[Release] 10x.wad for Brutal Doom and ReDoom

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[Release] 10x.wad for Brutal Doom and ReDoom

Postby Kinsie » Sat Sep 10, 2011 10:48 pm

Image
Download

Thanks to Mak0rz for the idea and tooooooo bad for the gif.
Load the appropriate 10x wad after the main wad.
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Re: [Release] 10x.wad for Brutal Doom and ReDoom

Postby NuroGL » Sun Sep 11, 2011 2:45 am

Get an error, doesnt work :/
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Re: [Release] 10x.wad for Brutal Doom and ReDoom

Postby hugoroy » Sun Sep 11, 2011 5:43 am

Um so you released other peoples work in a pack?
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Re: [Release] 10x.wad for Brutal Doom and ReDoom

Postby Tapwave » Sun Sep 11, 2011 5:59 am

hugoroy wrote:Um so you released other peoples work in a pack?

No. He modified's Cutmanmike's 10x mod so it works better with ReDoom and Brutal Doom.
I dunno what exactly was fixed, mind telling me?
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Re: [Release] 10x.wad for Brutal Doom and ReDoom

Postby hugoroy » Sun Sep 11, 2011 6:10 am

Oh I see now, in brutal doom if you use x10 you wont get new death animations
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Re: [Release] 10x.wad for Brutal Doom and ReDoom

Postby FireSeraphim » Sun Sep 11, 2011 6:53 am

My god that's amazing. Although I wonder how are you going to deal with the cyberdemons and other big monster?
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Re: [Release] 10x.wad for Brutal Doom and ReDoom

Postby Kinsie » Sun Sep 11, 2011 7:56 am

terranova wrote:I dunno what exactly was fixed, mind telling me?
10x uses actor inheritance to give every monster +GHOST so that both the player and their projectiles can pass through them, among some other little flag changes. These mods just adjust that inheritance to come from the Brutal/Redoom actors instead of the defaults, and fixes actor name conflicts. It's pretty tiny, but it was requested on the SA Forums and I had a spare afternoon.
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Re: [Release] 10x.wad for Brutal Doom and ReDoom

Postby wildweasel » Mon Sep 12, 2011 12:36 am

NuroGL wrote:Get an error, doesnt work :/

Have you updated to an SVN?
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Re: [Release] 10x.wad for Brutal Doom and ReDoom

Postby SFJake » Mon Sep 12, 2011 12:41 am

Why the +GHOST method? Monsters spawned on top of each other, since forever realy, will just smoothly separate each other, so you can just replace say, a Demon, with something that spawns 10x actual Demon on the spot, and it works wonder without.. gimmicky changes.

But don't mind me, maybe some people like it better that way. In any case, big multipliers like this are fun for 10 minutes at best. Might more entertaining in coop.
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Re: [Release] 10x.wad for Brutal Doom and ReDoom

Postby Kinsie » Mon Sep 12, 2011 5:34 am

SFJake wrote:Why the +GHOST method? Monsters spawned on top of each other, since forever realy, will just smoothly separate each other, so you can just replace say, a Demon, with something that spawns 10x actual Demon on the spot, and it works wonder without.. gimmicky changes.
So enemy projectiles can pass through the horde, and so the player isn't put into impossible situations by a lack of moving space.

SFJake wrote:But don't mind me, maybe some people like it better that way. In any case, big multipliers like this are fun for 10 minutes at best. Might more entertaining in coop.
It's not my thing either, but it was a simple request to fulfil.
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Re: [Release] 10x.wad for Brutal Doom and ReDoom

Postby NuroGL » Tue Sep 13, 2011 2:08 am

wildweasel wrote:
NuroGL wrote:Get an error, doesnt work :/

Have you updated to an SVN?


Image

latest svn
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Re: [Release] 10x.wad for Brutal Doom and ReDoom

Postby wildweasel » Tue Sep 13, 2011 2:50 am

Seems a little too obvious, but it isn't apparent from your screenshot - are you loading Brutal Doom with it?
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Re: [Release] 10x.wad for Brutal Doom and ReDoom

Postby NuroGL » Tue Sep 13, 2011 4:31 am

Yes, both versions beta 11 & 12, didnt work.
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Re: [Release] 10x.wad for Brutal Doom and ReDoom

Postby Kinsie » Tue Sep 13, 2011 5:32 am

Load it after Brutal Doom.
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Re: [Release] 10x.wad for Brutal Doom and ReDoom

Postby Dan50 » Sat Sep 17, 2011 2:27 pm

How would you load it after brutal doom? Also what does this do?
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