Brütal Doom v0.18
Re: Brütal Doom v0.18
As far as the blocked door, elevator thing, I just kicked the damn bodies/chunks out of the way. I can see how in some instances it would be annoying or even inconvenient, but not gamebreaking. Maybe you could make it so you could annihilate the offending chunks and allow them to teleport in normally. I wouldnt underestimate the factor of immersion presented by bodies that dont just lay there inert when explosions go on near them. The gore stuff is a pretty huge chunk of the appeal, and I feel it would be much diminished without it, also, the poll numbers dont lie.
- armyman12345
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Re: Brütal Doom v0.18
I thought you would say that?Ghostbreed wrote:My thoughts on thissouthpark2010 wrote:Half-Life is now being brutalized.
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Re: Brütal Doom v0.18
Yes, but maybe this is just me, I would much much MUCH rather have a few imps blow up now and then instead of teleporters malfunctioning OR having interactive bodies removed. Maybe I'm still not seeing this clearly yet, but if there's a choice between random demons blowing up, teleporters malfunctioning, or interactive bodies (which have been one of the biggest things in brutal doom btw) removed, then I would definitely take the occasional one or even a group of monsters gibbing from teleporting than ALL other alternative. Random TP deaths are at very least funny, add to entertainment, and do almost nothing to gameplay short of lowering the threat level an un-noticeable difference.PaskaTykki wrote:Monsters telefrag bodies, but also monsters telefrag each others. It cause another problem.mumblemumble wrote:I see, I didn't realize that it was changed recently.
Previously monsters would teleport in and telefrag the bodies, I'm NOT sure why that was removed, if possible this should be put back in pronto. Kept things functional, and more blood was always nice. Sarge, any way you can do that?...Also why was this removed? =o
I really must say I would much much MUCH rather have rampant telefragging than interactive bodies being removed.
So yeah mark, Can we fix this by re-enabling tp telefrags?...this stops glitches and keeps pretty much everyone happier than the other alternative, I think.
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Re: Brütal Doom v0.18
My understanding is that if an actor can telestomp a dead body, they can telestomp anything - player included. It is entirely reasonable to assume there are maps out there that rely on monsters not telestomping to warp them in where a player just was a moment ago, which would just lead to the player being killed instantly if monsters could telestomp. (This is on top of your usual accidents, and really brings up the question of why the hellspawn don't just make a big teleport gun and kill everybody that way)
What if players were immune to telefragging outside of multiplayer?
What if players were immune to telefragging outside of multiplayer?
Re: Brütal Doom v0.18
Monsters tend to teleport all at once if they aren't required for the spot to be empty. It would be more than a few imps. I personally don't see what the big deal is about the bodies blowing up. The blood and death animations would still be there. Who cares if your rockets don't splatter the dead bodies.mumblemumble wrote: Yes, but maybe this is just me, I would much much MUCH rather have a few imps blow up now and then instead of teleporters malfunctioning OR having interactive bodies removed. Maybe I'm still not seeing this clearly yet, but if there's a choice between random demons blowing up, teleporters malfunctioning, or interactive bodies (which have been one of the biggest things in brutal doom btw) removed, then I would definitely take the occasional one or even a group of monsters gibbing from teleporting than ALL other alternative. Random TP deaths are at very least funny, add to entertainment, and do almost nothing to gameplay short of lowering the threat level an un-noticeable difference.
So yeah mark, Can we fix this by re-enabling tp telefrags?...this stops glitches and keeps pretty much everyone happier than the other alternative, I think.
Last edited by Rowsol on Sun Aug 25, 2013 8:58 am, edited 1 time in total.
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Re: Brütal Doom v0.18
Its important because like someone else said, its a feature which has been around FOREVER, and to many is one of the more amazing things in BD. Removing the psudo ragdoll physics mark worked so hard to make would be a travisty.
I think having even several enemies teleporting in being slain by the telefrag "glitch" is worth having to fix the gamebreaking glitch of teleporters not operating at all, and ALSO it would be keeping something which has been around BD forever. Sure, for some maps it may be SLIGHTLY imbalanced if a few guys get telefragged, but at the end of the day 1: It still produces a nice spectacle (more blood and guts, makes teleporting waves more interesting when one or 2 of them might "pop") and 2: It doesn't break any maps, at VERY worst, it makes a map slightly easier.
So considering the options for fixing the "interactive bodies issues", heres how I would order them, in ranks of best to worst : 1: make enemies telefrag each other again, 2: keep them as they are now, with the possibilities of breaking teleporters on SOME maps, and 3(lowest and worst option): removing the interactive bodies entirely.
I think having even several enemies teleporting in being slain by the telefrag "glitch" is worth having to fix the gamebreaking glitch of teleporters not operating at all, and ALSO it would be keeping something which has been around BD forever. Sure, for some maps it may be SLIGHTLY imbalanced if a few guys get telefragged, but at the end of the day 1: It still produces a nice spectacle (more blood and guts, makes teleporting waves more interesting when one or 2 of them might "pop") and 2: It doesn't break any maps, at VERY worst, it makes a map slightly easier.
So considering the options for fixing the "interactive bodies issues", heres how I would order them, in ranks of best to worst : 1: make enemies telefrag each other again, 2: keep them as they are now, with the possibilities of breaking teleporters on SOME maps, and 3(lowest and worst option): removing the interactive bodies entirely.
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Re: Brütal Doom v0.18
karmakazi wrote:As far as the blocked door, elevator thing, I just kicked the damn bodies/chunks out of the way. Maybe you could make it so you could annihilate the offending chunks and allow them to teleport in normally.

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Re: Brütal Doom v0.18
You do realize this doesn't work if the offending gib is unreachable, and it can also allow for someone to "place" gibs to jam locking doors, right?Cyberdemon2006 wrote:karmakazi wrote:As far as the blocked door, elevator thing, I just kicked the damn bodies/chunks out of the way. Maybe you could make it so you could annihilate the offending chunks and allow them to teleport in normally.
- Sergeant_Mark_IV
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Re: Brütal Doom v0.18
And sometimes you just don't know at all where the enemies are supposed to teleport.
ANd before anyone asks, yes, it's impossible to make monsters telestomp bodies without telestomping anything. Giving the TELESTOMP flag to monsters makes a group of 10 teleporting monsters become a group of 2, because everyone else died instantly trying to teleport.
ANd before anyone asks, yes, it's impossible to make monsters telestomp bodies without telestomping anything. Giving the TELESTOMP flag to monsters makes a group of 10 teleporting monsters become a group of 2, because everyone else died instantly trying to teleport.
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Re: Brütal Doom v0.18
We will never forget.
Re: Brütal Doom v0.18
You do realize youre kind of being a dick, right. Congratulations, you win the internet.mumblemumble wrote:You do realize this doesn't work if the offending gib is unreachable, and it can also allow for someone to "place" gibs to jam locking doors, right?Cyberdemon2006 wrote:karmakazi wrote:As far as the blocked door, elevator thing, I just kicked the damn bodies/chunks out of the way. Maybe you could make it so you could annihilate the offending chunks and allow them to teleport in normally.
- Sergeant_Mark_IV
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Re: Brütal Doom v0.18
But he is right. If a door that was supposed to close and be locked behind you gets jammed by a gib, and you don't notice, and you activate the trigger that was supposed to make it open again before you remove the gib that was jamming it, you are stuck forever.karmakazi wrote:You do realize youre kind of being a dick, right. Congratulations, you win the internet.
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Re: Brütal Doom v0.18
Looks like there's no way to save this feature
. Ah well, if it means fixing a heap of annoying bugs concerning monsters not properly teleporting in and gibs getting doors stuck that should be closed, I'll be okay with it, although I will miss playing soccer with a cyberdemon's head after I've killed it.

- Sergeant_Mark_IV
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Re: Brütal Doom v0.18
Gibs will still be kickable and will interact with explosives. The only difference is that gibs will no longer be crushable.
For teleports, the bodies are the only real problem. The chances of a 1x1 gib causing a teleport to stop working is 1 out of 10000, so it's worth the risk, while a body has 1/10 chance of making the same teleport stop working if you kill the monster quickly after he spawns.
For teleports, the bodies are the only real problem. The chances of a 1x1 gib causing a teleport to stop working is 1 out of 10000, so it's worth the risk, while a body has 1/10 chance of making the same teleport stop working if you kill the monster quickly after he spawns.
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Re: Brütal Doom v0.18
How is this person being a dick?karmakazi wrote:You do realize youre kind of being a dick, right. Congratulations, you win the internet.