Brütal Doom v0.18

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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Sergeant_Mark_IV » Sat Feb 02, 2013 7:34 pm

Just forgot to tell: the evasion chance was set to 100% for recording the video. In the real game, the evasion chance is about 40%, and I removed the Imp evasion.
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Glaice » Sat Feb 02, 2013 7:50 pm

I can imagine shooting a rocket at a group of 10 zombies and they all dodged it like a bunch of trained acrobats :D ...If the evasion was 100%

Also a dumb question, how do you make the blood decals on the floor and walls last longer?
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Matt » Sat Feb 02, 2013 8:03 pm

Why remove the imp evasion? They way they jump around you'd think they'd be the most likely to be able to do it.
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby The Zombie Killer » Sat Feb 02, 2013 9:31 pm

^^
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Ribo Zurai » Sat Feb 02, 2013 10:22 pm

Hey, if Brutal Doom is gonna have a single version for GZDoom and Zandronum, that means that GZDoom is gonna have access to Zandronum exclusive weapons? :?
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby The Zombie Killer » Sun Feb 03, 2013 12:19 am

@Ribo Zurai
Ha, so it was you that posted that facebook comment.
I don't know for sure, but I would imagine so. All sarge would have to do is copy over some sprites and maybe a bit of code.

-TZK
Last edited by The Zombie Killer on Sun May 26, 2013 7:47 am, edited 1 time in total.
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Valherran » Sun Feb 03, 2013 3:36 am

Ribo Zurai wrote:Hey, if Brutal Doom is gonna have a single version for GZDoom and Zandronum, that means that GZDoom is gonna have access to Zandronum exclusive weapons? :?


No, those are in the core files of the source port, not the MOD.
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Hellstorm Archon » Sun Feb 03, 2013 4:13 pm

Perhaps this could be the Brutal replacement for Skulltag's minigun, or rather an entirely new gun?


Mike12 wrote:Here's a sorta hellish assault rifle that I'm working on:
Image
Credits so far go to Eriance (for a majority of the resources used), osjclatchford, zzrion the insect, Blox, Banjo Software, and Rogue Entertainment


Anyway, stay tuned! ;)

EDIT:
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Neccronixis » Sun Feb 03, 2013 5:16 pm

Finally good to see someone making good use of the blood burning sprites :)
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Narko » Sun Feb 03, 2013 5:51 pm

It seems when there's difference in the height of your ground and the monsters the range for gibbing with either shotgun seems to change, I get the super shotguns point blank gib with both the shotgun and the ssg, If I am below or above a chaingunner and I don't have to get even remotely close to them to do it so it's possible to just gib them from a distance.
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Ghostbreed » Sun Feb 03, 2013 10:35 pm

Weird bug in latest test:
Spoiler:
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Neccronixis » Sun Feb 03, 2013 11:15 pm

Can I have the link for latest test version? Thanks.
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Cream-of-Plenty » Mon Feb 04, 2013 12:50 am

Neccronixis wrote:Can I have the link for latest test version? Thanks.


I was wondering if this would be possible, as well. I see that you can send requests through BD's Facebook page but I don't have a Facebook account.
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Zaero » Mon Feb 04, 2013 11:11 am

For all you guys waiting for the next BD release I have something you might lay your hands on!
Infernal Doom mutator is finally released: viewtopic.php?f=19&t=33503
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby PaskaTykki » Mon Feb 04, 2013 12:07 pm

Very nice burning animations. Damn i want test self too, but i dont have FB account. :(
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