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

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Re: [Release] Brutal Doom Voxel Patch 3.1 (Updated 01/09/201

Postby zedas » Mon Jan 11, 2016 9:26 pm

Skrell wrote:
zedas wrote:This was my load order for testing:
[doom.doom2.commercial.Autoload]
Path=lights.pk3
Path=brightmaps.pk3
Path=Addon\DoomMetalVol4.wad
Path=Addon\BP V8.pk3
Path=Addon\BD_Voxel_Patch.pk3

Apart from all that stuff, I'm not sure what to tell you. :?

I tried EXACTLY the order and mods you have listed here and it did not work. What version of GzDoom are you using? Also, i'm wondering if the version of my doom2.wad is causing it. What version of doom2.wad are you using this with?


I see you're using 1.8.10. I haven't used that in awhile. That's the final version of that branch I think. 2.0.0.5 is the latest stable version. I'm using the January development build myself. If you look in that starter pack thing that was uploaded for brutal doom at moddb, Sargeant MarkIV was using a December development build to release with. So, I'd say first you want to get a newer version of GZDoom. The link is on the first page of this thread under Necessary components.
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Re: [Release] Brutal Doom Voxel Patch 3.1 (Updated 01/09/201

Postby Skrell » Tue Jan 12, 2016 7:31 pm

zedas wrote:I see you're using 1.8.10. I haven't used that in awhile. That's the final version of that branch I think. 2.0.0.5 is the latest stable version. I'm using the January development build myself. If you look in that starter pack thing that was uploaded for brutal doom at moddb, Sargeant MarkIV was using a December development build to release with. So, I'd say first you want to get a newer version of GZDoom. The link is on the first page of this thread under Necessary components.


Ok so I just tried the latest gzdoom and got the exact same problem. This MUST be related to my doom2 wad. I BELIEVE i'm using the ultimate doom version of doom2 but not really sure. Can you please post your MD5 for doom2.wad ? Mine is 30e3c2d0350b67bfbf47271970b74b2f
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Re: [Release] Brutal Doom Voxel Patch 3.1 (Updated 01/09/201

Postby zedas » Wed Jan 13, 2016 9:48 pm

Skrell wrote:
zedas wrote:I see you're using 1.8.10. I haven't used that in awhile. That's the final version of that branch I think. 2.0.0.5 is the latest stable version. I'm using the January development build myself. If you look in that starter pack thing that was uploaded for brutal doom at moddb, Sargeant MarkIV was using a December development build to release with. So, I'd say first you want to get a newer version of GZDoom. The link is on the first page of this thread under Necessary components.


Ok so I just tried the latest gzdoom and got the exact same problem. This MUST be related to my doom2 wad. I BELIEVE i'm using the ultimate doom version of doom2 but not really sure. Can you please post your MD5 for doom2.wad ? Mine is 30e3c2d0350b67bfbf47271970b74b2f


I'm not sure how to look at the checksum, but by my filesize I have the 1.9 version Wiki entry on WADs
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Re: [Release] Brutal Doom Voxel Patch 3.1 (Updated 01/09/201

Postby phantombeta » Thu Jan 14, 2016 1:03 am

@Skrell
Your doom2.wad is extremely outdated. You have 1.666. There's an IWAD updater somewhere, you should be able to find it.
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Re: [Release] Brutal Doom Voxel Patch 3.1 (Updated 01/09/201

Postby Skrell » Thu Jan 14, 2016 7:26 am

phantombeta wrote:@Skrell
Your doom2.wad is extremely outdated. You have 1.666. There's an IWAD updater somewhere, you should be able to find it.

Thank you! I will try to remedy this!
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Re: [Release] Brutal Doom Voxel Patch 3.1 (Updated 01/09/201

Postby zedas » Fri Jan 15, 2016 6:04 pm

I'll be pushing an update soon for the Brutal Doom Voxel Patch and the vanilla patch. Not a very big one, but I think they are some nice touches.

Preview Collage
Spoiler:
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Re: [Release] Brutal Doom Voxel Patch 3.1 (Updated 01/09/201

Postby Skrell » Fri Jan 15, 2016 10:56 pm

zedas wrote:I'll be pushing an update soon for the Brutal Doom Voxel Patch and the vanilla patch. Not a very big one, but I think they are some nice touches.
Spoiler:

Can't wait!!!!! BTW i FINALLY got everything working!
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Re: [Release] Brutal Doom Voxel Patch 3.2 (Updated 01/16/201

Postby Fandango » Wed Jan 20, 2016 8:04 am

Thanks for your work on this. Unfortunately the voxel switches only appear in the map test level. Am using BFG wads with only Brutal Doom V20b and Voxel Patch 3.2. Tried with Dos wads also.
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Re: [Release] Brutal Doom Voxel Patch 3.2 (Updated 01/16/201

Postby zedas » Fri Jan 22, 2016 12:46 am

Fandango wrote:Thanks for your work on this. Unfortunately the voxel switches only appear in the map test level. Am using BFG wads with only Brutal Doom V20b and Voxel Patch 3.2. Tried with Dos wads also.


The voxel switches are just there as an example of what's possible. Currently implementing them on the maps isn't possible in an easy non-hacky way. My hope would be that someday the guys that make GZdoom/Zdoom will add in a feature that lets you to assign a voxel to wall textures and flats with offsets, scale and rotation. The same way you can now define voxels for sprites. I can think of some really neat stuff I could do with that ability. Until then example switches is what they will remain. :(
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Re: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2

Postby zedas » Fri Jan 22, 2016 1:03 am

Minor Update: Ultimate Doom Visor was updated making the extra patch redundant. The UDV files have been merged into the main patch.
I also created voxels for the Ultimate Doom Visor HEV suits.
Image
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Re: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2

Postby Skrell » Fri Jan 22, 2016 7:15 am

zedas wrote:Minor Update: Ultimate Doom Visor was updated making the extra patch redundant. The UDV files have been merged into the main patch.
I also created voxels for the Ultimate Doom Visor HEV suits.
Image

Looks awesome!! How about voxel trees? :-)
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Re: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2

Postby Niga619 » Sat Jan 23, 2016 8:01 am

ty for the updates keep up the awesome and brutal work
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Re: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2

Postby zedas » Sat Jan 23, 2016 9:49 am

Experiments in "bright mapped" voxels. Why? Because I hate myself apparently. Not pictured: They're also animated. :cry: If anyone reads this and knows a good way to get rid of a spawned actor when the actor that spawned it is removed and not before, that'd be real handy to know. I could use a pointer in the right direction. Edit: I think I've got the problem solved.
Image
Last edited by zedas on Sat Jan 23, 2016 6:54 pm, edited 1 time in total.
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Re: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2

Postby Max Dickings » Sat Jan 23, 2016 6:00 pm

zedas wrote: Because I hate myself apparently.


If its any consolation we don't hate you, and we appreciate your work to boot! :D
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Re: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2

Postby PaskaTykki » Tue Feb 09, 2016 9:55 am

I like this project. Can you add Rocket Launcher shell casing?
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