Brütal Doom v0.18

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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby MrBoroda » Sat Feb 09, 2013 6:49 am

If I remember correctly, there was a centaur-like monster in some version. Have you removed it?
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Valherran » Sat Feb 09, 2013 7:01 am

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

Postby Sergeant_Mark_IV » Sat Feb 09, 2013 11:43 am

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

Postby Narko » Sat Feb 09, 2013 1:55 pm

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

Postby Sergeant_Mark_IV » Sat Feb 09, 2013 2:01 pm

Currently, there's no way.
You need to create a DECORATE actor that will spawn it in-game. Something like
Code: Select allExpand view
Actor BelphegorSpawner 2747
{
+NOCLIP
Radius 0
Height 0
States
{
Spawn:
TNT1 A 0 A_SpawnItem("LordBelphegor")
Stop
}
}
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Quadruplesword » Sat Feb 09, 2013 4:59 pm

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

Postby Matt » Sat Feb 09, 2013 5:09 pm

Zandronum still doesn't have RandomSpawners? o_O
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Sergeant_Mark_IV » Sat Feb 09, 2013 7:31 pm

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
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Neccronixis » Sat Feb 09, 2013 7:55 pm

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

Postby Mike12 » Sat Feb 09, 2013 8:26 pm

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

Postby Armaetus » Sat Feb 09, 2013 10:51 pm



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

Postby Captain J » Sat Feb 09, 2013 11:30 pm

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

Postby Valherran » Sun Feb 10, 2013 2:06 am

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

Postby VicRattlehead » Sun Feb 10, 2013 2:46 am

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 3:57 am, edited 1 time in total.
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby TerminusEst13 » Sun Feb 10, 2013 3:09 am

Vaecrius wrote:Zandronum still doesn't have RandomSpawners? o_O


It does, actually!
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