[Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2016)

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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cem26
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Re: [Release] Brutal Doom Voxel Patch 1.0

Post by cem26 »

brutel doom v19 was in IWAD and in external files:brutel doom and other voxel wads was here and when i try to open i think zdl try to load two brutel doom and game crashes
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wildweasel
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Re: [Release] Brutal Doom Voxel Patch 1.0

Post by wildweasel »

cem26 wrote:brutel doom v19 was in IWAD and in external files:brutel doom and other voxel wads was here and when i try to open i think zdl try to load two brutel doom and game crashes
That is not the error message. We cannot help you without knowing everything that the game is telling you.
Xinergy
Posts: 3
Joined: Tue Feb 17, 2015 8:59 am
Location: MAP01

Re: [Release] Brutal Doom Voxel Patch 1.0

Post by Xinergy »

cem26 wrote:am getting this:

Script error 'wdi_exmappack_2a.pk3:exdec/slendered.txt' line 106: Invalid state parameter a_weaponready

and i made steps in readme.ini but i can made something wrong am not codder

# WAD files to always load. These are loaded after the IWAD but before
# any files added with -file. Place each file on its own line, preceded
# by Path=
[Global.Autoload]
Path=hellspawn+voxelbro1.4.pk3
Path=Aspengers and Tourettes Voxels1.1.pk3
Path=brutal19.pk3
Path=BD_Voxel_Patch.pk3

# Wad files to automatically load depending on the game and IWAD you are
# playing. You may have have files that are loaded for all similar IWADs
# (the game) and files that are only loaded for particular IWADs. For example,
# any files listed under Doom.Autoload will be loaded for any version of Doom,
# but files listed under Doom2.Autoload will only load when you are
# playing Doom 2.

[Doom.Autoload]
Path=hellspawn+voxelbro1.4.pk3
Path=Aspengers and Tourettes Voxels1.1.pk3
Path=brutal19.pk3
Path=BD_Voxel_Patch.pk3

[Doom1.Autoload]
Path=hellspawn+voxelbro1.4.pk3
Path=Aspengers and Tourettes Voxels1.1.pk3
Path=brutal19.pk3
Path=BD_Voxel_Patch.pk3

[Doom2.Autoload]
Path=hellspawn+voxelbro1.4.pk3
Path=Aspengers and Tourettes Voxels1.1.pk3
Path=brutal19.pk3
Path=BD_Voxel_Patch.pk3

[TNT.Autoload]
Path=hellspawn+voxelbro1.4.pk3
Path=Aspengers and Tourettes Voxels1.1.pk3
Path=brutal19.pk3
Path=BD_Voxel_Patch.pk3

[Plutonia.Autoload]
Path=hellspawn+voxelbro1.4.pk3
Path=Aspengers and Tourettes Voxels1.1.pk3
Path=brutal19.pk3
Path=BD_Voxel_Patch.pk3

The mods are being loaded twice. Just put the mods to Global Autoload. They will be loaded with all of the IWADs
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cem26
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Re: [Release] Brutal Doom Voxel Patch 1.0

Post by cem26 »

wildweasel wrote:
cem26 wrote:brutel doom v19 was in IWAD and in external files:brutel doom and other voxel wads was here and when i try to open i think zdl try to load two brutel doom and game crashes
That is not the error message. We cannot help you without knowing everything that the game is telling you.

i already solved problem but error massege was:

1 errors while parsing DECORATE scripts
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cem26
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Joined: Wed Jan 07, 2015 3:34 pm
Location: i will ask somebody ''where i am?!''

Re: [Release] Brutal Doom Voxel Patch 1.0

Post by cem26 »

Xinergy wrote:
cem26 wrote:am getting this:

Script error 'wdi_exmappack_2a.pk3:exdec/slendered.txt' line 106: Invalid state parameter a_weaponready

and i made steps in readme.ini but i can made something wrong am not codder

# WAD files to always load. These are loaded after the IWAD but before
# any files added with -file. Place each file on its own line, preceded
# by Path=
[Global.Autoload]
Path=hellspawn+voxelbro1.4.pk3
Path=Aspengers and Tourettes Voxels1.1.pk3
Path=brutal19.pk3
Path=BD_Voxel_Patch.pk3

# Wad files to automatically load depending on the game and IWAD you are
# playing. You may have have files that are loaded for all similar IWADs
# (the game) and files that are only loaded for particular IWADs. For example,
# any files listed under Doom.Autoload will be loaded for any version of Doom,
# but files listed under Doom2.Autoload will only load when you are
# playing Doom 2.

[Doom.Autoload]
Path=hellspawn+voxelbro1.4.pk3
Path=Aspengers and Tourettes Voxels1.1.pk3
Path=brutal19.pk3
Path=BD_Voxel_Patch.pk3

[Doom1.Autoload]
Path=hellspawn+voxelbro1.4.pk3
Path=Aspengers and Tourettes Voxels1.1.pk3
Path=brutal19.pk3
Path=BD_Voxel_Patch.pk3

[Doom2.Autoload]
Path=hellspawn+voxelbro1.4.pk3
Path=Aspengers and Tourettes Voxels1.1.pk3
Path=brutal19.pk3
Path=BD_Voxel_Patch.pk3

[TNT.Autoload]
Path=hellspawn+voxelbro1.4.pk3
Path=Aspengers and Tourettes Voxels1.1.pk3
Path=brutal19.pk3
Path=BD_Voxel_Patch.pk3

[Plutonia.Autoload]
Path=hellspawn+voxelbro1.4.pk3
Path=Aspengers and Tourettes Voxels1.1.pk3
Path=brutal19.pk3
Path=BD_Voxel_Patch.pk3

The mods are being loaded twice. Just put the mods to Global Autoload. They will be loaded with all of the IWADs
I was tryed it but it didnt work.But i will try it again and MY PROBLEM SOLVED
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skitey
Posts: 10
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Re: [Release] Brutal Doom Voxel Patch 1.0

Post by skitey »

i just downloaded brutaldoom v20 and stepped over this voxel-fix. working very nice but got 1 little problem with the latest "Hellspawn + Voxelbro" pack. In this pack there are finally the explosive barrel voxels included...but its flashing with the sprite ..same as the candelabra before this fix.

could somebody please help me to fix that?

as far as i can tell the voxels are called "BAR1A.kvx" and "BAR1B.kvx"
i think to fix this flash-bug i had to edit the VOXELDEF.txt...

i added:
//ExplosiveBarrel
bar1a= "bar1a"
{
Scale = 0.5
}
bar1b= "bar1b"
{
Scale = 0.5
}
but it doesn't work :(
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skitey
Posts: 10
Joined: Sat Jun 13, 2015 2:21 pm

Re: [Release] Brutal Doom Voxel Patch 1.0

Post by skitey »

nobody skilled enough to make this fix for a perfect voxel pack?
Skrell
Posts: 351
Joined: Mon Mar 25, 2013 11:47 am

Re: [Release] Brutal Doom Voxel Patch 1.0

Post by Skrell »

I also would love to see this issue fixed as adding voxels to BDv20 would make it damn near perfect! Unfortunately i'm not skilled enough to do the fix you ask but figured i'd throw my support for this fix your way.
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zedas
Posts: 38
Joined: Tue Jan 13, 2015 10:29 am
Location: Ottawa, ON

Re: [Release] Brutal Doom Voxel Patch 1.0

Post by zedas »

Sorry haven't looked at this in awhile. I'll get on updating it right away.
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skitey
Posts: 10
Joined: Sat Jun 13, 2015 2:21 pm

Re: [Release] Brutal Doom Voxel Patch 1.0

Post by skitey »

ah, nice, zedas is back :) ok, waiting for a fix then. thx
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zedas
Posts: 38
Joined: Tue Jan 13, 2015 10:29 am
Location: Ottawa, ON

Re: [Release] Brutal Doom Voxel Patch 1.0

Post by zedas »

skitey wrote:i just downloaded brutaldoom v20 and stepped over this voxel-fix. working very nice but got 1 little problem with the latest "Hellspawn + Voxelbro" pack. In this pack there are finally the explosive barrel voxels included...but its flashing with the sprite ..same as the candelabra before this fix.

could somebody please help me to fix that?

as far as i can tell the voxels are called "BAR1A.kvx" and "BAR1B.kvx"
i think to fix this flash-bug i had to edit the VOXELDEF.txt...

i added:
//ExplosiveBarrel
bar1a= "bar1a"
{
Scale = 0.5
}
bar1b= "bar1b"
{
Scale = 0.5
}
but it doesn't work :(
You were on the right track. The barrel animations were longer in Brutal Doom 20, so the voxel wasn't set to display for all of them.
Skrell
Posts: 351
Joined: Mon Mar 25, 2013 11:47 am

Re: [Release] Brutal Doom Voxel Patch 2.0

Post by Skrell »

awesome awesome update!! Can't wait to try it!!!
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skitey
Posts: 10
Joined: Sat Jun 13, 2015 2:21 pm

Re: [Release] Brutal Doom Voxel Patch 2.0

Post by skitey »

@Zedas
ah, more frames. dang, stupid me ;)
i have checked your update; really nice, finally everything works. thx man!
Skrell
Posts: 351
Joined: Mon Mar 25, 2013 11:47 am

Re: [Release] Brutal Doom Voxel Patch 2.0

Post by Skrell »

Am i correct in saying that these will NOT work with Zandronum 2.0 ?
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zedas
Posts: 38
Joined: Tue Jan 13, 2015 10:29 am
Location: Ottawa, ON

Re: [Release] Brutal Doom Voxel Patch 2.0

Post by zedas »

Skrell wrote:Am i correct in saying that these will NOT work with Zandronum 2.0 ?
Umm I don't think it would work by just dropping files in the skins folder. I haven't tested it, but I suspect it wouldn't function. Unless the skins folder loads alphabetically and you named the necessary PK3s 01_, 02_, 03_, etc. Maybe then? I'll investigate. I've got another little visual mod in the pipeline that I want to check with Zandronum as well, so I can look at them both.
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