Brütal Doom v0.18
- Max Dickings
- Posts: 221
- Joined: Thu Feb 28, 2013 12:27 am
Re: Brütal Doom v0.18
Sgt why haven't you showed this thread your amazing new trailer?
Until a proper announcement:
http://www.youtube.com/watch?v=89iszJNcKQw
Until a proper announcement:
http://www.youtube.com/watch?v=89iszJNcKQw
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- Posts: 201
- Joined: Wed Jul 11, 2012 5:34 am
- Location: Finland
Re: Brütal Doom v0.18
At 2:15 Cyberdemon die very fast with Minigun. Is Cyber weaker or is Minigun powerful?
- Sgt. Shivers
- Posts: 1743
- Joined: Fri Jun 22, 2012 5:39 am
Re: Brütal Doom v0.18
He probably had shot it earlier and cut out some of the fight.PaskaTykki wrote:At 2:15 Cyberdemon die very fast with Minigun. Is Cyber weaker or is Minigun powerful?
- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: Brütal Doom v0.18
August'll bleed.....
Spoiler:
Re: Brütal Doom v0.18
Nice to see that V19 is coming fairly soon.
I've actually been playing various versions for some time now, and really enjoyed them; it's quite a nice blend of some modern FPS conventions with old-school run-and-gun gameplay. Very respectable work all around.
There's one thing I'd like to ask: would it be possible to add a loaded ammo count to the GZDoom alternate HUD? It's something I like to use because of the convenience of seeing all ammo levels at a glance, as well as the always on-screen kill and secret counters, but unfortunately the Brutal Doom magazine counter doesn't show up on it. If you managed to fit that in, it would be greatly appreciated.
Still a great mod regardless, that's pretty much my only tiny nitpick.
I've actually been playing various versions for some time now, and really enjoyed them; it's quite a nice blend of some modern FPS conventions with old-school run-and-gun gameplay. Very respectable work all around.
There's one thing I'd like to ask: would it be possible to add a loaded ammo count to the GZDoom alternate HUD? It's something I like to use because of the convenience of seeing all ammo levels at a glance, as well as the always on-screen kill and secret counters, but unfortunately the Brutal Doom magazine counter doesn't show up on it. If you managed to fit that in, it would be greatly appreciated.
Still a great mod regardless, that's pretty much my only tiny nitpick.
Re: Brütal Doom v0.18
It's. . . it's beautiful! We've certainly come a long way from the earlier revs. I'm loving the new heavy weapon models. And to think some people on NeoGAF have been disparaging one of the most brilliantly simple mod ideas in recent history.
Re: Brütal Doom v0.18
Is there any way to slow down time in Zdoom? I like how it looks int he video and i"m pretty sure its video editing there haha.
- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: Brütal Doom v0.18
No. IIRC the question has already been asked a year ago and Sarge said it isn't possible with the engine
Re: Brütal Doom v0.18
Yes and no. You could do it, but it would basically be an ACS script that gives and takes away a TimeFreezer powerup very fast, repeatedly. Slowing down the player's movement & so forth is another issue entirely, and probably couldn't be solved in a neat fashion, if at all.Dan50 wrote:Is there any way to slow down time in Zdoom? I like how it looks int he video and i"m pretty sure its video editing there haha.
- The Zombie Killer
- Posts: 1528
- Joined: Thu Jul 14, 2011 12:06 am
- Location: Gold Coast, Queensland, Australia
Re: Brütal Doom v0.18
There's a better way of doing it, using a combination of CVARINFO, A_SetTics and some ACS. I've done it myself before and it works really well, only problem is that A_SetTics doesn't seem to work on weapons.Yes and no. You could do it, but it would basically be an ACS script that gives and takes away a TimeFreezer powerup very fast, repeatedly. Slowing down the player's movement & so forth is another issue entirely, and probably couldn't be solved in a neat fashion, if at all.
EDIT: Here, have an example
-TZK
Re: Brütal Doom v0.18
I have the Brutal Doom add on collection and I mostly get Script error, "bd_addon.pk3:decorate.txt" line 148: Unexpected 'Rifle ' in definition of 'BrutalDoomer' when I run it. Why is this? I have the latest version of GZDoom and the BD V19 test 3 Modified version.
- Captain J
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- Posts: 16890
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: Brütal Doom v0.18
if you using a addon, make sure that addon is updated, or drag brutal doom wad first. oh, and use zandronum version if still not working. that's what i can tell about.
anyway now that's the amazing and fucking BLACK MAGIC with screwed with black metal together.
anyway now that's the amazing and fucking BLACK MAGIC with screwed with black metal together.
- Knight_Kin
- Posts: 3
- Joined: Fri May 17, 2013 1:24 pm
Re: Brütal Doom v0.18
I like the improved melee combat from that vid; It looks really cool.
- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: Brütal Doom v0.18
We need a superfinal test now Sarge.
- The Zombie Killer
- Posts: 1528
- Joined: Thu Jul 14, 2011 12:06 am
- Location: Gold Coast, Queensland, Australia
Re: Brütal Doom v0.18
I guess you're using my addon and my modified test 3. The modified test 3 is not compatible with the addon, use the addon with the latest v19 test.I have the Brutal Doom add on collection and I mostly get Script error, "bd_addon.pk3:decorate.txt" line 148: Unexpected 'Rifle ' in definition of 'BrutalDoomer' when I run it. Why is this? I have the latest version of GZDoom and the BD V19 test 3 Modified version
-TZK