Brütal Doom v0.18

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
MrBoroda
Posts: 44
Joined: Sun Apr 08, 2012 7:35 am

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by MrBoroda »

If I remember correctly, there was a centaur-like monster in some version. Have you removed it?
User avatar
Valherran
Posts: 1405
Joined: Tue Oct 27, 2009 12:58 pm

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Valherran »

MrBoroda wrote:If I remember correctly, there was a centaur-like monster in some version. Have you removed it?
The Belphagor? Haven't really seen that thing around myself when Skulltag went away.
User avatar
Sergeant_Mark_IV
Posts: 812
Joined: Wed Feb 02, 2011 12:44 pm
Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Sergeant_Mark_IV »

These monsters are still there, just not begin used. Open the console and type Summon LordBelphegor or Summon Juggernaut

Grindfish, yes, I can do it.
Narko
Posts: 12
Joined: Wed Dec 26, 2012 5:38 pm

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Narko »

Sergeant_Mark_IV wrote:These monsters are still there, just not begin used. Open the console and type Summon LordBelphegor or Summon Juggernaut

Grindfish, yes, I can do it.
How would I go about putting the Juggernaut and Belphegor in a map btw?
User avatar
Sergeant_Mark_IV
Posts: 812
Joined: Wed Feb 02, 2011 12:44 pm
Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Sergeant_Mark_IV »

Currently, there's no way.
You need to create a DECORATE actor that will spawn it in-game. Something like

Code: Select all

Actor BelphegorSpawner 2747
{
+NOCLIP
Radius 0
Height 0
States
{
Spawn:
TNT1 A 0 A_SpawnItem("LordBelphegor")
Stop
}
}
User avatar
Quadruplesword
Posts: 275
Joined: Sat Jul 19, 2008 6:26 pm
Location: Off hunting demons

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Quadruplesword »

The wait for v18 is killing me. I told myself I was going to wait until Mark released v18 before I started my play through of Plutonia Revisited, but I might just break down and start it now because I really want to play it.

Really looking forward to v18, by the way :D . New plasma deaths still look as brutal as ever and won't bog down my performance like the old plasma deaths did.
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Contact:

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Matt »

Zandronum still doesn't have RandomSpawners? o_O
User avatar
Sergeant_Mark_IV
Posts: 812
Joined: Wed Feb 02, 2011 12:44 pm
Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Sergeant_Mark_IV »

I decided to make a new balance of things. I reduced the damage of everything a bit, and in special, reduced the damage of hitscanners. They are still twice as deadly than in Vanilla, but yet 1/3 as deadly than in 0.17/ half as deadly than in 0.15.
The old damage values can be restored using the new difficulty level that will be inserted. I did a test this wednesday, and I was able to finish Speed of Doom Map20 on UV in 20 minutes, so I think it's good now. Any thoughts?

Image
User avatar
Neccronixis
Posts: 206
Joined: Fri Dec 23, 2011 10:53 pm

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Neccronixis »

It appears the glitch where sprites appear transparent and flicker through the blood splat models on the floor in the gzdoom version still occurs despite the fact smooth sprite edges is set to off.
User avatar
Mike12
Posts: 673
Joined: Fri May 13, 2011 9:10 am

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Mike12 »

Sergeant_Mark_IV wrote:I decided to make a new balance of things. I reduced the damage of everything a bit, and in special, reduced the damage of hitscanners. They are still twice as deadly than in Vanilla, but yet 1/3 as deadly than in 0.17/ half as deadly than in 0.15.
The old damage values can be restored using the new difficulty level that will be inserted. I did a test this wednesday, and I was able to finish Speed of Doom Map20 on UV in 20 minutes, so I think it's good now. Any thoughts?

Image
It looks like it should balance out fairly well; the increased hitscan damage probably isn't as necessary now that the hitscan enemy AI is improved.
User avatar
Armaetus
Posts: 1255
Joined: Fri Mar 13, 2009 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10 Home
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: New York State
Contact:

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Armaetus »



Zombies and imps being knocked by explosion or kick(?) can get stuck on top of objects like the barrel seen here.

Courtesy thejoshmon from DW for posting it on Youtube.
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: Brütal Doom v0.17: Brutal Halloween Edition

Post by Captain J »

well, because about that barrel. it's soiled actor too.
by the way such a epic revenge at 0:12.
i'm recommeding a type kill monsters and quit the game.
User avatar
Valherran
Posts: 1405
Joined: Tue Oct 27, 2009 12:58 pm

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Valherran »

Mike12 wrote:
Sergeant_Mark_IV wrote:I decided to make a new balance of things. I reduced the damage of everything a bit, and in special, reduced the damage of hitscanners. They are still twice as deadly than in Vanilla, but yet 1/3 as deadly than in 0.17/ half as deadly than in 0.15.
The old damage values can be restored using the new difficulty level that will be inserted. I did a test this wednesday, and I was able to finish Speed of Doom Map20 on UV in 20 minutes, so I think it's good now. Any thoughts?

Image
It looks like it should balance out fairly well; the increased hitscan damage probably isn't as necessary now that the hitscan enemy AI is improved.
This.
VicRattlehead
Posts: 77
Joined: Fri Sep 09, 2011 7:47 am

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by VicRattlehead »

Haven't had the chance to play the latest test versions, but on test2, the corpses of revenants which are killed with headshots can't be gibbed and you cannot extract revenant launchers from them.

EDIT: Okay, they can be gibbed after all, the hitbox of the corpse just confused me. Apparently I have to aim for the legs.
Last edited by VicRattlehead on Sun Feb 10, 2013 2:57 am, edited 1 time in total.
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm
Contact:

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by TerminusEst13 »

Vaecrius wrote:Zandronum still doesn't have RandomSpawners? o_O
It does, actually!
Locked

Return to “Abandoned/Dead Projects”