Brütal Doom v0.18

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-Ghost-
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by -Ghost- »

Zombieguy wrote:Why does the rocket launcher clips, and rifle clips both have the same "tinkling" sound as the shotgun shells? Couldn't they sound like clips falling to the ground instead of tinkling shells?
I've been trying to tweak the sound files too, to give back the individual sounds for everything, pick-ups etc. It is a little weird when a big box hits the ground with a shell sound. :P
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Enjay
 
 
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Enjay »

This mod is Brütal. It takes the ideas behind all those "added gore" mods that have existed since waaaay back, turbocharges them, adds extra gibs, then more gibs, and then takes it to a whole new level with some fantastic, original and truly amazing effects. It's so Brütal that it's almost obscene.

(Also the headshot system has shown me a nice simple way to make crouching/uncrouching enemies without having the need to alter the height of the crouching/uncrouching actor too.)
Edward-san
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Edward-san »

hmm, with zdoom latest svn it's possible to burn the enemies with an explosive barrel by shooting it with flame cannon, i.e.:
in doom2.wad map01, create a channel of barrels ('summon explosivebarrel1') near the zombies;
get the flame cannon ('give weapons') and shoot the first barrel and see what happens to the zombies.

With latest skulltag beta I couldn't reproduce this.
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Zombieguy »

-Ghost- wrote:
Zombieguy wrote:Why does the rocket launcher clips, and rifle clips both have the same "tinkling" sound as the shotgun shells? Couldn't they sound like clips falling to the ground instead of tinkling shells?
I've been trying to tweak the sound files too, to give back the individual sounds for everything, pick-ups etc. It is a little weird when a big box hits the ground with a shell sound. :P
Indeed, Indeed. Infact, I have just a few suggestions:

1. Please, change the tinkling sounds for the rifle/rocket launcher clips, and I know of some good sound recources too, just grab some of the sound files used in the "Lizardsquad MOD" and ask the author if you can use them for your MOD (lizardcommando).

2. Please change the explosion sound too, it just doesn't feel too much like an actual "explosion" sound to me, if I were you, I would release a series of BETA versions with different explosion sounds to see how people like it (but of course that's just me).

3. After you've shot an enemy, could there possibly be bullet wounds and gashes in there body? And huge gobs of meat ripped away after you've nearly torn them to shreads, the chainsaw feature should probably be more fitting to the larger enemies though. Because I would imagine that you could easily just tear right through the smaller enemies such as imps, zombieguys, etc...

4. And perhaps blood covering your hands after a 3rd person fatality? it just kind of gives me the willies the fact that after I tear a zombie in half and go back to first-person view, there's no blood on my hands...

5. Now, this isn't really a suggestion, but it's just kind of an idea. What if you shoot something so close, that blood just stains the firearm that you're currently using?
Steve1664
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Steve1664 »

Zombieguy wrote:Brilliant trailer... Just... Brilliant.... ;)

EDIT: What's the name of the song, and artist in the video?
It's actually from Serious Sam 3 - the vocal version of "War 01", one of the big "HOLY SHI-WERE DID ALL THESE ENEMIES COME FROM" fights the series loves to put to rockin' music so much. Excellent choice for the trailer music.
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Hellstorm Archon »

Zombieguy wrote:
-Ghost- wrote:
Zombieguy wrote:Why does the rocket launcher clips, and rifle clips both have the same "tinkling" sound as the shotgun shells? Couldn't they sound like clips falling to the ground instead of tinkling shells?
I've been trying to tweak the sound files too, to give back the individual sounds for everything, pick-ups etc. It is a little weird when a big box hits the ground with a shell sound. :P
Indeed, Indeed. Infact, I have just a few suggestions:

1. Please, change the tinkling sounds for the rifle/rocket launcher clips, and I know of some good sound recources too, just grab some of the sound files used in the "Lizardsquad MOD" and ask the author if you can use them for your MOD (lizardcommando).

2. Please change the explosion sound too, it just doesn't feel too much like an actual "explosion" sound to me, if I were you, I would release a series of BETA versions with different explosion sounds to see how people like it (but of course that's just me).

3. After you've shot an enemy, could there possibly be bullet wounds and gashes in there body? And huge gobs of meat ripped away after you've nearly torn them to shreads, the chainsaw feature should probably be more fitting to the larger enemies though. Because I would imagine that you could easily just tear right through the smaller enemies such as imps, zombieguys, etc...

4. And perhaps blood covering your hands after a 3rd person fatality? it just kind of gives me the willies the fact that after I tear a zombie in half and go back to first-person view, there's no blood on my hands...

5. Now, this isn't really a suggestion, but it's just kind of an idea. What if you shoot something so close, that blood just stains the firearm that you're currently using?

1. That could be possible but it probably won't happen, given in the .TXT file that states you can't use resources in Lizard Squad.

2. I very much agree with this. The current explosion sounds a little……tacky.

3. Definitely not happening. Although it does seem nice to see the number you did on a monster, this would require a lot of spriting and DECORATE work and it'll take up too much time.

4. That does seem viable, given how it was already done for the chainsaw.

5. Same as 4.

Anyways, enough of that. I remember playing a very old version of Brütal Doom, and of its features was not only ironsighting for the rifle, but also for the shotgun as well. Then I came across this video:



Perhaps this shotgun could be edited to look more like the current Brütal Doom shotgun, and then it would be ready for use.
Zombieguy
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Zombieguy »

Yes, I thought that might be the core problem with the bullet wounds. But what if perhaps, after the foe has taken a load of damage, maybe then there could be a few bullet holes, and gashes for the chainsaw? Now, if you took 24 hours to make all the sprites needed so it could be possible to see exactly how many pellets has hit the enemies body, then that, my friend, would take a long time...

Oh, and that's a nice looking shotgun!
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-Ghost-
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by -Ghost- »

I remember that JDoom had "wounded" textures for monsters as they got progressively more hurt. I have no idea how it worked though, or if it could even be switched to a sprite. Do you mean battle damage while alive, or after they're dead? Most of the enemies except for your tougher ones like Barons, etc die pretty quickly.

As for the shotgun iron sights, honestly I could only see it being useful for looking at things far away. That's how I occasionally use the rifle in big maps, just to get a closer look at things. And with the rifle filling the long range role it'd feel a little superfluous for the shotgun. I'd actually love to see a melee bash or something with the shotgun, maybe for knockback purposes for, say imps. But again it'd be unneeded since we've got the kicks.
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Slax
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Slax »

Wounded states would be fantastic for Brutal Doom. Enemies shuffling around, bleeding and grunting.
Shouldn't be too difficult to script something like that, right? It's actually pretty amazing how nobody's done it yet. Or if anyone has, it hasn't gotten any recognition.
Zombieguy
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Zombieguy »

I agree with Slax, and of course I meant while they're alive and you're continually shooting them to a pulp. Maybe there could be different damage sprites depending on how much damage the enemy has consumed. And I too, got this idea from jDoom. And I really don't see the need for iron sights on the shotgun. The rifle is the only one that really needs it. I agree with -ghost- on that one.
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Slax
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Slax »

Blast a zombie's arm off and it just keeps going. Man, it's perfect! :D
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Zombieguy »

Enjay wrote:This mod is Brütal. It takes the ideas behind all those "added gore" mods that have existed since waaaay back, turbocharges them, adds extra gibs, then more gibs, and then takes it to a whole new level with some fantastic, original and truly amazing effects. It's so Brütal that it's almost obscene.

(Also the headshot system has shown me a nice simple way to make crouching/uncrouching enemies without having the need to alter the height of the crouching/uncrouching actor too.)
In the words of doomguy; "Amen to that."
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Batandy
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Batandy »

Well, if sergeant mark wants the shotgun to have iron sights, i'll be happy to give him my sprites (That i'll release in any case after my new mod's beta release.)
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Sergeant_Mark_IV »

Anything about new sounds: I will gladly replace sounds if anybody tells me which sounds I should use, and links to somewhere/some mod that I can download them. Telling me to replace sounds because they are annoying, without giving me a clue of what sounds you consider good really doesnt helps me.

About visible damage: It has been discussed more than 3 times: It takes A LOOImageONNG time to make them. Somewhere in Version 0.4 or 0.5 I did the sprites for the Imp, and it took me almost one week. Definitely not worth the effort. Unless somebody can do it for me. I think this idea is only viable if doing one side only sprites for monsters, and that would definitely look horrible.

Same goes for blood on hands and weapons. They use too many sprites. Not to mention that it would polute the DECORATE pretty bad.


These shotgun sprites seems pretty good. I could certanly use them if Batandy allows me.
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Gothic »

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