Brütal Doom v0.18

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Re: Brutal Doom v0.9b

Postby ChronoSeth » Fri Mar 25, 2011 8:13 pm

And how is that any worse than the blood and gore flying everywhere? :P
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Re: Brutal Doom v0.9b

Postby Blade3327 » Fri Mar 25, 2011 8:56 pm

And I thought Mutiny Mod 2.0 fulfilled all of my gory Doomish needs. Bloody brilliant work (pun intended)!
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Re: Brutal Doom v0.9b

Postby Ethril » Sat Mar 26, 2011 9:39 pm

re: chainsaw blood
i think that instead of magically vanishing right before your eyes after a while, the blood should only disappear when you switch to a different weapon, and having it become clean "off screen".
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Re: Brutal Doom v0.9b

Postby wildweasel » Sat Mar 26, 2011 11:23 pm

Ethril wrote:re: chainsaw blood
i think that instead of magically vanishing right before your eyes after a while, the blood should only disappear when you switch to a different weapon, and having it become clean "off screen".

Whose mod was it that had the windshield wiper effect? That should be implemented here, too.
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Re: Brutal Doom v0.9b

Postby Blade3327 » Sun Mar 27, 2011 12:02 am

Ethril wrote:re: chainsaw blood
i think that instead of magically vanishing right before your eyes after a while, the blood should only disappear when you switch to a different weapon, and having it become clean "off screen".


Doesn't it do that already? Maybe I haven't seen since I switch weapons fairly quickly or continue chainsawing...

By the way, LOVE the new player deaths for Imps, Demons, Barons, and HellKnights. First time I got killed by a Baron, I had no idea what was going on, then I noticed he was ripping me in half... epic (in the game, of course :lol:).
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Re: Brutal Doom v0.9b

Postby Zombieguy » Sun Mar 27, 2011 2:19 pm

I found a couple of bugs:
In the console, when you summon a monster (for example: summon mancubus), sometimes they disappear.
And also, while your chainsaw is clean, and a monster attacks you, there is suddenly blood all over your chainsaw.
When you use god mode and chainsaw a monster there is no blood on it (not that use god mode, i just thought you might want to know about it).
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Re: Brutal Doom v0.9b

Postby Xanirus » Sun Mar 27, 2011 3:27 pm

This mod is bloody brilliant. (Pun intended.) But I seem to have to set the mod's specific controls everytime I start GZDoom. The reload, taunt, and kick. Also, I don't know if this is intentional, but are assault rifles and shotguns meant to give only half of what it says in the GUNSGUNS file? I'm no modder, but I know how to tweak guns a little bit. For the shotgun, I noticed "Weapon.AmmoGive2" was "4," like default Doom, but I was only receiving two shells. So I changed it to "8", and then I started getting 4.
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Re: Brutal Doom v0.9b

Postby Blue Shadow » Mon Mar 28, 2011 5:58 am

Xanirus wrote:I don't know if this is intentional, but are assault rifles and shotguns meant to give only half of what it says in the GUNSGUNS file? I'm no modder, but I know how to tweak guns a little bit. For the shotgun, I noticed "Weapon.AmmoGive2" was "4," like default Doom, but I was only receiving two shells. So I changed it to "8", and then I started getting 4.

If the weapon is taken from an enemy, you will get half the amount specified by Weapon.AmmoGive, however, if it is put there by the mapper, then you will get the same amount specified.
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Re: Brutal Doom v0.9b

Postby Big C » Fri Apr 01, 2011 6:11 pm

Bug report time!

When I use the offhand kick attack while using the chaingun, it makes the chaingun sound when it connects, instead of the bootkick sound.

Also, this mod is SO VERY FUN to play epic.wad with.
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Re: Brutal Doom v0.9b

Postby Xanirus » Sat Apr 02, 2011 3:29 pm

So am I the only one having to keybind reload, taunt, and kick everytime I start up the game or is everyone having this?

Also, I know it's "Brutal," but how much life does the new Spiderdemon have? I was playing D2EXTREME.wad, on Ultra Violence, and I encountered a Spiderdemon behind a fake wall. The Spiderdemon was trapped in a small room, and sitting right on top of a red key. The only place where I could safely shoot BFG shots at him was through the fake wall, or else risk shooting him very up close from the side in a very small and narrow corridor, where mis-aiming would blow my head off with BFG shots or rockets.

I know I was hurting him, I could hear him roar, but I shot off about 8 BFG shots and about 50 rockets....and he still wasn't dead. Was the level design causing the problem, like the fake walls or something blocking the shot radius, or does he really have a lot of life? I ended up having to cheat since he was guarding a key. The only thing I could do without giving myself more ammo was god mode, clip into him, unclip, pull out my chainsaw and rip him from the inside.
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Re: Brutal Doom v0.9b

Postby Princess Viscra Maelstrom » Mon Apr 04, 2011 11:52 am

In order to kill the Demolisher, you have to aim for her brain. Which can be quite a pain in tight spaces, even moreso if she's behind a fake wall.

Some things I noticed:
Both the Cacodemon and the Mancubus fatalities won't show up. They just dissapear, adding to your kill count while doing so.
The Mancubus dissapears after the last frame shows up while gibbing him.
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Re: Brutal Doom v0.9b

Postby Blue Shadow » Mon Apr 04, 2011 5:06 pm

Doomhuntress wrote:Cacodemon and the Mancubus fatalities won't show up. They just dissapear, adding to your kill count while doing so.
The Mancubus dissapears after the last frame shows up while gibbing him.

On 'Dead Simple', I killed one of the mancubuses with the berserk (I think it was the last one remained), because I wanted to see the fatality but he disappered and the walls didn't lower to reveal the arachnotrons. So I was stuck.
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Re: Brutal Doom v0.9b

Postby Xanirus » Tue Apr 05, 2011 2:02 am

Doomhuntress wrote:In order to kill the Demolisher, you have to aim for her brain. Which can be quite a pain in tight spaces, even moreso if she's behind a fake wall.


Ahhh, ok. Now I get it.

Sooooo anyone have the above key binding problems?
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Re: Brutal Doom v0.9b

Postby Matt » Tue Apr 05, 2011 3:21 am

I got 'em.
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Re: Brutal Doom v0.9b

Postby Sergeant_Mark_IV » Tue Apr 05, 2011 7:02 pm

Thanks for the comments. I'm working to fix up everything repported here.

@Zombieguy: yes, I will polish bullet casing stuff. Thanks for your suggestion. SSG already has an alt-fire, and iron sights for Shotgun sounds pretty useless.
The chainsaw getting bloody when attacked, this will only happen if a monster bleed too close of you. The way I managed to make the chainsaw blood, is the same I used to make blood splash in the screen when you fire too close a monster. This is a colateral effect, but only happens in few rare cases.

@ChronoSeth: Smoke would rip more framerate than blood, because a bunch of sprites spawned near the camera will always consume more performance than hundreds of blood sprites that are not so close.

@Ethril: I like your suggestion.

@Xanirus: The Mastermind got 8000 health. But maybe its something with the level design.

@Doomhuntress: I'm working to fix it all. Thanks.

About the binding problems, it happened to me, not only with BrutalDoom, but with many other mods (including xxx-mercenaries, and beautiful doom). When it happens with me, I just delete my config file, and reconfigure the whole thing, and everything works fine again. I think it's more an engine bug than the mod itself.
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