Search found 38 matches
- Sat Oct 10, 2020 10:42 am
- Forum: Graphic/Audio Patches
- Topic: Back to Saturn X graphic/audio enhancements
- Replies: 29
- Views: 17651
Re: Back to Saturn X graphic/audio enhancements
"And HUD for it too" seems to lead to a missing file. Does SBARINFO just need to be edited with the names from pk_anim1?
- Fri Dec 23, 2016 12:26 pm
- Forum: Graphic/Audio Patches
- Topic: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2016)
- Replies: 144
- Views: 42234
Re: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2
What?!?! It got updated again? ughhh there goes my free time.skitey wrote:*bump*
maybe somebody update the voxel patch for brutal doom 64 and the latest brutal doom?
- Mon Apr 18, 2016 1:43 am
- Forum: Graphic/Audio Patches
- Topic: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2016)
- Replies: 144
- Views: 42234
Re: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2
here some feedback: - the barrel has a few bright colored vertical stripes of pixels at the side and should have a slight cavity before the nukage at the top - skeleton keys do not look good from the side or back - armor bonus pickup could use some more work, the single colored flat top and sides ...
- Mon Apr 18, 2016 1:36 am
- Forum: Graphic/Audio Patches
- Topic: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2016)
- Replies: 144
- Views: 42234
Re: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2
Brutal Doom does not have any voxels included with it that I'm aware of. Sure you're not confusing voxels and sprites?vorty wrote:Just to clarify, this voxel patch changes/adds voxels to the ones that are already included in brutal doom v20b? I noticed that BD20 already replaces a lot of items with voxels.
- Fri Feb 12, 2016 11:09 am
- Forum: Graphic/Audio Patches
- Topic: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2016)
- Replies: 144
- Views: 42234
Re: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2
Could you expand a little? I'm not sure what casing you mean exactly. If I've missed something I can probably add it in,PaskaTykki wrote:I dont mean Rocket Launcher magazine.
- Sat Jan 23, 2016 5:29 pm
- Forum: Editing (Archive)
- Topic: CustomInventory item wont pick up. Could use a Hand.
- Replies: 4
- Views: 598
Re: CustomInventory item wont pick up. Could use a Hand.
Uggh I should've follwed the wiki exactly. I got the behaviour I'm after using A_RailWait. ACTOR CellPips: CustomInventory { +INVENTORY.QUIET States { Spawn: SPIP ABCD 4 Bright Loop Pickup: TNT1 A 0 TNT1 A 0 A_JumpIfInventory("Cell", 0, 3) TNT1 A 0 A_JumpIfInventory("CellVOX", 0, 2) TNT1 A 0 A ...
- Sat Jan 23, 2016 5:02 pm
- Forum: Editing (Archive)
- Topic: CustomInventory item wont pick up. Could use a Hand.
- Replies: 4
- Views: 598
Re: CustomInventory item wont pick up. Could use a Hand.
Well some progress. I am hitting the success and fail states (I can tell from printed text), but the item still isn't being removed. :? It should stay if it fails, but if it's successful shouldn't it disappear? Here's where I'm at ACTOR CellPips: CustomInventory { +INVENTORY.QUIET States { Spawn ...
- Sat Jan 23, 2016 4:23 pm
- Forum: Editing (Archive)
- Topic: CustomInventory item wont pick up. Could use a Hand.
- Replies: 4
- Views: 598
Re: CustomInventory item wont pick up. Could use a Hand.
Thanks for the reply. I don't actually want this item in inventory. This bit of script (I had hoped) is just a way to make a purely visual thing disappear. Any thoughts on a good function that does nothing whatsoever? Blank print?
- Sat Jan 23, 2016 3:53 pm
- Forum: Editing (Archive)
- Topic: CustomInventory item wont pick up. Could use a Hand.
- Replies: 4
- Views: 598
CustomInventory item wont pick up. Could use a Hand.
I have a purely visual item attached to the energy cell. What I'm trying to do is have this item "CellPips" disappear at the same time as you pick up the cell. Unless your cell amount is full, then it should stay. After reading all the wiki stuff I could swear this should do it, but I'm obviously ...
- Sat Jan 23, 2016 9:49 am
- Forum: Graphic/Audio Patches
- Topic: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2016)
- Replies: 144
- Views: 42234
Re: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2
Experiments in "bright mapped" voxels. Why? Because I hate myself apparently. Not pictured: They're also animated. :cry: If anyone reads this and knows a good way to get rid of a spawned actor when the actor that spawned it is removed and not before, that'd be real handy to know. I could use a ...
- Fri Jan 22, 2016 1:03 am
- Forum: Graphic/Audio Patches
- Topic: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2016)
- Replies: 144
- Views: 42234
Re: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2
Minor Update: Ultimate Doom Visor was updated making the extra patch redundant. The UDV files have been merged into the main patch.
I also created voxels for the Ultimate Doom Visor HEV suits.

I also created voxels for the Ultimate Doom Visor HEV suits.

- Fri Jan 22, 2016 12:46 am
- Forum: Graphic/Audio Patches
- Topic: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2016)
- Replies: 144
- Views: 42234
Re: [Release] Brutal Doom Voxel Patch 3.2 (Updated 01/16/201
Thanks for your work on this. Unfortunately the voxel switches only appear in the map test level. Am using BFG wads with only Brutal Doom V20b and Voxel Patch 3.2. Tried with Dos wads also. The voxel switches are just there as an example of what's possible. Currently implementing them on the maps ...
- Fri Jan 15, 2016 6:04 pm
- Forum: Graphic/Audio Patches
- Topic: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2016)
- Replies: 144
- Views: 42234
Re: [Release] Brutal Doom Voxel Patch 3.1 (Updated 01/09/201
I'll be pushing an update soon for the Brutal Doom Voxel Patch and the vanilla patch. Not a very big one, but I think they are some nice touches.
Preview Collage
Preview Collage
Spoiler:
- Wed Jan 13, 2016 9:48 pm
- Forum: Graphic/Audio Patches
- Topic: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2016)
- Replies: 144
- Views: 42234
Re: [Release] Brutal Doom Voxel Patch 3.1 (Updated 01/09/201
I see you're using 1.8.10. I haven't used that in awhile. That's the final version of that branch I think. 2.0.0.5 is the latest stable version. I'm using the January development build myself. If you look in that starter pack thing that was uploaded for brutal doom at moddb, Sargeant MarkIV was ...
- Mon Jan 11, 2016 9:26 pm
- Forum: Graphic/Audio Patches
- Topic: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2016)
- Replies: 144
- Views: 42234
Re: [Release] Brutal Doom Voxel Patch 3.1 (Updated 01/09/201
This was my load order for testing: [doom.doom2.commercial.Autoload] Path=lights.pk3 Path=brightmaps.pk3 Path=Addon\DoomMetalVol4.wad Path=Addon\BP V8.pk3 Path=Addon\BD_Voxel_Patch.pk3 Apart from all that stuff, I'm not sure what to tell you. :? I tried EXACTLY the order and mods you have listed ...
