Brütal Doom v0.18

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Re: Brütal Doom v0.15a Hotfix

Postby XanderK9 » Mon May 07, 2012 10:25 am

Jinal wrote:4. Adding every or most blood & gib sprites from Blood/Duke Nukem 3D/Shadow Warrior/ROTT/etc.


I believe there is enough blood and gibs in there already. Besides, different art styles altogether makes the whole thing inconsistent, even if it's just gibs.
Well... Pretty much what Mike12 said.
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Re: Brütal Doom v0.15a Hotfix

Postby scissorman11785 » Mon May 07, 2012 3:35 pm

Yo, I'm new here. I play Brutal Doom on zDoom and my computer is really high-end but when I splatter an enemy against a wall it bogs down the framerate. The gore is excellent overall but I think there should be a limit on the blood that splatters on walls since too much looks ridiculous and causes slowdown.
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Re: Brütal Doom v0.15a Hotfix

Postby Sonnyboy » Mon May 07, 2012 4:46 pm

That starting rifle firing sound is absolutely fucking ear raping... Please make the gunshot quieter... This is urgent...
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Re: Brütal Doom v0.15a Hotfix

Postby XanderK9 » Mon May 07, 2012 5:16 pm

Sonnyboy wrote:That starting rifle firing sound is absolutely kek'n ear raping... Please make the gunshot quieter... This is urgent...


To be honest, I don't believe the gunshots being that loud.

scissorman11785 wrote:Yo, I'm new here. I play Brutal Doom on zDoom and my computer is really high-end but when I splatter an enemy against a wall it bogs down the framerate. The gore is excellent overall but I think there should be a limit on the blood that splatters on walls since too much looks ridiculous and causes slowdown.


It is recommended to run the mod in Open GL mode.
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Re: Brütal Doom v0.15a Hotfix

Postby Dan50 » Mon May 07, 2012 6:46 pm

Maybe for people have performance problems have a violence toggle like N64 games in the 90s did. Low, medium and high. :P
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Mon May 07, 2012 7:43 pm

scissorman11785 wrote:Yo, I'm new here. I play Brutal Doom on zDoom and my computer is really high-end but when I splatter an enemy against a wall it bogs down the framerate. The gore is excellent overall but I think there should be a limit on the blood that splatters on walls since too much looks ridiculous and causes slowdown.

"High-end"? Eh, okay... That's kind of.... Strange. And you're playing in ZDoom? Using the software renderer, I presume? Now why would that cause a huge bog down on framerates?
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Re: Brütal Doom v0.15a Hotfix

Postby wildweasel » Mon May 07, 2012 8:05 pm

The software renderer is a lot less efficient at rendering anything with translucency, especially lots of decals in a small space. Try firing a full load of 600 plasma shots at one spot on a wall and get nice and close - your framerate will pretty much go kaput.
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Mon May 07, 2012 9:40 pm

Oh, well.... Okay then. Run in OpenGL mode I guess. :)
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Re: Brütal Doom v0.15a Hotfix

Postby ChronoSeth » Mon May 07, 2012 10:21 pm

Of course, you could always disable/reduce decals using CVARs.
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Re: Brütal Doom v0.15a Hotfix

Postby President People » Mon May 07, 2012 10:35 pm

wildweasel wrote:The software renderer is a lot less efficient at rendering anything with translucency, especially lots of decals in a small space. Try firing a full load of 600 plasma shots at one spot on a wall and get nice and close - your framerate will pretty much go kaput.

Yup, fun times in Software mode. :)
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Re: Brütal Doom v0.15a Hotfix

Postby doomjedi » Tue May 08, 2012 4:50 am

Vertical autoaim doesn't work for me....
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Tue May 08, 2012 8:19 am

How come I don't see the brightmaps taking effect in the latest test version?
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Re: Brütal Doom v0.15a Hotfix

Postby Ghostbreed » Tue May 08, 2012 10:14 am

You're using high resolution texture pack as well? that might be your problem right there..
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Tue May 08, 2012 11:17 am

Nope. Even with a texture pack, you would still be able to see the brightmaps for the monsters anyway.
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Re: Brütal Doom v0.15a Hotfix

Postby Ghostbreed » Tue May 08, 2012 11:23 am

I had some problems with the FLATS while using brightmaps, the maps would sometimes be outside of the FLATS. but this only happened if I used texture packs, hence my question
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