Brütal Doom v0.18

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
cowmilker69
Posts: 26
Joined: Mon Jan 16, 2012 9:53 am

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by cowmilker69 »

V.15 comes out today !
User avatar
Tapwave
Posts: 2096
Joined: Sat Aug 20, 2011 8:54 am
Preferred Pronouns: No Preference
Graphics Processor: nVidia with Vulkan support

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by Tapwave »

Unless SergeantMkV said it, i'm not trusting you.
User avatar
Zanieon
Posts: 2059
Joined: Tue Jan 13, 2009 4:13 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Somewhere in the future
Contact:

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by Zanieon »

Mark said in the Curbstomp video, "To be released March 2nd, for Skulltag and GZDoom"
User avatar
-Ghost-
Posts: 1789
Joined: Wed Sep 08, 2010 4:58 pm

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by -Ghost- »

Looking forward to it. I can't play Doom without BD now. :P Is BD Lite going to get any updates?
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: Brütal Doom v0.15

Post by Big C »

It's out!

Two things I noticed:

A) The changelog seems to be the same as for 0.14

B) The torches still make non-torchy noises. I think it's making the chainsaw idle sound instead.
User avatar
cowmilker69
Posts: 26
Joined: Mon Jan 16, 2012 9:53 am

Re: Brütal Doom v0.15

Post by cowmilker69 »

Big C wrote:It's out!
YAY!
DominicWhite
Posts: 56
Joined: Tue Sep 02, 2008 6:02 am

Re: Brütal Doom v0.15

Post by DominicWhite »

I can second the 'torches making the wrong/too rapid noise' bug. I think it might be related to newer versions of GZDoom - what's the last SVN release that doesn't have the issue, so I can roll back to that?
Steve1664
Posts: 259
Joined: Thu May 19, 2011 2:07 pm

Re: Brütal Doom v0.15

Post by Steve1664 »

Works great, and I haven't seen any glitches or hiccups yet. One thing though - please consider removing the self-damage from the BFG's splash. It can make certain setups nigh impossible. The point of the BFG is to lay waste to everything but you.
DominicWhite
Posts: 56
Joined: Tue Sep 02, 2008 6:02 am

Re: Brütal Doom v0.15

Post by DominicWhite »

Doesn't the BFG only do self-damage if you don't hit any enemy? When in doubt, punch something in the face with that big green ball.
User avatar
cowmilker69
Posts: 26
Joined: Mon Jan 16, 2012 9:53 am

Re: Brütal Doom v0.15

Post by cowmilker69 »

Steve1664 wrote:Works great, and I haven't seen any glitches or hiccups yet.
Yes there is. Just 3 i noticed, one being the shotgunguy pumps twice when in attack state.
And also, just a suggestion, please add a fatality to a Nazi/wolfensteinSS. I really hate them.
User avatar
Armaetus
Posts: 1257
Joined: Fri Mar 13, 2009 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10 Home
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: New York State
Contact:

Re: Brütal Doom v0.15a Hotfix

Post by Armaetus »

0.15a hotfix for Skulltag and GZDoom now available.

Skulltag
http://phenomer.net/hosted/boko/BRUTALDOOMV015a.zip

GZDoom
http://www.mediafire.com/?i0d9c8kb0g74bb0

Hotfix changelog:
- Fixed a bug with flying blood not generating wall blood decals.
- Fixed a bug causing zombiemen to drop 2 rifles when is leg blows up.
- Fixed a bug with some gibs looping its flying animation forever, even after hiting the ground.
- Improved some sprites of one of the Imp's Rip and Tear Kills.
- Fixed a bug with rifle messing up when kicking while aiming down the sights.
- Fixed a bug causing the Chaingunguy to not drop his weapon after getting killed by fire attacks.
- Better Plasma Rifle sprite (made by SigFloyd)
- (Skulltag) Fixed Railgun spawn.
Last edited by Armaetus on Sun Mar 04, 2012 9:31 am, edited 4 times in total.
Dan50
Posts: 241
Joined: Sat Aug 27, 2011 6:00 pm

Re: Brütal Doom v0.15a Hotfix

Post by Dan50 »

Is the hotfix only for Skulltag ATM? I keep getting an error about the grenade launcher when I try to use it in GzDoom.
User avatar
Armaetus
Posts: 1257
Joined: Fri Mar 13, 2009 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10 Home
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: New York State
Contact:

Re: Brütal Doom v0.15a Hotfix

Post by Armaetus »

Unfortunately at the moment, yes. I'll link to the GZDoom version as soon as I see it on the other forum where there is also an ongoing BrutalDoom thread.
DominicWhite
Posts: 56
Joined: Tue Sep 02, 2008 6:02 am

Re: Brütal Doom v0.15a Hotfix

Post by DominicWhite »

Still getting the audio bug with torches, though. It sounds like it's playing the 'crackling fire' sound far too often, like several times a second. It's really loud!

I'm running the very latest GZDoom SVN just Brutal Doom v15a loaded, and a fresh INI file, just to eliminate all possible conflicts.

Edit: As I have no Doom modding experience at all, all I could do for myself was just stop torches from playing any sound. Until a better, official solution is available, here's my quick-fix 15a Torches Muted version:
http://www.mediafire.com/?ruwug8gg4n5s0am
User avatar
Armaetus
Posts: 1257
Joined: Fri Mar 13, 2009 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10 Home
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: New York State
Contact:

Re: Brütal Doom v0.15a Hotfix

Post by Armaetus »

Yea, it's easy to comment that out if one knows lump management..

Code: Select all

//TNT1 A 0 A_Playsound("props/redfire")
Just do that in the TORCHES lump in the PK3 under the torch entries that have A_Playsound in it and it should work without sound.

Oh yea, the cacodemon seems to disappear when killed from a demon's bite attack. You might want to check out the coding for his and spectre's attack.
Locked

Return to “Abandoned/Dead Projects”