Those sounds can be removed, they're in a folder called HD in SOUNDS.Daft_Guy wrote:I prefer the ZDoom's sound when you find a secret
BD Enhanced Edition v19g (UPDATED 25 oct 2014)
Forum rules
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.
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.
Re: Brutal Doom v0.19 Final Test Modified (Updated)
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Re: Brutal Doom v0.19 Final Test Modified (Updated)
I think will be cool if add OMEN OST music in the final fight with bosses )))
http://www.youtube.com/watch?v=6H3UiwU1N5I
http://www.youtube.com/watch?v=6H3UiwU1N5I
Re: Brutal Doom v0.19 Final Test Modified (Updated)
Getting the same error. It works fine with Doom 2, however.Silentdarkness12 wrote:This DOES NOT work with Original DooM. Spits out an Animdefs error.
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Re: Brutal Doom v0.19 Final Test Modified (Updated)
You can fix that by loading DOOM2.wad as a PWAD along with Brutal Doom.Morter wrote:Getting the same error. It works fine with Doom 2, however.Silentdarkness12 wrote:This DOES NOT work with Original DooM. Spits out an Animdefs error.
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Re: Brutal Doom v0.19 Final Test Modified (Updated)
Fixed version of this BD1.9TEST version here (to play with first doom without BFALL script errors)
http://files.mail.ru/10E2D8AE19B0472395E479339B9473B4
tested with gzdoom v1.8.2
http://files.mail.ru/10E2D8AE19B0472395E479339B9473B4
tested with gzdoom v1.8.2
Re: Brutal Doom v0.19 Final Test Modified (Updated)
What HUD is that in the screenshots?
Re: Brutal Doom v0.19 Final Test Modified (Updated)
[WIP] NC HUD v.1.14SamVision wrote:What HUD is that in the screenshots?
Want to ask: What WAD is that in the screenshots? (i mean mappack).
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Re: Brutal Doom v0.19 Final Test Modified (Updated)
I think it's Community Chest.Fastclick wrote:Want to ask: What WAD is that in the screenshots? (i mean mappack).
Re: Brutal Doom v0.19 Final Test Modified (Updated)
Good evening Gentlemen,
can someone please be so kind and tell me which line I have to edit in order to get rid of the camera shaking effect when I shoot a weapon? Unfortunately I get really motion sick after some time
Thx in advance for any help.
can someone please be so kind and tell me which line I have to edit in order to get rid of the camera shaking effect when I shoot a weapon? Unfortunately I get really motion sick after some time
Thx in advance for any help.
- cortlong50
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Re: Brutal Doom v0.19 Final Test Modified (Updated)
would i be able to include a download link on my mod page for this?
they kinda go hand in hand.
they kinda go hand in hand.
Re: Brutal Doom v0.19 Final Test Modified (Updated)
Good evening Gentlemen,
I figured out how to do it and I just want to share it with you. It is basically the same version of Brutal Doom v.019 Final Test, but without any camera shaking effects when firing a weapon. I also deleted the camera shaking effect of the fatalities. Enjoy.
http://www.file-upload.net/download-814 ... G.PK3.html
I figured out how to do it and I just want to share it with you. It is basically the same version of Brutal Doom v.019 Final Test, but without any camera shaking effects when firing a weapon. I also deleted the camera shaking effect of the fatalities. Enjoy.
http://www.file-upload.net/download-814 ... G.PK3.html
Re: Brutal Doom v0.19 Final Test Modified (Updated)
^
I was wondering if you could do me a huge favour? Would it be possible to take out the weapon kickback effect similar to how you've taken out the camera shake? I don't mind the camera shake at all - in fact I quite like it but I play Doom mainly with keyboard or controller and the kickback makes it nigh impossible to accurately aim at the baddies.
If you could do that I would be eternally grateful... I might even give you a cookie.
I was wondering if you could do me a huge favour? Would it be possible to take out the weapon kickback effect similar to how you've taken out the camera shake? I don't mind the camera shake at all - in fact I quite like it but I play Doom mainly with keyboard or controller and the kickback makes it nigh impossible to accurately aim at the baddies.
If you could do that I would be eternally grateful... I might even give you a cookie.
Re: Brutal Doom v0.19 Final Test Modified (Updated)
I already took out the kickback effect. The only weapon that still kicks you back is the BFG.
- Hexereticdoom
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Re: Brutal Doom v0.19 Final Test Modified (Updated)
New update, check out the first post!
Time now for some quotes...
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...
Yeah, the original test has some issues with Ultimate Doom.
Suppose that will be corrected in 31 october big Final Release...
http://www.moddb.com/mods/brutal-doom/n ... nced-again
Well then, there still remaining 10 days for the big Final BD...
Greetings, everyone!
Time now for some quotes...
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...
Nice work!SandMartin wrote:Fixed version of this BD1.9TEST version here (to play with first doom without BFALL script errors)
http://files.mail.ru/10E2D8AE19B0472395E479339B9473B4
tested with gzdoom v1.8.2
Yeah, the original test has some issues with Ultimate Doom.
Suppose that will be corrected in 31 october big Final Release...
http://www.moddb.com/mods/brutal-doom/n ... nced-again
Fastclick wrote:NC HUD v.1.14
Double Bingo! Hehe...Blue Shadow wrote:I think it's Community Chest.
Well then, there still remaining 10 days for the big Final BD...
Greetings, everyone!
Re: Brutal Doom v0.19 Final Test Modified (Updated)
Uninstall wrote:I already took out the kickback effect. The only weapon that still kicks you back is the BFG.
Thanks very much for this. I just presumed you had only removed the camera shake not the weapon kick back too. It's cool that I can actually play the mod with my controller now. Would it be possible for that to be made into a mutator for the upcoming 31 October release? I'm speaking from a place of ignorance so have no idea what that entail... just thought I'd ask anyway.