BDLite [V1.1 RELEASED - 2019-02-15]

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Re: BDLite - a slimmed-down effects mod [RC 2018-12-03]

Postby hybridial » Fri Dec 07, 2018 8:53 am

DavidN wrote:I also found someone describing it as "a spiteful attempt to "clean up" Brutal Doom by tearing out about half the stuff and tossing themselves off over how much better they think they are" and was ready to get all offended about it but then realized that that description is 100% accurate, and have put it at the top of the site as a ringing endorsement.


Truly inspirational.

I definitely need to aspire to even being half as savage in life.
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Re: BDLite - a slimmed-down effects mod [RC 2018-12-03]

Postby Matt » Fri Dec 07, 2018 7:15 pm

TOSS AND TEAR
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Re: BDLite - a slimmed-down effects mod [RC 2018-12-03]

Postby Samarai1000 » Fri Dec 07, 2018 10:18 pm

Trying out the release candidate, this mod has come a long way and I'm happy to see it in a fully playable state! I have some stupid nitpicks in the spoiler below.
Spoiler:

That's all I can think of for now. Sorry if my feedback seems overly harsh or anything, I'm bad at critiquing something properly and I really do like this project. I might even build some stuff off of it eventually!
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Re: BDLite - a slimmed-down effects mod [RC 2018-12-03]

Postby DavidN » Sat Dec 08, 2018 11:07 am

I always welcome feedback like this, Samarai - it's always useful to know what people notice, as sometimes there are little things I see but that don't annoy me enough to change them, but knowing other people notice as well kicks me into fixing them :) I'll take a look down the list when I can!

Solfish, I've noticed the double chaingun drop as well and it's driving me mad because I can't work out why it's happening! Maybe it's something to do with XDeath? I'll have a look. I'm colourblind and the Hell Knight/Baron sprites were generously dumped into the same folder in the original Brutal Doom PK3, which made it amazingly hard to separate them out - looks like I missed that one :)
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Re: BDLite - a slimmed-down effects mod [RC 2018-12-03]

Postby Solfish » Sat Dec 08, 2018 11:44 am

With double chaingun drop, you could easily fix it by adding "spawnitem or dropitem" in every death states instead of dropitem at actor properties. About water splashes by bullets and explosions, are you going to finish it or it's in anti-features?

On Trello board, I see that you want to fix weapon switching on empty? Here is a chaingun code example, maybe it will work:
Spoiler:
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Re: BDLite - a slimmed-down effects mod [RC 2018-12-03]

Postby Gollgagh » Sun Dec 09, 2018 5:08 pm

I started chopping out the monsters for use with other non-BD gameplay mods. Might I suggest that the dropitems for the Zombieman and Commando be changed to the traditional "Clip" and "Chaingun" instead of the new "RifleAmmo" and "Minigun" for better compatibility with other mods (especially since the classes are already replaced elsewhere)?
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Re: BDLite - a slimmed-down effects mod [RC 2018-12-03]

Postby quayside » Sat Dec 15, 2018 3:32 pm

Brutal Doom was already perfect, no change needed.
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Re: BDLite - a slimmed-down effects mod [RC 2018-12-03]

Postby wildweasel » Sun Dec 16, 2018 2:10 am

quayside wrote:Brutal Doom was already perfect, no change needed.

Which doesn't mean this project doesn't have a reason to exist, mind you.
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Re: BDLite - a slimmed-down effects mod [RC 2018-12-03]

Postby MrPyrite » Sun Dec 16, 2018 2:25 am

wildweasel wrote:
quayside wrote:Brutal Doom was already perfect, no change needed.

Which doesn't mean this project doesn't have a reason to exist, mind you.

I have to agree with Wildweasel here. This mod could be for people who cant run the original Brutal Doom because of their Potato PC, and this mod can suffice for their taste of demon-slaying blood-bathing.
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Re: BDLite - a slimmed-down effects mod [RC 2018-12-03]

Postby DavidN » Tue Dec 25, 2018 1:01 am

It really started off so I could make a standalone(-ish) mod on something that was reasonably like Brutal Doom, but reworked underneath to make it possible to build new enemies and weapons on it while keeping their appearance consistent with the base monsters - if it helps people with lower-end machines then that's great as well :)

To put a cap on this, I've fixed a heap of things reported here and given it a few test runs, and I'm declaring this v1.0! Happy Christmas or whatever you celebrate, as long as it involves shotgunning demons.

Thanks again to everyone on the thread who gave suggestions - especially Samarai1000 for giving so much input and Ketmar with k8Vavoom! It was really helpful to have its stricter, more accurate error messages to improve places where I'd left holes. Speaking of which:
Image
...any idea why? :) I'm not considering this a blocker for release as everything still seems to work fine - it happens when the player dies, calling the ScreenPainBreak ACS function in PAINEFFECT.o
Last edited by DavidN on Tue Dec 25, 2018 1:36 pm, edited 1 time in total.
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Re: BDLite [V1.0 RELEASED - 2018-12-25]

Postby 0mrcynic0 » Tue Dec 25, 2018 8:54 am

I have a question...

Why are there extra "explosions" after using either the Rocket launcher or grenade to kill enemies?
Attachments
Screenshot_Doom_20181225_075639.png
Screenshot_Doom_20181225_075639.png (165.17 KiB) Viewed 427 times
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Re: BDLite [V1.0 RELEASED - 2018-12-25]

Postby DavidN » Tue Dec 25, 2018 10:17 am

Check if you have “Gibs fade” set to Yes in the options - if it’s on, they’ll burn up after a random amount of time
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Re: BDLite [V1.0 RELEASED - 2018-12-25]

Postby 0mrcynic0 » Tue Dec 25, 2018 10:58 am

DavidN wrote:Check if you have “Gibs fade” set to Yes in the options - if it’s on, they’ll burn up after a random amount of time


Oh, I see now. Thanks for the quick reply.
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Re: BDLite [V1.0 RELEASED - 2018-12-25]

Postby affandede » Tue Dec 25, 2018 11:05 am

How can I create a monsters-only version of this? Commenting out weapons and items in Slade gives me errors on startup.
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Re: BDLite [V1.0 RELEASED - 2018-12-25]

Postby ketmar » Tue Dec 25, 2018 11:40 am

DavidN: actually, author of that port is idiot. i am blaming mod authors for my own bug. also, this was a developement message that shouldn't made its way into releases (sometimes you can be VERY frustrated by things some mods does, you know ;-). anyway, next build should not have that (neither message, nor bug). ;-) sorry for calling you names for my own fault. ;-)

p.s.: you can just PM me here (not on doomworld, dw doesn't like email notifications) with any k8VaVoom-related issues/questions, i am always happy to answer.

p.p.s.: you can get even more log spam with "-developer" cli arg. nothing really useful, though (afaik). and remember that "-file" can mount directory as pk3 archive. ;-)
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