Brütal Doom v0.18
- wildweasel
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Re: Brutal Doom v0.10
Personally, I think the weapons reload quickly enough that this never becomes a serious issue. Just keep your guns full between firefights and you're fine. It should become a habit that you don't even think about.
- lizardcommando
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Re: Brutal Doom v0.10
I say get rid of the reloading altogether. Just like what Doomhuntress said, what's the point in having the reloading if you don't know how much is left? So what if it adds "realism"? If I wanted that, I'll go shoot a real gun. ...Or at the very least, I'll play Insurgency or something.
- TheDarkArchon
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Re: Brutal Doom v0.10
That's a bit overkill, since a SBARINFO IsSelected switch case could easily do the job.Drake Raider wrote:Try an acs netscript hudmessage. As in, checks since last reload, and displays.
Re: Brutal Doom v0.10
Oh yeah, I agree on that. I constantly reload my weapons after fights. It's just when I'm battling an army of demons and I get cornered, in situations I'd otherwise be able to get myself out of, I get totally fucked.wildweasel wrote:Personally, I think the weapons reload quickly enough that this never becomes a serious issue. Just keep your guns full between firefights and you're fine. It should become a habit that you don't even think about.

But despite that, I actually enjoy the reloading features on the weapons. But I preferred it when you could see the magazine ammo count though.
- wildweasel
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Re: Brutal Doom v0.10
Switching weapons is quicker than reloading. Try that out.
Re: Brutal Doom v0.10
The epic reload debate!I personally think reloading should be an optional patch similar to the regenerating health patch.
Re: Brutal Doom v0.10
Personally I prefer non reloading weapons to reloading ones. However, if they are done well, reloading weapons can be fun.
If I have reloading weapons, I prefer to have a clip count. Counting my shots etc might be more realistic but, frankly, if I'm playing Doom, what I am doing is pretty far removed from whatever "real" might be and I like to have the quick visual check for how many bullets are in my clip. Not having a clip count makes the mod less fun for me and fun is why I'm playing in the first place. So having a feature that reduces my fun-factor is counter productive. However, I can appreciate that some people might enjoy shot counting.
If I have reloading weapons, I prefer to have a clip count. Counting my shots etc might be more realistic but, frankly, if I'm playing Doom, what I am doing is pretty far removed from whatever "real" might be and I like to have the quick visual check for how many bullets are in my clip. Not having a clip count makes the mod less fun for me and fun is why I'm playing in the first place. So having a feature that reduces my fun-factor is counter productive. However, I can appreciate that some people might enjoy shot counting.
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Re: Brutal Doom v0.10
First post.
Just want to say I LOVE Brutal Doom, it has made Doom feel fresh and new again (and as bloody as my memory of Doom says Doom should be). I'm playing it all the time at the moment.
As for reloading, maybe have it as an option, rather than a patch (if that's possible). But don't even consider removing it! If some people were listened to, Brutal Doom would end up being exactly like vanilla Doom.
Got to say, I'm having some issues with version 0.10. Not techincal, just preferences compared to how .9 was. I'm not liking some of the changes.
- I seriously HATE the new shotgun sound effect, especially as it was PERFECT in .9, imo. I'm sure I'll get more used to it, but it can't compare to the greatness of how it was. It's easily a big enough deal for me to continue with .9.
- The new chaingun is waaay too fast, I think. It looks a bit comical how fast it is. The secondary fire shouldn't make you stop walking, as that doesn't really make any sense. If there is to be a penalty, make it like the Heavy in Team Fortress 2, where he walks much slower in 'rev' mode.
- Sound effect for the rifle annoys me. This may grow on me, and the old sound wasn't so great that it can't be changed. Just not how it is right now. I am very much in favour of making it a rifle, though. I had that idea myself, but didn't tell anyone.
For version .9, I edited the ground/floor blood splats. I kept exactly the same shape, but added some subtle detail so it doesn't look so flat. Here's a picture of I just took. http://imageshack.us/photo/my-images/69 ... 06252.jpg/ It's not perfect, but I think it looks better than before.
Keep up the great work!

As for reloading, maybe have it as an option, rather than a patch (if that's possible). But don't even consider removing it! If some people were listened to, Brutal Doom would end up being exactly like vanilla Doom.

Got to say, I'm having some issues with version 0.10. Not techincal, just preferences compared to how .9 was. I'm not liking some of the changes.
- I seriously HATE the new shotgun sound effect, especially as it was PERFECT in .9, imo. I'm sure I'll get more used to it, but it can't compare to the greatness of how it was. It's easily a big enough deal for me to continue with .9.
- The new chaingun is waaay too fast, I think. It looks a bit comical how fast it is. The secondary fire shouldn't make you stop walking, as that doesn't really make any sense. If there is to be a penalty, make it like the Heavy in Team Fortress 2, where he walks much slower in 'rev' mode.
- Sound effect for the rifle annoys me. This may grow on me, and the old sound wasn't so great that it can't be changed. Just not how it is right now. I am very much in favour of making it a rifle, though. I had that idea myself, but didn't tell anyone.

For version .9, I edited the ground/floor blood splats. I kept exactly the same shape, but added some subtle detail so it doesn't look so flat. Here's a picture of I just took. http://imageshack.us/photo/my-images/69 ... 06252.jpg/ It's not perfect, but I think it looks better than before.
Keep up the great work!
- Matt
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Re: Brutal Doom v0.10
My mostly unsorted thoughts about the new update...
Is it just me or do the imps kill themselves in close quarters more often now? (never really saw what did it so it might just be ricochets to the head)
Not a huge fan of the new rifle sound, though I like the faster firing rate! Actually, a few minutes later I'm definitely a bigger fan of the old rifle - shoots slower, hits harder, less spammy, doesn't wear out valuable computer equipment prematuresly.
The rifle reloads way too fast though...too much and it's going to basically be the vanilla chaingun except on semiauto.
Red pain screen of widescreen incompatibility get it off get it off get it off!!!
::god mode for the rest of the playthrough::
The chaingun's turret mode might be more useful if you could still kinda slowly move and/or if you weren't still pushed back by recoil.
Baron's still got green blood splats.
Speaking of green goop, I'm 20 seconds into Chasm and I think I'm going to vomit right on those walls, lol.
Plasma gun is perfect.
I love the new spiderdemon death. XD
Is it just me or is the fatality's mancubus as tall if not taller than the living one? Would be nice to get it to sag a bit lower to make it less obstructive...
...dude barrel fatalities best mod ever
EDIT: Bug. If you shoot one barrel of the super shotgun, then top off your ammo, you don't have to reload.
Also, the "if you hit reload on a weapon that can't reload at the moment, you'll reload the instant you switch to another weapon that can" problem is still there, at least between SSG and rifle.
Is it just me or do the imps kill themselves in close quarters more often now? (never really saw what did it so it might just be ricochets to the head)
Not a huge fan of the new rifle sound, though I like the faster firing rate! Actually, a few minutes later I'm definitely a bigger fan of the old rifle - shoots slower, hits harder, less spammy, doesn't wear out valuable computer equipment prematuresly.
The rifle reloads way too fast though...too much and it's going to basically be the vanilla chaingun except on semiauto.
Red pain screen of widescreen incompatibility get it off get it off get it off!!!
::god mode for the rest of the playthrough::
The chaingun's turret mode might be more useful if you could still kinda slowly move and/or if you weren't still pushed back by recoil.
Baron's still got green blood splats.
Speaking of green goop, I'm 20 seconds into Chasm and I think I'm going to vomit right on those walls, lol.
Plasma gun is perfect.
I love the new spiderdemon death. XD
Is it just me or is the fatality's mancubus as tall if not taller than the living one? Would be nice to get it to sag a bit lower to make it less obstructive...
...dude barrel fatalities best mod ever
EDIT: Bug. If you shoot one barrel of the super shotgun, then top off your ammo, you don't have to reload.
Also, the "if you hit reload on a weapon that can't reload at the moment, you'll reload the instant you switch to another weapon that can" problem is still there, at least between SSG and rifle.
Re: Brutal Doom v0.10
I would have to say I quite like the reloading, everything looks great except the blood color change, but you can't make everyone happy.
Re: Brutal Doom v0.10
I'm having issues with the lights on items, they seem to flicker up and down slightly and it looks pretty bad. Is this on my end or is it a bug? I'm running Gzdoom. Here are screenshots to show you what I mean
http://iforce.co.nz/i/rxhtibk3.xs1.png
http://iforce.co.nz/i/lefq5ilm.cvg.png
Edit: I think the burning death screams need improving, they sound too human and weak in my opinion.
Edit 2: Monsters don't seem to be able to respawn? Is this a bug? I can imagine it having to be this way to due limbs flying etc
Edit 3: I think you should remove the latency of the barrels exploding. It doesn't feel as satisfying as when they blow up faster. It's not a big issue but with a mod like this where player feedback is so important I think it should be fixed.
Edit 4: I just had a strange bug occur. I was playing E1M4 DOOM.WAD in Nightmare on Gzdoom and while I was walking around carrying a barrel I had 6 or so imps kill themselves (seemed like they meleed themselves) in a row :S It hasn't happened since then but when it was happening it was affecting every imp until I threw the barrel (that may have been a coincidence though but it doesn't seem like it)
Edit 5: Rescued marines don't seem to shoot with fastmonsters on.
http://iforce.co.nz/i/rxhtibk3.xs1.png
http://iforce.co.nz/i/lefq5ilm.cvg.png
Edit: I think the burning death screams need improving, they sound too human and weak in my opinion.
Edit 2: Monsters don't seem to be able to respawn? Is this a bug? I can imagine it having to be this way to due limbs flying etc
Edit 3: I think you should remove the latency of the barrels exploding. It doesn't feel as satisfying as when they blow up faster. It's not a big issue but with a mod like this where player feedback is so important I think it should be fixed.
Edit 4: I just had a strange bug occur. I was playing E1M4 DOOM.WAD in Nightmare on Gzdoom and while I was walking around carrying a barrel I had 6 or so imps kill themselves (seemed like they meleed themselves) in a row :S It hasn't happened since then but when it was happening it was affecting every imp until I threw the barrel (that may have been a coincidence though but it doesn't seem like it)
Edit 5: Rescued marines don't seem to shoot with fastmonsters on.
Re: Brutal Doom v0.10
I think Nightmare difficulty has pretty much been broken since the beginning, due to the body parts and exploding enemies.
Re: Brutal Doom v0.10
I found a glitch that probaly has been found alerdy. When you cut imp in half and kick his legs, it becomes a whole dead imp.
Re: Brutal Doom v0.10
That's not a bug, its a feature.lolwut? wrote:I found a glitch that probaly has been found alerdy. When you cut imp in half and kick his legs, it becomes a whole dead imp.
Re: Brutal Doom v0.10
Oh well, at least fastmonsters works for the most part. It makes it so fun, the hitscanners are a little bit too strong but the demons/specters are awesome! So deadly~-Ghost- wrote:I think Nightmare difficulty has pretty much been broken since the beginning, due to the body parts and exploding enemies.