[Release] 10x.wad for Brutal Doom and ReDoom
- Kinsie
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[Release] 10x.wad for Brutal Doom and ReDoom
Download
Thanks to Mak0rz for the idea and tooooooo bad for the gif.
Load the appropriate 10x wad after the main wad.
Re: [Release] 10x.wad for Brutal Doom and ReDoom
Get an error, doesnt work :/
Re: [Release] 10x.wad for Brutal Doom and ReDoom
Um so you released other peoples work in a pack?
- Tapwave
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Re: [Release] 10x.wad for Brutal Doom and ReDoom
No. He modified's Cutmanmike's 10x mod so it works better with ReDoom and Brutal Doom.hugoroy wrote:Um so you released other peoples work in a pack?
I dunno what exactly was fixed, mind telling me?
Re: [Release] 10x.wad for Brutal Doom and ReDoom
Oh I see now, in brutal doom if you use x10 you wont get new death animations
- FireSeraphim
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Re: [Release] 10x.wad for Brutal Doom and ReDoom
My god that's amazing. Although I wonder how are you going to deal with the cyberdemons and other big monster?
- Kinsie
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Re: [Release] 10x.wad for Brutal Doom and ReDoom
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.terranova wrote:I dunno what exactly was fixed, mind telling me?
- wildweasel
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Re: [Release] 10x.wad for Brutal Doom and ReDoom
Have you updated to an SVN?NuroGL wrote:Get an error, doesnt work :/
Re: [Release] 10x.wad for Brutal Doom and ReDoom
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.
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.
- Kinsie
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Re: [Release] 10x.wad for Brutal Doom and ReDoom
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: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.
It's not my thing either, but it was a simple request to fulfil.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.
- wildweasel
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Re: [Release] 10x.wad for Brutal Doom and ReDoom
Seems a little too obvious, but it isn't apparent from your screenshot - are you loading Brutal Doom with it?
Re: [Release] 10x.wad for Brutal Doom and ReDoom
Yes, both versions beta 11 & 12, didnt work.
- Kinsie
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Re: [Release] 10x.wad for Brutal Doom and ReDoom
Load it after Brutal Doom.
Re: [Release] 10x.wad for Brutal Doom and ReDoom
How would you load it after brutal doom? Also what does this do?