Brütal Doom v0.18

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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby doomquake777 » Sun Jan 27, 2013 12:30 am

Found 2 bugs in V18test 2

1 when a zombie is crawling and you are kicking its teeth out, if you kick it enough then you will perform a curbstomp. It says in the text document that curbstomps can only be performed if you have the berserk pack.

2 If you have the invulnerability power up and you perform a fatality, when you exit the fatality your screen will stay white till the power up wears off but you will no longer be invincible.
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Glaice » Sun Jan 27, 2013 11:28 am

I am wondering, does the reload-on-pickup for rocket launcher still happen with 0.18 test?

Should there be a mid-dodge roll death if you follow and shoot them while moving away?

Doomquake: This?



I think Sarge has mentioned before he doesn't know how to rectify this particular issue.
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby VicRattlehead » Sun Jan 27, 2013 11:39 am

Mr. Chris wrote:I am wondering, does the reload-on-pickup for rocket launcher still happen with 0.18 test?


Still happens on test2. MP40 has had the same problem for the longest time too.
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby jpalomo » Sun Jan 27, 2013 11:49 am

doomquake777 wrote:2 If you have the invulnerability power up and you perform a fatality, when you exit the fatality your screen will stay white till the power up wears off but you will no longer be invincible.

Mr. Chris wrote:I think Sarge has mentioned before he doesn't know how to rectify this particular issue.

I gave him a fix to this in version 0.13. He reintroduced the same bug recently (which tells me he didn't learn from it the first time). The fix is very similar to before. Instead of making the player invulnerable during the fatality, simply make the player unshootable. Example from PLAYER:
Spoiler:

As you can see from the code, he did both. -SHOOTABLE implies invulnerability since you can't take damage in any situation (even telefragging).
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby doomquake777 » Sun Jan 27, 2013 11:28 pm

Mr. Chris wrote:I am wondering, does the reload-on-pickup for rocket launcher still happen with 0.18 test?

Should there be a mid-dodge roll death if you follow and shoot them while moving away?

Doomquake: This?



I think Sarge has mentioned before he doesn't know how to rectify this particular issue.


Yeah that was what I was talking about, i didn't know it was brought up that long ago.
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby yoshi314 » Mon Jan 28, 2013 9:06 am

i haven't tested the new pre-release yet, so i might be stating the obvious here:

what if cyberdemon/spider mastermind could enter enraged mode permanently after dropping below certain health threshold ? e.g. under 25% of remaining health? also , the chance of that happening (or the threshold level) would be proportional to current skill setting.
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Glaice » Mon Jan 28, 2013 12:46 pm

That would make some PWADs that use them more difficult, even moreso with multiple boss monsters.
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Dan50 » Tue Jan 29, 2013 1:23 am

I noticed when a Baron of Hell gets revived by an Arch-Vile he turns into a Hell Knight in .17.
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Edward-san » Tue Jan 29, 2013 4:08 am

jpalomo wrote:As you can see from the code, he did both. -SHOOTABLE implies invulnerability since you can't take damage in any situation (even telefragging).

So the players will be stuck, unless you make the performer +NOCLIP...
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby yoshi314 » Thu Jan 31, 2013 2:55 am

Mr. Chris wrote:That would make some PWADs that use them more difficult, even moreso with multiple boss monsters.

i'd say they are already plenty hard just by running them with brutal doom. perhaps something like that might be enabled only on highest difficulty level ?
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Neccronixis » Fri Feb 01, 2013 8:08 pm

Bit off topic, but is there a mod for gzdoom that has all of the hexen levels, but with doom monsters that I can play brutal doom with?
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Blue Shadow » Fri Feb 01, 2013 8:26 pm

You can always play Hexen with the 'brutal' version that's made for it.

Also, I don't think replacing Hexen monsters with Doom ones will simply work, as some of them (mainly bosses) are heavily scripted, like for instance, the Death Wyvern.
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Narko » Sat Feb 02, 2013 6:51 pm

Some bugs and difficulty issues in the latest test.

Gotta be honest with the offended cyberdemon, his missiles are a little easy to dodge, I think spray and pray would be more appropriate for going aggro, Perhaps even without directly aiming at the player but rather bombaring the area the player is in furiously while he's throwing a hissy fit and try to surround the player in splash damage. Also I've had trouble setting him off a few times, though there may be preset odds determining how often he reacts.

Last night I got a gib with the pump action on a chaingunner, from an incredible distance, I expected to kill him, but I did not expect to reduce him to almost nothing, if I were to guess I'd say I got the gib at a 50 to 100 feet(Enough for him to shrink in the distance a little bit) range estimate, going to make a quick map to test the gib range, and find out exactly what I need to be shooting to do that as well as find a better range estimate.
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Clownman » Sat Feb 02, 2013 7:18 pm


this AI is gonna be annoying D:
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby .+:icytux:+. » Sat Feb 02, 2013 7:27 pm

Those zombies look like they're in pretty good shape!
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