Brütal Doom v0.18

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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Mon Mar 12, 2012 12:04 pm

I've made a "Tame" version for those wanting original behavior, not having to dodge every 5 seconds but want the awesomeness of the mod.

Download

-Monsters don't climb all over the place (I'm looking at you, spectre!)
-Monster HP and projectile speed/damage returned to standard IWAD defaults.
-Minigun a niche stronger, still weaker than rifle.
-Removed powerup pickup, Doom64 pain and item pickup sounds, restored original player pain noise.
-Belphegor's stats restored to Skulltag defaults because the damage inflicted is ridiculous.
-Fixed grenade launcher pickup message.
-Changed former sergeant obituary message.
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Mon Mar 12, 2012 4:07 pm

I'll download it when I'm done with my work today, you can count on it. :) Anyway, how come Skulltag doesn't (or does it) have a cursor to use while in the menu/options, etc. I was asking, because it's always convenient to be able to actually move your mouse to navigate through the menu. In the new version of Brutal Doom, for the GZDoom port, of course, features an imp arm as a cursor, and I just love it! I always notice the little things. But, the thing is, I like to play the Skulltag version because it doesn't have the whole blood clipping problem. So, I don't really get to enjoy the cursor in Skulltag as I would in GZDoom. =(
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Re: Brütal Doom v0.15a Hotfix

Postby ChronoSeth » Mon Mar 12, 2012 4:39 pm

Skulltag is several (hundred?) revisions behind (g)zdoom. The cursor in ZDoom is a rather new addition.
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Re: Brütal Doom v0.15a Hotfix

Postby Edward-san » Mon Mar 12, 2012 6:26 pm

ChronoSeth wrote:(hundred?)

Almost 2 thousands (supposing that 2.6.0 will come out this year). :P
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Re: Brütal Doom v0.15a Hotfix

Postby Dan50 » Mon Mar 12, 2012 6:28 pm

I hope GzDoom would get updated soon haha. I'm playing this mod on the first difficulty and its STILL hard at times. XD
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Mon Mar 12, 2012 7:00 pm

Bah, I always play on UV. Even on those crazy maps, for example, Alien Vendetta.
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Re: Brütal Doom v0.15a Hotfix

Postby NuroGL » Tue Mar 13, 2012 3:32 am

Its bogus hard especially a ton of archeviles... Spawn rape on servers. Great mod... Dont stop updating it i say :)
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Tue Mar 13, 2012 11:11 am

I'd really like to play this in widescreen, but the revenant shoulder weapons are a bit cut off, and it sorta bugs me. Would it be too much trouble for anyone to fix that?
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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Tue Mar 13, 2012 1:56 pm

I don't really notice much of that playing on 1280x720.

Does one think there should be heavy gunfire deaths by minigun that don't involve shredding up the enemies, as it usually sucks up ammo if you have a bunch of weaker monsters to deal with?

Also the crawling zombies should have a full 8 rotation and when dying of their wounds should just be face first on the ground (which is the same issue with the gut ripping zombieman fatality, he is on his back instead of his face)

I also think we need a few new gibby chunks for the smaller monsters, like full limbs, half/full torsos (with and w/o one/two arms/head?/half torso?), stuff like that :D

Chaingun and player need their XDeath frames restored when blown up by revenant rockets (or smash mode by player berserk), as a non-exploding PE alt death as well?

HELP and CREDITS lumps need updating, they still show 0.10 I think.
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Re: Brütal Doom v0.15a Hotfix

Postby Zaero » Wed Mar 14, 2012 11:21 am

I've remodelled the shotgun pickup sprite - maybe Sergeant Mark could use it in next release? The file needs to be loaded after BD.

Features:
-pistol grip
-black (non-empty) barrel holes
-removed the front aiming red-dot
-moved the front sight closer to the muzzle

Also made some other sprites, which I personally use after st_hi-res.pk3, those are:
-new inv and radsuit pickups
-new shells and shotgun pickups

Will upload if someones interesed.

EDIT: I've noted that sometimes the shotty dissapears under the floor surface (can be picked up anyway). I'm not sure what's causing the bug - I'll be glad for any clues guys!
Attachments
shotty.pk3
New shotgun pickup - load after Brutal Doom
(874 Bytes) Downloaded 32 times
Last edited by Zaero on Fri Mar 16, 2012 2:48 pm, edited 1 time in total.
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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Wed Mar 14, 2012 1:21 pm

Might there be an efficient way to have the bullet/shell casings and the empty rifle/plasma/rocket magazines to persist longer? When I just increased the duration on the A_CheckSight lines for the shells I sometimes get a very brief (like 0.1 or 0.2 of a second) frame drop.

I just have a thing to have cartridges and empty magazines showing scars of battle for long periods of time.

http://steamcommunity.com/id/sergalboy/ ... 3117749633 - First encounter with the Skulltag Belphegor replacement.

PS: I found this uploaded recently by Sgt Mark IV:

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Re: Brütal Doom v0.15a Hotfix

Postby Mike12 » Fri Mar 16, 2012 12:05 pm

So, I've started working on an idle, pain, and death animation for the Imp meatshield; is it possible to incorporate something like this?
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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Fri Mar 16, 2012 1:46 pm

What if there was a variation of the crawling zombieman and sergeant that includes missing both legs and only inflicted by an explosion (barrel, rocket, etc)?

I also miss seeing the player and commando gib frames, they are among my favorite XDeaths.
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Fri Mar 16, 2012 2:35 pm

How many ideas does this guy have? And crap that's gory... This guy is hardcore. This guy, knows the meaning of the word, "violence".
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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Fri Mar 16, 2012 3:12 pm

Does anyone miss the impact noise the revenant's punch makes, I know I do and I also think his punch is too strong as I think I've been one hitted by him when I had 79% health. His punch damage is 10, almost twice as much as he usually does.
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