Brütal Doom v0.18

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Re: Brütal Doom v0.15a Hotfix

Postby Hellstorm Archon » Sat Mar 17, 2012 9:51 am

I've tinkered with a copy of Brutal Doom v0.15 Test 6 to create an "experimental" version of Brutal Doom:

Download

-Replaced most sound effects including sounds from SladeEXE, some sounds in my archives, and that Youtube video from earlier down
-Added unique sound effects for pretty much every monster (bosses included, and Zombieman/Shotgunguy and Chaingunguy sounds are different from each other)
-Modified casings and empty clips so they almost instantly vanish once they've stopped bouncing (this helps to boost FPS)
-Player sounds remain unchanged, as IMO, they're perfectly fine as they are
-Added LANGUAGE lump, meaning pretty much every obituary should be modified, and added new pickup messages and quit messages (some of them from Doom Enhanced, some of them of my own making)
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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Sat Mar 17, 2012 11:31 am

I might be in the minority but I really don't like the Doom64 player pain noise being used, mainly because it just doesn't match the player when playing with the HUD. It probably would work if you play with maximized HUD but not status bar w/ face HUD.
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Re: Brütal Doom v0.15a Hotfix

Postby Mike12 » Sat Mar 17, 2012 11:53 am

Here's some work I've got done on the Imp meatshield animations so far. Mostly just have to finish the death aniamtion.
Image

(Don't worry, there will be more frames for the death animations, and the head will move a bit from the impact as opposed to how static it looks here)
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Re: Brütal Doom v0.15a Hotfix

Postby Blox » Sat Mar 17, 2012 1:27 pm

And an (albeit slow) ninja was here.
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Re: Brütal Doom v0.15a Hotfix

Postby Mike12 » Sat Mar 17, 2012 2:04 pm

Blox wrote:And an (albeit slow) ninja was here.
Image

Looks good, but it's being used as a meatshield, so the entry wound is in the back (which would make the head sway forwards from the impact) :P
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Sat Mar 17, 2012 7:07 pm

Well, looky here, Brutal Doom is on moddb.com -- http://www.moddb.com/mods/brutal-doom
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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Sun Mar 18, 2012 12:06 am

I know I've brought it up in the past, but does anyone have severe frame issues when there are dozens of monsters active and in the player's view? It varies from tolerable to unplayable.

The videos in question to show the framerate loss..

1280x720, my standard recording resolution.


And even 640x480 to show lowest resolution does not help at all with the tons of monsters.


Read the description of the videos to see the settings I used for both videos.

I love killing tons of monsters but when I come to the point I have dozens of monsters on screen at once, I get frame rate issues as seen in these videos. The higher the monster count that is active at once, the worse the frame rate I get.

PS: The zombieman needs rotations for his rifle reload sequence.
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Sun Mar 18, 2012 9:11 pm

I too, had noticed this problem back when I had my 9400 GT. I play at 1280x800, 16:10, and this problem is no longer an issue for me with my new GTS 250.
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Re: Brütal Doom v0.15a Hotfix

Postby thief666 » Sun Mar 18, 2012 9:50 pm

Hey,
I just played another session of Brutaldoom on NIGHTMARE settings and everything was briliant but.. I just realized
that I dont enjoy it as much as I could possibly.
Dont consider this as criticism, because Brutaldoom is basically perfect and God himslef couldnt make it better.
I was thinking if some things could be possibly DIFFERENT.

Monsters are moving a tad to fast, fireballs fly a bit too fast, zombies walk slightly too fast etc etc. I figured that maybe 15-20% decrease would help to get back to Doom-ish feeleing where you could handle dozens of monsters just by dodging firebals in open space. Here I have to hide behind the corner.

Same with Shotgun and zombieman reactions. too fast and too much shooting too little walking. It takes him split second to shoot you and he keeps shooting until you kill him (or starts reloading) In vanilla he was shooting, than walking a bit, then shooting. also first when he sees you it took him a while to walk, get aim and shoot in vanilla here its just spilit second and he turns into shooting turret. Also their aim is too good. In vanilla I could circle them and somehow they had hard time to hit me here thay have to be VERY far to miss.

You may say change nightmare setting to something lower but the doom is about dozens of monsters, dont want to snipe singles hidden somewhere.


As I said its not criticism because I adore BrutalDoom and consider it a masterpiece. It just my thought I had today while playing.
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Sun Mar 18, 2012 10:15 pm

I think everything is perfectly balanced. The whole point of Brutal Doom, is too add a hardcore gameplay style to the original classic.
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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Sun Mar 18, 2012 10:29 pm

@Thief666: I just edit down what I don't like to the original PK3 and make a "Tame" version bringing the projectile speeds and all the upped damage stuff to original levels so it's Brutal gameplay while not being ridiculous. I still don't like the fact that spectres can explore to some extent due to having 48/48 climb/drop.

Zombieguy wrote:I too, had noticed this problem back when I had my 9400 GT. I play at 1280x800, 16:10, and this problem is no longer an issue for me with my new GTS 250.


Go to http://oblige.sourceforge.net then go to the forums and download the 4.23 WIP version, produce a regular sized Nuts!/Crazy level and tell me if you have severe frame rates as seen later in my videos, namely if you come across with a room packed with monsters like that.
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Re: Brütal Doom v0.15a Hotfix

Postby thief666 » Sun Mar 18, 2012 11:00 pm

Mr. Chris,
I started to do it too (edit whay I dont like, making more "tame" version (projectile speed , monster speed and reaction) . I "Tamed" IMP so far by lowering its speed, shortening distance form which it jumps on you etc.
so while beeing harder than original you still can dodge fireballs, let him come closer and put shotgun blast into his head.
but ist kinda hard and quite painfull.
If you ever feel like you dont have anything better to do maybe you can upload somewhere files you edited ? I suppose more people may be interested to have BrutalGameplay with vanilla (or close to vanila) monster
stats
. and upload size should be really small (this are TXT files arent they?)
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Sun Mar 18, 2012 11:21 pm

Mr. Chris wrote:Go to http://oblige.sourceforge.net then go to the forums and download the 4.23 WIP version, produce a regular sized Nuts!/Crazy level and tell me if you have severe frame rates as seen later in my videos, namely if you come across with a room packed with monsters like that.

I'll make sure to do that tomorrow.
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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Sun Mar 18, 2012 11:34 pm

@thief666: I didn't alter the distance on when the imp can jump at you, also you can just open the PK3 with SLADE, that's what I used. The biggest reason I made a "Tame" version is for my video recording for my Youtube channel as it lessens the chance for me to die and having to do the video from the start of map/last save point.

Came across another weird glitch; Spectre's bite attack makes the zombieman disappear if it kills him.
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Re: Brütal Doom v0.15a Hotfix

Postby Cyanosis » Mon Mar 19, 2012 4:18 am

I figure it should be pretty duh obvious if you play at a high res and with this mod and all it's FX and you're on HR style levels you're going to suffer SOME kind of lag due to the core engine limitations being pushed more than what it was designed around.

I play at 640x480 on a shitty on-board Intel currently with half the RAM I used to have since my other comp went kaput and I'm quite surprised at how well optimized Brutal Doom is when playing, with minimal choppiness that doesn't harm gameplay performance. Then again I did do runs on all IWADs only (via UV). I forgot how well Go 2 It from Plutonia ran though.

Evidently if I were to replicate that video I'd get just as nasty a lag as you did if not worse thanks to my specs.
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