Brootal Doomb 0.3.0 (BD v20)

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Apeirogon
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Brootal Doomb 0.3.0 (BD v20)

Post by Apeirogon »

As you can expect from the name it is something like brutal doom, but better.
Because it uses advantages of zscript to ascend into new form.

So yes, this is yet another attempt to improve brutal doom and make it more stable without performance issues.
Main goal, create brutal doom which anyone can use and modify without headache and questions about mental health of those who code it.

Current plan how to do so is next
Step 1: export all decorate code on zscript
Step 2: recreate all acs scripts on zscript
Step 3: abandon mod at all
Step 4: profit

Right now Im on step -8: show what I do to someone in the internet

At this moment:
it jump to one frame per minute only if you explode several zombiemans/imps with rocket launcher/barrel. I working on it.
some sprite and hitboxes are not adjusted. I.e you shoot into the imp "head" but bullets miss it. I working on it.
you cant trigger fatalities because corresponded code under reconstruction to delete obsolete and.....strange methods to do so. I working on it.
some blood have weird sprites/physics. Not in the high priority list for now but I know about that and I working on it.
some weapons have breaking off sound of shooting. I dont know what goes wrong, since I dont touch it at this point, but I working on it.
after certain actions gzdoom slows a little to cache required data into memory. I working on it.

It also come with turned on system (but that too LOUD word) which tells amount and name of actors which was destroyed in last second. So that if you found actor/situation which spawn actor which cause slowdown, you can (try) track it down and report about it.

If you fond bug, please post detail instruction how trigger it with 100% success chance (map pack, position on a map, weapon, monsters, moon/sun potion in jupiter, etc).
Bugs which reduce performance have higher priority than "that blood sprite looks LAAAAAAAAAAAAAAAAME!!!!!!!!!!!111111111"

Screenshot and videos
Spoiler:

How to install it?
Step 0 : if you already have resources, go to step 3
Step 1 : download archive from "resources" link.
Step 2 : put it in some folder and unpack it.
Step 2.1 : you now can delete "resources" archive.
Step 3 : download archive from "last version" link and put it in folder with unpacked resources
Step 4 : drop "last version" archive into zdl/on gzdoom. It would automatically load all resources in correct order.

Last stable version
https://github.com/MekBoss/Brootal-Doom ... _0.3.0.zip

Resources
https://drive.google.com/file/d/15XaCLd ... sp=sharing

Something about last version here
https://github.com/MekBoss/Brootal-Doomb
Last edited by Apeirogon on Tue Jan 14, 2020 1:18 pm, edited 10 times in total.
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Apeirogon
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Re: Brootal Doomb versions (BD v20)

Post by Apeirogon »

History/changes/etc.

Last "one to one from decorate to zscript" version
https://github.com/MekBoss/Brootal-Doom ... _0.3.0.zip

First fully zscripted...zscriptioned....ported to zscript version
https://github.com/MekBoss/Brootal-Doom ... _0.2.2.zip

First "solid game" edition
https://github.com/MekBoss/Brootal-Doom ... _0.1.0.zip
Resources
https://drive.google.com/file/d/15XaCLd ... sp=sharing

Version with critical bug fixes which eat performance
https://github.com/MekBoss/Brootal-Doom ... _0.0.4.zip

Version with turned on fatality
https://github.com/MekBoss/Brootal-Doom ... _0.0.2.zip

Initial version
https://github.com/MekBoss/Brootal-Doom ... 1/bd_z.zip
Last edited by Apeirogon on Tue Jan 14, 2020 1:18 pm, edited 6 times in total.
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Apeirogon
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Re: Brootal Doomb versions (BD v20)

Post by Apeirogon »

New version. Most notable change, now you can execute fatality.
There are some performance tweaks, but they too small to be noticeable for now.
Also, annoying debug messages now turned off. You still can return them buck by setting doomb_debug to true through console.
Another cvar is doomb_sfx_effects. It control, as you can expect from name, sfx like fire, sparks, particles. By default it set to true, so if you have problems on some maps turn set it to false. For now it control not that much effects, so it can be pointless but still...

As a part of dev blog, or something like this, exporting bd to zscript is not that easy as I thought it would be.
For example, I, probably, reveal several obscure gzdoom bugs. It my fault to triggering them, but I dont know what and how I do so.
Like, gzdoom refuses to iterate through array farther than its 9 element in a loop.
I manually push there are 100 elements, it works as intended.
I manually return 9/10/50 element, it work as intended.
I check loop again, and it still refuses goes greater than number 8 (arrays are numbered from number 0, so 0 = first element, 1 = second element, etc.).
I change version of gzdoom, zscript version, turn on/off jit, add printf after every singe line to locate where exactly it go wrong and nothing.
Only when I goes back to last working commit and rewrite it from scratch it finally start working as intended.

Or silent crashes. I do something which crash gzdoom without error message "send crash report to microsoft DRD team".
I track down that it was something in zombieman code. But after I spent three hours commenting/uncommenting lines in zombieman definition trying to figure out what exactly it is, I give up and again, return to last working commit.
Last edited by Apeirogon on Wed Dec 18, 2019 11:14 am, edited 1 time in total.
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Redneckerz
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Re: Brootal Doomb 0.0.2 (BD v20)

Post by Redneckerz »

There are no screenshots, nor video, there is only a text description detailing what you want to do, and there is a github link (at least).

So basically you want to improve Brutal Doom, but there is very, very little to show for it.

I am not sure how i can give a better opinion of impression. But this isn't much to go with.

The OP's context also seems to swing between being geniune in its intents and entertaining the notion of his tag of having a strange sense of humour. But this is not funny.

All in all, this is one confusing thread.
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wolfmanfp
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Re: Brootal Doomb 0.0.2 (BD v20)

Post by wolfmanfp »

In my opinion, basing this project on BDLite would have been better, since that project has a much cleaner code to work with.
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fakemai
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Re: Brootal Doomb 0.0.2 (BD v20)

Post by fakemai »

Depends. BDLite is my definition of "overfix" in that I would love to see a cleaned up BD codebase (and DRLA, but that's another story), but BDLite takes the feature removal way too far and might be too basic a starting point depending what his plans are, it looks like he intends to keep the mechanics of BD from that description. I'm keeping my eye on it regardless.
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Apeirogon
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Re: Brootal Doomb 0.0.2 (BD v20)

Post by Apeirogon »

Redneckerz wrote:There are no screenshots, nor video
Is that really that important? This is literally brutal doom without any visual changes at all. I cant imagine how show what changed.
The only difference what I can show in video is fps/performance. I can run this with something like nuts and record fps there, then load original brutal doom and nuts, record fps there and then compare two numbers.
fakemai wrote:BDLite takes the feature removal way too far
This.
I trying convert project brutality in similar manner "fatality? gore? %thing with confusing implementation on decorate+acs%? meh, remove them for now and add them later". In the end I left with half converted PB which dont have fatality. It still there on my github.
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Redneckerz
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Re: Brootal Doomb 0.0.2 (BD v20)

Post by Redneckerz »

Apeirogon wrote: Is that really that important? This is literally brutal doom without any visual changes at all. I cant imagine how show what changed.
The only difference what I can show in video is fps/performance. I can run this with something like nuts and record fps there, then load original brutal doom and nuts, record fps there and then compare two numbers.
So, its basically BD but with functionality ported over to ZScript. Is that how i should read this? Because i can't tell from the rather confusing OP.
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bingojohnson
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Re: Brootal Doomb 0.0.2 (BD v20)

Post by bingojohnson »

Yes.
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Apeirogon
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Re: Brootal Doomb 0.0.4 (BD v20)

Post by Apeirogon »

UPDATED MY JOURNAL

Link to the new version in first post. This version include fix for infinity loop which eat memory and performance on some specific condition.
In short, blood actor spawn "detect ceiling" actor to spawn "gore that stick to ceiling/walls". If ceiling is not detected this "detect ceiling" actor spawn initial blood actor, which closes the loop and rotate the wheel of sansara one more time.
Also include various/numerous fixes to performance/appearance/code quality. Explosion effects, like smokes, can looks bad btw.
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Apeirogon
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Re: Brootal Doomb 0.1.0 (BD v20)

Post by Apeirogon »

UPDATED MU JOURNAL

Updated link in the first post.
There are numerous minor fixes and improvements.
Most notable change, I separate resources from code, so now from now on you can updates to the new version by downloading only 3-4 mb of code instead of 50 mb. Because sprites/models/sounds are now in separate packs, and I "taught" pack with code how to load them before self.
It also now looks more like "solid game" and less like "just some mod". At least I like to think about it in this way.
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Apeirogon
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Re: Brootal Doomb 0.2.0 (BD v20)

Post by Apeirogon »

UPDATED MU JOURNAL

Updated link in the first post.
Replace most of an acs scripts, those that remains are too complex to simple replace them with two lines here and there (blood and pain effects on visor).
Fully ported mod to zscript. Not that this means it now work as good as it possible can.
dmslr
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Re: Brootal Doomb 0.2.0 (BD v20)

Post by dmslr »

I don't get. How do I suppose to run this zip file? Just like wad or pk3? I did like this, but it causes many errors.
Edit: I know. I'm doomb.
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Apeirogon
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Re: Brootal Doomb 0.2.0 (BD v20)

Post by Apeirogon »

Follow colored step by step instruction in first post.
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Apeirogon
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Re: Brootal Doomb 0.3.0 (BD v20)

Post by Apeirogon »

UPDATED MY JOURNAL

New links in first post, where usually.
I get tired of fixing code from decorate on zscript, so before I start deleting of broken by design code and constructing it from scratch, new release.
In other words, if you not brutal doom addicted and can live you day without dose of "HMMMM HAA HAAAAAAAA" you wont see any difference.
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