BD Enhanced Edition v19g (UPDATED 25 oct 2014)
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- cortlong50
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Re: Brutal Doom v0.19 Final Test Modified (Updated 21 oct 20
where are you hearing about this brutal doom release...ever since the whole BD page got shut down im rather out of the loop haha
- RiboNucleic Asshat
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Re: Brutal Doom v0.19 Final Test Modified (Updated)
Yeah, the nazis were actually a new actor, they had special behavior and everything. That's why I wanted them.Hexereticdoom wrote:I'm really sorry my friend, but after several tries, I haven't been able to make the old nazi sprites work...PermaNoob wrote:As a request, could you add the nazis from the last test version that had them? I really hate the giant smurfs.
Perhaps Sgt. Mark could have changed the code in some manner, and replacing sprites it's not sufficient. And I'm not an advanced-coder, unfortunately...
However, if someone of this forum is interested and try & can make to work the old nazi sprites, it would be way cool...
I suppose I could just tear it still beating from the old brutal doom myself, but I'm a lazy ass and I've got other (secret!) things to work on.
There's some old utility named DecX that could help with that, but every link has disappeared off the face of the internet.
- Sergeant_Mark_IV
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Re: Brutal Doom v0.19 Final Test Modified (Updated 21 oct 20
You just need to copy the NAZIS lump to make their code work (and include it on DECORATE's loaded lumps), and the sound files that belongs to them. Now don't ask me where I put their voice sounds.
- Hexereticdoom
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Re: Brutal Doom v0.19 Final Test Modified (Updated 21 oct 20
Another new version is uploaded!
This one includes some cosmetic changes, I hope you enjoy it...
EDIT: Yay!!! At last, finally I did it!
Many thanks for the tip! That's where I was failing... Now the things are working as expected!
This one includes some cosmetic changes, I hope you enjoy it...
Ohhh, greetings big GrandMaster!Sergeant_Mark_IV wrote:You just need to copy the NAZIS lump to make their code work (and include it on DECORATE's loaded lumps), and the sound files that belongs to them. Now don't ask me where I put their voice sounds.
EDIT: Yay!!! At last, finally I did it!
Many thanks for the tip! That's where I was failing... Now the things are working as expected!
Last edited by Hexereticdoom on Sat Oct 26, 2013 7:31 pm, edited 1 time in total.
Re: Brutal Doom v0.19 Final Test Modified (Updated 25 oct 20
Jawesome! I love love LOVE the sawed off SSG. It was a shame that it was made weaker in WW's version. Thanks a million
Edit: Also, the Revanent alt-fire has unlimited ammo???
Edit: Also, the Revanent alt-fire has unlimited ammo???
- Hexereticdoom
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Re: Brutal Doom v0.19 Final Test Modified (Updated)
Good news my friend! Finally I have fixed it. Yeah!PermaNoob wrote:Yeah, the nazis were actually a new actor, they had special behavior and everything. That's why I wanted them.
I suppose I could just tear it still beating from the old brutal doom myself, but I'm a lazy ass and I've got other (secret!) things to work on.
There's some old utility named DecX that could help with that, but every link has disappeared off the face of the internet.
The old Nazis are back at last, check up the first post!
Yes, for the time being...Morter wrote:Edit: Also, the Revanent alt-fire has unlimited ammo???
Don't forget this is based on a test release, and some bugs haven't been fixed for now, but if all things are going OK (hopefully) the 31th day of this month we'll have in our hands the final version of Brutal Doom 19.
And yes... If the things go really OK, there will be also a modified version based on BD19 final!
-
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Re: Brutal Doom v0.19 Final Test Modified (Updated)
Here a quick well known workaround : Load the Doom 2.wad in as added wad. Since the Brutal Doom archive is a pk3 and not a wad it should work fine. Well it works for me so it should work for you as well.Silentdarkness12 wrote:This DOES NOT work with Original DooM. Spits out an Animdefs error.
- TheUnbeholden
- Posts: 114
- Joined: Sat Jan 22, 2011 5:12 am
Re: Brutal Doom v0.19 Final Test Modified (Updated 27 oct 20
Theres no regeneration mutator for v19, and the old one doesn't work. Any chance for it to return?
Also for some reason Sergeant Mark thought it was a good idea to disable the One Liners, anyway to get it to work again?
Also for some reason Sergeant Mark thought it was a good idea to disable the One Liners, anyway to get it to work again?
- Hexereticdoom
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Re: Brutal Doom v0.19 Final Test Modified (Updated 27 oct 20
Well, actually there is available a generic regeneration mutator that I'm using these days when playing WADs. It works on all versions of Doom, and should work with Heretic, Hexen and Strife (have not tested personally at the moment, but sure it will work). If you configure it correctly, you won't miss the old BD regen mutator.TheUnbeholden wrote:Theres no regeneration mutator for v19, and the old one doesn't work. Any chance for it to return?
You can download it here:
http://www.wad-archive.com/wad/regeneration2.wad
Well, that's not necessary now from this day, because the final version of Brutal Doom 19 is here and works well with Ultimate Doom (tested personally).Endless123 wrote:Here a quick well known workaround : Load the Doom 2.wad in as added wad. Since the Brutal Doom archive is a pk3 and not a wad it should work fine. Well it works for me so it should work for you as well.
BRUTAL DOOM 19 FINAL - DOWNLOAD LINK
Don't forget, Modified Version based on it is on the way! Keep an eye on this thread...
- Yutrzenika
- Posts: 112
- Joined: Thu Aug 15, 2013 8:45 pm
Re: Brutal Doom v0.19 Final Test Modified (Updated 27 oct 20
I know this probably isn't the best place to ask, but Taunts do not work for me in the new version of Brutal Doom. What's up with that?
-
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Re: Brutal Doom v0.19 Final Test Modified (Updated 27 oct 20
well i found sarges changelogs on his FB page just click the spoilers
changelogs
changelogs
Spoiler:about taunts
Spoiler:
- Yutrzenika
- Posts: 112
- Joined: Thu Aug 15, 2013 8:45 pm
Re: Brutal Doom v0.19 Final Test Modified (Updated 27 oct 20
That doesn't make any sense, why would he remove the taunts and use the old weapon sprites at all, why have them as mutators? The new sprites are visually much nicer, and don't take up any more or less screen space than the old ones, and then the taunts... It's not like you have to use them if they're there, but they seem weird to have something like that as a mutator. All the stuff he took out to have in the mutator pack is just very minor stuff that can be easily ignored in the game.
Re: Brutal Doom v0.19 Final Test Modified (Updated 27 oct 20
Anyone has a working link for the Doom Metal Soundtrack v4? The one on Moddb is not working atm
EDIT: nvm it's working now
EDIT: nvm it's working now
Re: Brutal Doom v0.19 Final Test Modified (Updated 27 oct 20
Glad to hear the actual Brutal Doom is being worked on, but I like the sawed-off SSG too much to go back to the actual mod >_>
- RiboNucleic Asshat
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Re: Brutal Doom v0.19 Final Test Modified (Updated)
Children_cheering.wavHexereticdoom wrote:Good news my friend! Finally I have fixed it. Yeah!PermaNoob wrote:Yeah, the nazis were actually a new actor, they had special behavior and everything. That's why I wanted them.
I suppose I could just tear it still beating from the old brutal doom myself, but I'm a lazy ass and I've got other (secret!) things to work on.
There's some old utility named DecX that could help with that, but every link has disappeared off the face of the internet.
The old Nazis are back at last, check up the first post!