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Re: Brutal Doom v19 SE

Posted: Wed Nov 13, 2013 12:23 pm
by Skrell
can you please post a youtube video of the additions/changes you made to the regular Brutal Doom ? I'd love to seem them! : )

Re: Brutal Doom v19 SE

Posted: Wed Nov 13, 2013 12:27 pm
by Hexereticdoom
Patriot1776 wrote:Why is it so, so hard to chainsaw Mancubi and Revenant corpses to get their weapons now?
Really hard, yes... Not like it either. :blergh:

In fact, in BD19 releases it's easier to obtain their weapons throwing rockets or explosive barrels at them... If you're lucky to crush them into pieces! :!:

Re: Brutal Doom v19 SE

Posted: Wed Nov 13, 2013 4:58 pm
by Slax
Make the Mancubus/Revenant corpse hitbox bigger? Also, sawed up mancubi corpses get cloned. :P

Re: Brutal Doom v19 SE

Posted: Thu Nov 14, 2013 7:58 am
by coolster
Playing Doom the way id did with this mod right now and damn i can't go back to neither normal v19 or Enhanced Edition after playing this. The chainsaw change in particular is what makes this mod great, now it feels like you are cutting the enemies instead of tickling them. I only miss head kicking and corpse kicking in this version but that's a really minor thing (i've also noticed there is no cruelty achievements anymore but maybe that's for the better considering some weapons are now a lot stronger).

Also from what i read on facebook page of Brutal Doom, we will get old hitboxes as mutator (along with few other things), so no more not being able to shoot them for me ^_^

Re: Brutal Doom v19 SE

Posted: Thu Nov 14, 2013 1:25 pm
by SigFloyd
Head kicking and corpse kicking has been fixed, and cruelty bonuses are still intact but silent. You just don't get a big message every time you get one. Head kicking could be a little trickier, since the I've moved the bit that does the damage over to where your foot should be on your screen, so to kick the head of a dying guy, aim just above and to the left of his head.

EDIT: I probably misunderstood what you meant by head kicking. If you're talking about the severed heads lying around the floor, that too has been fixed recently. You can now kick heads around like a ball as usual. Any updates/fixes are added to the file in the download link of the original post, so be sure to check that from time to time.

Re: Brutal Doom v19 SE

Posted: Thu Nov 14, 2013 1:45 pm
by le_L
Looking mighty fine, though I still can't stand the pace-shattering mess that are the reloading mechanics. I hear people speak of mutators -- is no reloading at all an option?

Re: Brutal Doom v19 SE

Posted: Thu Nov 14, 2013 2:10 pm
by SigFloyd
le_L wrote:Looking mighty fine, though I still can't stand the pace-shattering mess that are the reloading mechanics. I hear people speak of mutators -- is no reloading at all an option?
Any mutators for the base Brutal Doom would likely cause problems with SE since the tweaks and changes are pretty extensive, so the most sensible thing for me to do would be to implement those mutators in a SE-friendly version that doesn't break or overwrite any tweaks. So yeah, it's going to be an option. I've already provided some SE mutators within the main download, but I ought to make it a separate pack later.

Re: Brutal Doom v19 SE

Posted: Thu Nov 14, 2013 2:43 pm
by Skrell
This looks amazing, any chance for Zandronum compatibility soon? ever?

Re: Brutal Doom v19 SE

Posted: Thu Nov 14, 2013 5:59 pm
by Morter
SigFloyd wrote:Head kicking and corpse kicking has been fixed, and cruelty bonuses are still intact but silent. You just don't get a big message every time you get one. Head kicking could be a little trickier, since the I've moved the bit that does the damage over to where your foot should be on your screen, so to kick the head of a dying guy, aim just above and to the left of his head.

EDIT: I probably misunderstood what you meant by head kicking. If you're talking about the severed heads lying around the floor, that too has been fixed recently. You can now kick heads around like a ball as usual. Any updates/fixes are added to the file in the download link of the original post, so be sure to check that from time to time.
Maybe by headkicking he meant kicking the head of an injured zombie/imp?

Re: Brutal Doom v19 SE

Posted: Fri Nov 15, 2013 5:01 am
by le_L
Having put my head in the insides of the (original) mod, one thing I strongly recommend, assuming it hasn't already been done, is to unify all the BD weapons through one dummy weapon actor...

Code: Select all

ACTOR BrutalWeapon : Weapon

ACTOR BrutalShotgun : BrutalWeapon
...and give that core actor a Kick state. That way, the Kick state doesn't have to be rewritten over and over and can be tinkered with easily. You'd have to rewrite the inherited specifics of each weapon, but they take less space and less work.

On another note, "sperglord" has probably got to go.

Re: Brutal Doom v19 SE

Posted: Fri Nov 15, 2013 12:47 pm
by LowBrown
Please, Help Board.
I want to change some skins in the game, but i cant find the correct shotgun and ssg folder. Where is it, and how can i change theese skins, considering that i already have theese. Simply replacing the previous?

up.
I solved my problem, but there was another, the last one.

Now i have the sound problem. Point is that i replaced minigun shoot sounds ("DSMINSLW" and "minifast") with my own, but then i realised that if u start to fire minigun in "fast" mode, sounds starting to replace eachother, and starting sound mess... Then i decided to place instead of "minifast" sound just a silent .wav file which is the same length as the original. But the sound of "DSMINSLW" is not like the original file leight. So there is the problem, heavy weapon dude, which is probably using the same .wav shooting sould file as me, starting to make this terrible mess. My question is: "Can i make somehow individual audio file for his shooting sound?

up.
I realise something

When they fire, there is like bullets holding this sound 0_0. Wtf? How can i get rid of it?

Re: Brutal Doom v19 SE

Posted: Sat Nov 16, 2013 6:03 am
by Caleb13
On a side note, when is Sargeant Mark's ban going to expire?

Re: Brutal Doom v19 SE

Posted: Sat Nov 16, 2013 7:50 am
by Morter
What's the proper way to remove bound allied marines? In regular/enhanced Brutal Doom, I'd kick them free. Now it kills them.

Chainsawing them seems to, but it also seems to hurt them, too.

Re: Brutal Doom v19 SE

Posted: Sat Nov 16, 2013 8:19 am
by Hellstorm Archon
Caleb13 wrote:On a side note, when is Sargeant Mark's ban going to expire?
He's been permabanned, so he won't be coming back. Ever.

Anyway, loving this modception! Can't wait for future updates! :)

Re: Brutal Doom v19 SE

Posted: Sat Nov 16, 2013 1:09 pm
by SladeEXE
Hellstorm Archon wrote:He's been permabanned, so he won't be coming back. Ever.
Why was he banned anyway?