Search found 23 matches

by Moktar
Thu Jun 04, 2020 9:19 pm
Forum: TCs, Full Games, and Other Projects
Topic: Dismantled Director's Cut (Standalone)[Released on Steam]
Replies: 99
Views: 32214

Re: Dismantled (Standalone) [RELEASED✓]

Just bought it on Itch.io nights ago after playing the demo: I really liked it , it made me felt tense all of the time. However, I couldn't find advanced options (I wanted to enable ambient occlusion). And, at first, I couldn't close the Inventory screen... Until I realized to use E after pressing ...
by Moktar
Sun Apr 26, 2020 8:14 pm
Forum: Script Library
Topic: [v0.2.1] Stupid Achievements
Replies: 29
Views: 14436

Re: [v0.1] Stupid Achievements

It's promising :P, all it needs (alongside the fancy icons mentioned before) are some clever denominations and nice DOOM-themed pop-up graphics.
by Moktar
Thu Apr 02, 2020 7:32 pm
Forum: Gameplay Mods
Topic: [BDX] Brutal DOOM X — v0.8
Replies: 6
Views: 7433

[BDX] Brutal DOOM X — v0.8

https://imgur.com/HXDmOFW Brutal DOOM X (BDX) is a fork based on the old BDSE (Sperglord Edition by SidDoyle) with some fixes and upgrades. The aim with BDX was to make a toned down edition of the standard BD, preserving the visual effects but dropping unnecessary features and set the gameplay the ...
by Moktar
Sun Mar 22, 2020 10:51 am
Forum: Gameplay Mods
Topic: Your Name: Lieutenant John Doom. Your Mission:
Replies: 1402
Views: 269730

Re: Your Name: Lieutenant John Doom. Your Mission:

I found a bug. It does occur in MAP01 of Ultimate Simplicity. Specifically on the exit room: after killing the Hell Knight the exit switch is intended to lower in order to complete the level, but this doesn't happen, leading the player to get trapped in that room, apparently a script execution ...
by Moktar
Sun Dec 29, 2019 7:31 pm
Forum: Gameplay Mods
Topic: [WIP/Release] Brutal Doom SE
Replies: 630
Views: 146101

Re: [WIP/Release] Brutal Doom SE

Sorry for bumping a long-time dead thread, but I have been working on a bug-fixed version of BDSE , it contains some code from BD20 and BD21 but it still has a plenty number of bugs. I named it as Brutal DOOM X (BDX) as it is more like a fork. The blood ported from BD21 is not totally functional and ...
by Moktar
Fri Aug 23, 2019 5:31 pm
Forum: Graphic/Audio Patches
Topic: SpriteShadow v2.0 (now built into GZDoom 4.6.0!)
Replies: 183
Views: 83930

Re: SpriteShadow (Duke3D Shadows) v1.9

https://imgur.com/eMytJyQ Hi, ive got this error while playing brutal doom on gz 4.1.3 , its happens when iam using brutality on enemys sry 4 bad english =) Hi. I'm getting the same error, it occurs when performing fatalities on BD under GZDOOM 4.2. Also there is another error, it happens after ...
by Moktar
Fri Dec 16, 2016 10:34 pm
Forum: TCs, Full Games, and Other Projects
Topic: [ECWolf][WIP] Doomenstein
Replies: 21
Views: 6029

Re: [ECWolf][WIP] Doomenstein

Looks good so far. BTW, how we can load the mod on ECWolf for Android?
by Moktar
Tue Aug 04, 2015 10:55 am
Forum: Gameplay Mods
Topic: [WIP/Release] Brutal Doom SE
Replies: 630
Views: 146101

Re: [WIP/Release] Brutal Doom SE

Well, I think I fixed the issues with blood actors. So I uploaded the file for everyone:

BDSE_19_Actors_Fixed: http://www.mediafire.com/?tdtaedr6p19g9pc

Uh, it has some slighty modifications I made but those are mainly minimal, e.g. strafe-tilting and some other tweaks.
by Moktar
Tue Aug 04, 2015 12:59 am
Forum: Gameplay Mods
Topic: [WIP/Release] Brutal Doom SE
Replies: 630
Views: 146101

Re: [WIP/Release] Brutal Doom SE

I'm currently studying everything about DECORATE, if I learnt something, I hope I can fix this issue within the next days. There are apparently some "inoffensive" conflicts with Actors on GZDoom 1.8.10+, but the issues with the blood actors at close range are from the 2.1pre branch —the coolest b ...
by Moktar
Fri Jul 31, 2015 5:20 pm
Forum: Gameplay Mods
Topic: [WIP/Release] Brutal Doom SE
Replies: 630
Views: 146101

Re: [WIP/Release] Brutal Doom SE

I recently installed the latest build from SVN (gzdoom-g2.1.pre-1196-g02c3828) from Jul 16 and while it works better than any previous dev build, BDSE seems to be completely messed up. If any monster attacks you at closest range it also damages them causing them to "commit suicide". If anyone have ...
by Moktar
Sat Jul 25, 2015 11:29 am
Forum: Gameplay Mods
Topic: [WIP/Release] Brutal Doom SE
Replies: 630
Views: 146101

Re: [WIP/Release] Brutal Doom SE

I'm thinking I might make SE a separate fork off of v19 entirely and be it's own thing if there's no news about v20 in the coming months. Overall, BDSE feels much more stable, polished, of higher quality, and consistent gameplay. Why would anyone go back to regular brutal on v20? To dual wield ...
by Moktar
Wed Oct 01, 2014 8:57 am
Forum: Graphic/Audio Patches
Topic: Droplets - Updated 11/10/2018!
Replies: 422
Views: 133893

Re: Droplets - Simulated Blood (v12 - "Unlimited!")

I love this :)

Well, there is some issues with Brutal DOOM SE: some death animations (Demons more noticeable) are being override.
by Moktar
Mon Sep 01, 2014 9:03 pm
Forum: Gameplay Mods
Topic: [WIP/Release] Brutal Doom SE
Replies: 630
Views: 146101

Re: [WIP/Release] Brutal Doom SE

Messing with the alternative rifle sights, trying out a holo-type of thing to see if I can spruce it up a bit more and make it less bulky and more useable. http://s16.postimg.org/m6sbdd55h/Screenshot_Doom_20140901_192550.png http://s24.postimg.org/yqomvb5ed/Screenshot_Doom_20140901_192409.png I ...
by Moktar
Mon Aug 04, 2014 8:12 pm
Forum: General
Topic: DooMGLES
Replies: 13
Views: 1379

Re: DooMGLES

Maybe it's better on Tegra, but I tried Tegra emulation and didn't get any good results. Unfortunately is not working at all on my Nexus 7 2012 (which SoC is Tegra 3) with PA & Franco Kernel -- It crashes when launching. I'll see if it works with the stock kernel or it's a problem with Tegra-based ...
by Moktar
Mon May 05, 2014 9:10 pm
Forum: Off-Topic
Topic: What are you listening to?
Replies: 2083
Views: 108424

Re: What are you listening to?

Imagine Dragons - Radioactive

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