BD Enhanced Edition v19g (UPDATED 25 oct 2014)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Xangi
Posts: 49
Joined: Fri Nov 02, 2012 8:24 pm

Re: Brutal Doom v0.19 Final Test Modified (Updated)

Post by Xangi »

Daft_Guy wrote:I prefer the ZDoom's sound when you find a secret :?
Those sounds can be removed, they're in a folder called HD in SOUNDS.
SandMartin
Posts: 4
Joined: Mon Sep 23, 2013 4:58 am

Re: Brutal Doom v0.19 Final Test Modified (Updated)

Post by SandMartin »

I think will be cool if add OMEN OST music in the final fight with bosses )))

http://www.youtube.com/watch?v=6H3UiwU1N5I
User avatar
Morter
Posts: 80
Joined: Mon Oct 24, 2005 11:07 am

Re: Brutal Doom v0.19 Final Test Modified (Updated)

Post by Morter »

Silentdarkness12 wrote:This DOES NOT work with Original DooM. Spits out an Animdefs error.
Getting the same error. It works fine with Doom 2, however.
ss (2013-09-23 at 12.21.25).png
Penguininnabox
Posts: 1
Joined: Sat Dec 29, 2012 9:29 pm

Re: Brutal Doom v0.19 Final Test Modified (Updated)

Post by Penguininnabox »

Morter wrote:
Silentdarkness12 wrote:This DOES NOT work with Original DooM. Spits out an Animdefs error.
Getting the same error. It works fine with Doom 2, however.
ss (2013-09-23 at 12.21.25).png
You can fix that by loading DOOM2.wad as a PWAD along with Brutal Doom.
SandMartin
Posts: 4
Joined: Mon Sep 23, 2013 4:58 am

Re: Brutal Doom v0.19 Final Test Modified (Updated)

Post by SandMartin »

Fixed version of this BD1.9TEST version here (to play with first doom without BFALL script errors)

http://files.mail.ru/10E2D8AE19B0472395E479339B9473B4

tested with gzdoom v1.8.2
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: Brutal Doom v0.19 Final Test Modified (Updated)

Post by SamVision »

What HUD is that in the screenshots?
Fastclick
Posts: 4
Joined: Tue Sep 24, 2013 2:28 pm

Re: Brutal Doom v0.19 Final Test Modified (Updated)

Post by Fastclick »

SamVision wrote:What HUD is that in the screenshots?
[WIP] NC HUD v.1.14

Want to ask: What WAD is that in the screenshots? (i mean mappack).
Blue Shadow
Posts: 4949
Joined: Sun Nov 14, 2010 12:59 am

Re: Brutal Doom v0.19 Final Test Modified (Updated)

Post by Blue Shadow »

Fastclick wrote:Want to ask: What WAD is that in the screenshots? (i mean mappack).
I think it's Community Chest.
Uninstall
Posts: 52
Joined: Sun Dec 09, 2012 4:08 pm

Re: Brutal Doom v0.19 Final Test Modified (Updated)

Post by Uninstall »

Good evening Gentlemen,
can someone please be so kind and tell me which line I have to edit in order to get rid of the camera shaking effect when I shoot a weapon? Unfortunately I get really motion sick after some time :(
Thx in advance for any help.
User avatar
cortlong50
Posts: 753
Joined: Mon Jun 24, 2013 7:12 pm
Location: UT-WA

Re: Brutal Doom v0.19 Final Test Modified (Updated)

Post by cortlong50 »

would i be able to include a download link on my mod page for this?
they kinda go hand in hand.
Uninstall
Posts: 52
Joined: Sun Dec 09, 2012 4:08 pm

Re: Brutal Doom v0.19 Final Test Modified (Updated)

Post by Uninstall »

Good evening Gentlemen,

I figured out how to do it and I just want to share it with you. It is basically the same version of Brutal Doom v.019 Final Test, but without any camera shaking effects when firing a weapon. I also deleted the camera shaking effect of the fatalities. Enjoy.

http://www.file-upload.net/download-814 ... G.PK3.html
User avatar
Average
Posts: 626
Joined: Fri May 20, 2011 4:28 am

Re: Brutal Doom v0.19 Final Test Modified (Updated)

Post by Average »

^
I was wondering if you could do me a huge favour? Would it be possible to take out the weapon kickback effect similar to how you've taken out the camera shake? I don't mind the camera shake at all - in fact I quite like it but I play Doom mainly with keyboard or controller and the kickback makes it nigh impossible to accurately aim at the baddies.

If you could do that I would be eternally grateful... I might even give you a cookie. :P
Uninstall
Posts: 52
Joined: Sun Dec 09, 2012 4:08 pm

Re: Brutal Doom v0.19 Final Test Modified (Updated)

Post by Uninstall »

I already took out the kickback effect. The only weapon that still kicks you back is the BFG.
User avatar
Hexereticdoom
Posts: 654
Joined: Thu Aug 08, 2013 1:30 pm
Graphics Processor: nVidia with Vulkan support
Location: Spain
Contact:

Re: Brutal Doom v0.19 Final Test Modified (Updated)

Post by Hexereticdoom »

New update, check out the first post! :wink:

Time now for some quotes...
PermaNoob wrote:As a request, could you add the nazis from the last test version that had them? I really hate the giant smurfs.
I'm really sorry my friend, but after several tries, I haven't been able to make the old nazi sprites work...

Perhaps Sgt. Mark could have changed the code in some manner, and replacing sprites it's not sufficient. And I'm not an advanced-coder, unfortunately... :(

However, if someone of this forum is interested and try & can make to work the old nazi sprites, it would be way cool...
SandMartin wrote:Fixed version of this BD1.9TEST version here (to play with first doom without BFALL script errors)

http://files.mail.ru/10E2D8AE19B0472395E479339B9473B4

tested with gzdoom v1.8.2
Nice work! :thumb:

Yeah, the original test has some issues with Ultimate Doom.

Suppose that will be corrected in 31 october big Final Release... :D
http://www.moddb.com/mods/brutal-doom/n ... nced-again
Fastclick wrote:NC HUD v.1.14
Blue Shadow wrote:I think it's Community Chest.
Double Bingo! Hehe... :cheers:

Well then, there still remaining 10 days for the big Final BD...

Greetings, everyone! 8-)
User avatar
Average
Posts: 626
Joined: Fri May 20, 2011 4:28 am

Re: Brutal Doom v0.19 Final Test Modified (Updated)

Post by Average »

Uninstall wrote:I already took out the kickback effect. The only weapon that still kicks you back is the BFG.

Thanks very much for this. I just presumed you had only removed the camera shake not the weapon kick back too. It's cool that I can actually play the mod with my controller now. Would it be possible for that to be made into a mutator for the upcoming 31 October release? I'm speaking from a place of ignorance so have no idea what that entail... just thought I'd ask anyway. :)
Post Reply

Return to “Gameplay Mods”