghostbreed wrote:I thought you had done an AWOL on us ;)


He wasn't away that long. :P
User avatar
XanderK9
 
Joined: 13 Feb 2012

Re: Brütal Doom v0.15a Hotfix

Postby Ghostbreed » Wed May 09, 2012 8:37 am

No, gladly :)
User avatar
Ghostbreed
 
Joined: 24 Mar 2010

Re: Brütal Doom v0.15a Hotfix

Postby Dan50 » Wed May 09, 2012 9:02 am

Sergeant_Mark_IV wrote:
Dan50 wrote:Is infinite ammo going to be fixed? Some reason the ammo counter for cartridges and stuff breaks the infinite ammo, in the skulltag V3 beta. Reloading uses ammo and then it gets to zero and nothing.


This bug happens on which weapon, and when?


Rocket launcher, pump action shotgun, plasma rifle, railgun, rife, when reloading a clip with infinite ammo turned on in the menu. DOESN'T happen with the MP40.
Dan50
 
Joined: 27 Aug 2011

Re: Brütal Doom v0.15a Hotfix

Postby Jinal » Wed May 09, 2012 10:28 am

Mike12 wrote:Not sure, but I think SgtMarkIV shot down the chainsaw fatalities idea at some point.


Although I think I made a suggestion resolving the issue which would be a QTE fatality button for the Chainsaw.
Jinal
 
Joined: 06 Apr 2008

Re: Brütal Doom v0.15a Hotfix

Postby wildweasel » Wed May 09, 2012 10:37 am

The last thing Doom needs is QTE sequences.
User avatar
wildweasel
...huh.
 
Joined: 15 Jul 2003
Location: Non-euclidean space

Re: Brütal Doom v0.15a Hotfix

Postby Ghostbreed » Wed May 09, 2012 10:47 am

I'm okay with QTE if done right and isn't necessary to proceed into the game.
User avatar
Ghostbreed
 
Joined: 24 Mar 2010

Re: Brütal Doom v0.15a Hotfix

Postby XanderK9 » Wed May 09, 2012 10:52 am

wildweasel wrote:The last thing Doom needs is QTE sequences.


I totally agree. I do not see the benefits and why the chainsaw would have such feature.
User avatar
XanderK9
 
Joined: 13 Feb 2012

PreviousNext

Return to Projects

Who is online

Users browsing this forum: LucasGodzilla, lzvk25, Sovietic_Snake and 21 guests