Page 6 of 10

Re: Brutal Doom Platinum v1.2 release! GZ focused brutal for

Posted: Sat Jan 08, 2022 5:37 pm
by EmeraldCoasttt
Ultimagnum wrote:I'd say this is my favorite version of Brutal Doom so far. Like the way you integrate Project Brutality mechanics. Although there are some things in 1.2 I find questionable, like:
-why did the freeze thrower need to be separated from the rail gun?
-the trip mines for the rocket launcher might be better as a grenade type instead
-I have plans for both weapons that couldn't work with them combined
-I don't want to add any more grenade types, and the rocket launcher had a weapon special free

Re: Brutal Doom Platinum v1.2 release! GZ focused brutal for

Posted: Sat Jan 08, 2022 8:08 pm
by Vordenko
Played with the mod a bit more.

- Chainsawing a revenant's corpse will make the chainsaw's sprite disappear, though it will come back once you let go of the fire button.

- This one is an odd one: When you try to pull a fatality and get hit (and moved?) immediately after, your character will be invulnerable, the camera will focus on the player, but no fatality will happen. You would unable to move at will, and the only way to reset it is via jumping, which makes the fatality animation play. So far, I tested it with the Imp and the Pinky, though it could happen with other monsters too.

- Hitting the "Advanced taunt" or "One Liner" buttons don't do anything, unless I am missing something.

Re: Brutal Doom Platinum v1.2 release! GZ focused brutal for

Posted: Sat Jan 08, 2022 9:39 pm
by EmeraldCoasttt
Vordenko wrote:
- Hitting the "Advanced taunt" or "One Liner" buttons don't do anything, unless I am missing something.

This is an artifact of base brutal doom, where taunts are an optional addon because they were overused in multiplayer

Most likely going to remove these buttons and replace them with a duke 3d style dynamic one liners system

Re: Brutal Doom Platinum v1.2 release! GZ focused brutal for

Posted: Sat Jan 08, 2022 9:59 pm
by Vordenko
EmeraldCoasttt wrote:
Vordenko wrote:
- Hitting the "Advanced taunt" or "One Liner" buttons don't do anything, unless I am missing something.

This is an artifact of base brutal doom, where taunts are an optional addon because they were overused in multiplayer

Most likely going to remove these buttons and replace them with a duke 3d style dynamic one liners system
That does make sense... although, if you do add the Duke 3D one liner system, you can probably ask for permissions to use the taunts from Nobody Told Me About id. Those were pretty good, and iirc are simplistic enough to fit Doomguy.

Also, would this be a moddeable thing so people can release addons that replace player sounds and taunts with new ones? (say, Duke 3D, Postal Dude... etc)

Re: Brutal Doom Platinum v1.2 release! GZ focused brutal for

Posted: Sat Jan 08, 2022 10:34 pm
by EmeraldCoasttt
Vordenko wrote:
EmeraldCoasttt wrote:
Vordenko wrote:
- Hitting the "Advanced taunt" or "One Liner" buttons don't do anything, unless I am missing something.

This is an artifact of base brutal doom, where taunts are an optional addon because they were overused in multiplayer

Most likely going to remove these buttons and replace them with a duke 3d style dynamic one liners system
That does make sense... although, if you do add the Duke 3D one liner system, you can probably ask for permissions to use the taunts from Nobody Told Me About id. Those were pretty good, and iirc are simplistic enough to fit Doomguy.

Also, would this be a moddeable thing so people can release addons that replace player sounds and taunts with new ones? (say, Duke 3D, Postal Dude... etc)

Having it easily moddable is the plan! I'm most likely using LandyRS's doomguy voice for the base file as we're friends and they can record new material for me if needed, while zero x diamond and potentially the NTMAI lines would be available as addons

Re: Brutal Doom Platinum v1.2 release! GZ focused brutal for

Posted: Sat Jan 08, 2022 10:47 pm
by Vordenko
EmeraldCoasttt wrote:Having it easily moddable is the plan! I'm most likely using LandyRS's doomguy voice for the base file as we're friends and they can record new material for me if needed, while zero x diamond and potentially the NTMAI lines would be available as addons
Excellent! Best of luck, I really am loving how this mod is coming along so far. Perhaps my favorite BDoom fork~

Re: Brutal Doom Platinum v1.2 release! GZ focused brutal for

Posted: Sun Jan 09, 2022 12:36 am
by EmeraldCoasttt
Vordenko wrote:
EmeraldCoasttt wrote:Having it easily moddable is the plan! I'm most likely using LandyRS's doomguy voice for the base file as we're friends and they can record new material for me if needed, while zero x diamond and potentially the NTMAI lines would be available as addons
Excellent! Best of luck, I really am loving how this mod is coming along so far. Perhaps my favorite BDoom fork~
Thank you so much!

Re: Brutal Doom Platinum v1.2 release! GZ focused brutal for

Posted: Sun Jan 09, 2022 7:53 pm
by Crudux Cruo
Hey, i took a quick look at the code but couldn't find any glaring issues with the code per se, but the glass slug primary off centered fire shoots a slug and pumps, but using manual fire it acts as though you hadn't pumped it. also would be nice if you had a speed boost in slam firing/zoom with glass slugs too.

Re: Brutal Doom Platinum v1.2 release! GZ focused brutal for

Posted: Tue Jan 11, 2022 5:32 am
by Crudux Cruo
Noticed another bug, there are no tactical class checks for duel wielding weapons namely guns like pistols, smg's and rifles) to give them the appropriate 1 tick boost. since dual wielding with the tactical class is not a feature of vanilla, it makes sense, i'm assuming your plan is to allow it.

Re: Brutal Doom Platinum v1.2 release! GZ focused brutal for

Posted: Wed Jan 12, 2022 6:17 am
by mamaluigisbagel
Forgot to mention one thing about my added suggestion about showing the grenade name when you changed: Remember when I said it'd be useful for people using alternate HUDs? Well.....I didn't think about the fact you can't tell what grenade you have currently equipped without cycling through them or throwing one xD Not sure anything can be done about that on your end though. Its a minor issue I imagine, though.....unless you use a Void Grenade (or any other grenade for that matter) thinking you have a Pipe Bomb, I guess lol

Other than that, still really enjoying it and its become my primary BD version. Good work so far! :thumb:

Re: Brutal Doom Platinum v1.2 release! GZ focused brutal for

Posted: Sun Jan 16, 2022 2:42 pm
by Miru
One thing I really like about the Map Enhancement Script in this mod is that it adds in special exclusive monsters to some maps, in addition to all the decorations. I also think supporting a ton of mapsets is a cool idea. Any plans to add support for the Consolation Prize wads, so that monsters from those original games can get the Brutal treatment as part of the Map Enhancement Script? I also like the variety of throwable weapons available.

Re: Brutal Doom Platinum v1.2 release! GZ focused brutal for

Posted: Wed Feb 09, 2022 8:41 pm
by lu88lu
did the dragon slayer weapon get removed? i saw it on this video:https://www.youtube.com/watch?v=zNIgDtrfxQc&t=114s and is see graphics for it in the files but i cant get it ingame.

Re: Brutal Doom Platinum v2.0 release! GZ focused brutal for

Posted: Thu Feb 10, 2022 8:56 pm
by EmeraldCoasttt
v2 is out!!! Brutal Weapon has been ported to zscript, among other additions
I also started a Patreon, so you can support me and my work!

Re: Brutal Doom Platinum v2.0 release! GZ focused brutal for

Posted: Fri Feb 11, 2022 12:07 pm
by Rodman909
EmeraldCoasttt wrote:v2 is out!!! Brutal Weapon has been ported to zscript, among other additions
I also started a Patreon, so you can support me and my work!
Can we get a complete list of all the changes? You said on the ModDB page that the full description would be here.
EDIT: I'm a baka, it's all on the first post.

Re: Brutal Doom Platinum v2.0 release! GZ focused brutal for

Posted: Fri Feb 11, 2022 5:31 pm
by thedeathrunner123
Removing the FP executions was pointless after the rework. Melee felt great with them when mixing with fatalities, without them it feels much blander. Ntm the work put into them was great, all the animations look wonderful and now that's just wasted potential.