[Release] 10x.wad for Brutal Doom and ReDoom

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
Kinsie
Posts: 7399
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

[Release] 10x.wad for Brutal Doom and ReDoom

Post by Kinsie »

Image
Download

Thanks to Mak0rz for the idea and tooooooo bad for the gif.
Load the appropriate 10x wad after the main wad.
NuroGL
Posts: 22
Joined: Sun Aug 28, 2011 10:51 pm

Re: [Release] 10x.wad for Brutal Doom and ReDoom

Post by NuroGL »

Get an error, doesnt work :/
User avatar
hugoroy
Posts: 221
Joined: Tue Aug 23, 2011 4:59 pm

Re: [Release] 10x.wad for Brutal Doom and ReDoom

Post by hugoroy »

Um so you released other peoples work in a pack?
User avatar
Tapwave
Posts: 2096
Joined: Sat Aug 20, 2011 8:54 am
Preferred Pronouns: No Preference
Graphics Processor: nVidia with Vulkan support

Re: [Release] 10x.wad for Brutal Doom and ReDoom

Post by Tapwave »

hugoroy wrote:Um so you released other peoples work in a pack?
No. He modified's Cutmanmike's 10x mod so it works better with ReDoom and Brutal Doom.
I dunno what exactly was fixed, mind telling me?
User avatar
hugoroy
Posts: 221
Joined: Tue Aug 23, 2011 4:59 pm

Re: [Release] 10x.wad for Brutal Doom and ReDoom

Post by hugoroy »

Oh I see now, in brutal doom if you use x10 you wont get new death animations
User avatar
FireSeraphim
Posts: 407
Joined: Thu Nov 18, 2010 12:45 am

Re: [Release] 10x.wad for Brutal Doom and ReDoom

Post by FireSeraphim »

My god that's amazing. Although I wonder how are you going to deal with the cyberdemons and other big monster?
User avatar
Kinsie
Posts: 7399
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: [Release] 10x.wad for Brutal Doom and ReDoom

Post by Kinsie »

terranova wrote:I dunno what exactly was fixed, mind telling me?
10x uses actor inheritance to give every monster +GHOST so that both the player and their projectiles can pass through them, among some other little flag changes. These mods just adjust that inheritance to come from the Brutal/Redoom actors instead of the defaults, and fixes actor name conflicts. It's pretty tiny, but it was requested on the SA Forums and I had a spare afternoon.
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: [Release] 10x.wad for Brutal Doom and ReDoom

Post by wildweasel »

NuroGL wrote:Get an error, doesnt work :/
Have you updated to an SVN?
User avatar
SFJake
Posts: 531
Joined: Sat Nov 03, 2007 11:28 am

Re: [Release] 10x.wad for Brutal Doom and ReDoom

Post by SFJake »

Why the +GHOST method? Monsters spawned on top of each other, since forever realy, will just smoothly separate each other, so you can just replace say, a Demon, with something that spawns 10x actual Demon on the spot, and it works wonder without.. gimmicky changes.

But don't mind me, maybe some people like it better that way. In any case, big multipliers like this are fun for 10 minutes at best. Might more entertaining in coop.
User avatar
Kinsie
Posts: 7399
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: [Release] 10x.wad for Brutal Doom and ReDoom

Post by Kinsie »

SFJake wrote:Why the +GHOST method? Monsters spawned on top of each other, since forever realy, will just smoothly separate each other, so you can just replace say, a Demon, with something that spawns 10x actual Demon on the spot, and it works wonder without.. gimmicky changes.
So enemy projectiles can pass through the horde, and so the player isn't put into impossible situations by a lack of moving space.
SFJake wrote:But don't mind me, maybe some people like it better that way. In any case, big multipliers like this are fun for 10 minutes at best. Might more entertaining in coop.
It's not my thing either, but it was a simple request to fulfil.
NuroGL
Posts: 22
Joined: Sun Aug 28, 2011 10:51 pm

Re: [Release] 10x.wad for Brutal Doom and ReDoom

Post by NuroGL »

wildweasel wrote:
NuroGL wrote:Get an error, doesnt work :/
Have you updated to an SVN?
Image

latest svn
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: [Release] 10x.wad for Brutal Doom and ReDoom

Post by wildweasel »

Seems a little too obvious, but it isn't apparent from your screenshot - are you loading Brutal Doom with it?
NuroGL
Posts: 22
Joined: Sun Aug 28, 2011 10:51 pm

Re: [Release] 10x.wad for Brutal Doom and ReDoom

Post by NuroGL »

Yes, both versions beta 11 & 12, didnt work.
User avatar
Kinsie
Posts: 7399
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: [Release] 10x.wad for Brutal Doom and ReDoom

Post by Kinsie »

Load it after Brutal Doom.
Dan50
Posts: 241
Joined: Sat Aug 27, 2011 6:00 pm

Re: [Release] 10x.wad for Brutal Doom and ReDoom

Post by Dan50 »

How would you load it after brutal doom? Also what does this do?
Locked

Return to “Abandoned/Dead Projects”