[REL] Bratwurst RECOOKED - mod revival!

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
Kinsie
Posts: 7401
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by Kinsie »

Deviluke Roy wrote:Sigh...Sorry about that. It's hard not to make jokes and to know what's socially acceptaple sometimes. I'm well intentioned, but people get annoyed at me sometimes.
Maybe you should stop
Somebody wrote:talking to yourself by quoting fictional people?
It's really getting on people's nerves.
User avatar
Deviluke Roy
Posts: 405
Joined: Sat Mar 05, 2016 4:43 pm
Location: Where's my jokebook?

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by Deviluke Roy »

Kinsie wrote:
Deviluke Roy wrote:Sigh...Sorry about that. It's hard not to make jokes and to know what's socially acceptaple sometimes. I'm well intentioned, but people get annoyed at me sometimes.
Maybe you should stop
Somebody wrote:talking to yourself by quoting fictional people?
It's really getting on people's nerves.
Ok, lets go back on track, shall we?

I'm thinking of waiting 'till Zdoom gets a non-development build to try this out. Customizable enemies do sound cool, though.
User avatar
HorrorMovieRei
Posts: 251
Joined: Fri May 24, 2013 5:08 pm
Preferred Pronouns: They/Them
Contact:

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by HorrorMovieRei »

Sudden inspiration is a hell of a drug.
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by Captain J »

I'm schella great to see this mod again. And i see some special enemies to nuke with, too!
User avatar
insightguy
Posts: 1730
Joined: Tue Mar 22, 2011 11:54 pm

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by insightguy »

HorrorMovieGuy wrote:Sudden inspiration is a hell of a drug.
With a mech or with a car.
Explosions ranging near and far.
Killing Nazis is fun to do.
Whether not the're black or blue.

In a temple or in a church
Every shot makes a nazi lurch
bullets, shells, bombs and guns
Any method is made for funs

I did this for Russian overkill once, I can do it again.
User avatar
Dr_Cosmobyte
Posts: 2759
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by Dr_Cosmobyte »

Loved the trailer and can't wait what you're hiding upon the sleeve man. :D

Could you say the music name?
User avatar
HorrorMovieRei
Posts: 251
Joined: Fri May 24, 2013 5:08 pm
Preferred Pronouns: They/Them
Contact:

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by HorrorMovieRei »

insightguy wrote:[poetry]
Woah dude. Bealtiful.
GAA1992 wrote:Loved the trailer and can't wait what you're hiding upon the sleeve man. :D Could you say the music name?
Thanks :)
And as for the song it's called "We'll meet again" by Vera Lynn. It's a popular WWII era song from Britain.
User avatar
BradmanX
Posts: 142
Joined: Fri Nov 23, 2012 2:45 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by BradmanX »

HorrorMovieGuy wrote:Sudden inspiration is a hell of a drug.
I can't wait, that's gonna be awesome :D
User avatar
HorrorMovieRei
Posts: 251
Joined: Fri May 24, 2013 5:08 pm
Preferred Pronouns: They/Them
Contact:

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by HorrorMovieRei »

Aaaaaand, It's out. Happy (early)Halloween everyone 🎃
User avatar
Jeimuzu73
Posts: 1661
Joined: Sun Jul 03, 2011 8:44 pm
Location: Dropping today in Station Square.

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by Jeimuzu73 »

Quick error: The automap shows the total number of monsters in a level to be twice of the actual number, meaning that I leave the level with around 50% monsters killed.
User avatar
LossForWords
Posts: 675
Joined: Fri Jan 13, 2017 9:08 pm

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by LossForWords »

typo on the giant bat's death message: it's lacking a p on peppered.
User avatar
YukesVonFaust
Posts: 1343
Joined: Mon Feb 09, 2015 9:00 am
Location: in an undisclosed location that is the philippines

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by YukesVonFaust »

ooh the spooks of skeletons in this update
loving it so far
too bad we can't see revenants in this mod
User avatar
Lime
Posts: 128
Joined: Sat May 07, 2016 12:31 am
Location: Outside of an Abandoned Building

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by Lime »

it is gud update, bring skeleton skins to bratwurst.
User avatar
HorrorMovieRei
Posts: 251
Joined: Fri May 24, 2013 5:08 pm
Preferred Pronouns: They/Them
Contact:

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by HorrorMovieRei »

Released a little bugfix. It fixes the monster count issue, aswell as some other bugs that got past me at first. Also, added an option to tinker with the secret enemy's spawn, so now this mod should be compatible with WolfenDoom(which uses the Vanilla Doom 2 nazis as regular enemies), as well as other mods that use DeHackEd edits of the vanilla nazi.
User avatar
dljosef
Posts: 765
Joined: Fri Aug 12, 2005 2:59 pm
Location: Deep underground
Contact:

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by dljosef »

Found another bug: in enemy-dense maps, the game tends to lag for some reason. I don't know the cause.
Post Reply

Return to “Gameplay Mods”