Brütal Doom v0.18

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Rowsol
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Re: Brütal Doom v0.18

Post by Rowsol »

Sergeant_Mark_IV wrote:Seems like this bug happens because GZDoom uses a different damage detection than Zandronum. The blood deals an area damage of 1,5. The engine only counts 1 damage to all the extension of the explosion radius. When the player takes damage from it and activates the script to show the blood splash, it automatically heals 1 hit point. And now seems like the GZdoom damage detection system that doesn't ignores the 0,5 damage.

Well, I think I will have to completely remove the blood splashing on screen feature.
I just had this bug happen to me. Using v18b, noscreeneffects, and gzdoom. If I play with a damagefactor of 2 I'll take damage if someone dies point blank. Damagefactor of 4 is even more damage. If I play with Damagefactor of 1.5 I take no damage. The damage also bypasses armor.

Also, another bug I just found. I put ammofactor on 0.5 and if I reload the rocket launcher it drops my rockets to zero. Very odd bug.
Last edited by Rowsol on Wed Mar 20, 2013 2:38 am, edited 1 time in total.
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Armaetus
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Re: Brütal Doom v0.18

Post by Armaetus »

I've had that effect using the noscreeneffects giving something like a hell knight an SSG up close looks like I took 20+ damage based on how much my screen went red.

Also using noreload, the rifle's aiming frame disappears and reappears when zoomed in.
PaskaTykki
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Re: Brütal Doom v0.18

Post by PaskaTykki »

Blood its not never hurt me. Spinning heads will hurt if you walk over them. Hell Knight, Baron of Hell, Cyberdemon and Mancubus heads sometime spinning floor. All news added heads have spinning bug.

People start making Brutal Doom addons. Can you Mark add these addons front page? So people found easily addons.
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Valherran
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Re: Brütal Doom v0.18

Post by Valherran »

PaskaTykki wrote:Blood its not never hurt me. Spinning heads will hurt if you walk over them. Hell Knight, Baron of Hell, Cyberdemon and Mancubus heads sometime spinning floor. All news added heads have spinning bug.

People start making Brutal Doom addons. Can you Mark add these addons front page? So people found easily addons.
They are all on moddb.com
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Rowsol
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Re: Brütal Doom v0.18

Post by Rowsol »

PaskaTykki wrote:Blood its not never hurt me.
And it won't unless you know how to change the damagefactor setting, as I said.
Spinning heads will hurt if you walk over them.
Yeah, forgot to mention that one.
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TerminusEst13
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Re: Brütal Doom v0.18

Post by TerminusEst13 »

Changing damagefactor also ensures you won't be able to play online with other people.

Though I'm sure this is less of an issue for offline-only folks.
PaskaTykki
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Re: Brütal Doom v0.18

Post by PaskaTykki »

Valherran wrote:They are all on moddb.com
Yes moddb.com have some addons, but it dont have all addons what found now.
Gez
 
 
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Re: Brütal Doom v0.18

Post by Gez »

The only addon worth using is here.
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Valherran
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Re: Brütal Doom v0.18

Post by Valherran »

PaskaTykki wrote:
Valherran wrote:They are all on moddb.com
Yes moddb.com have some addons, but it dont have all addons what found now.
They all seem to be there, what others are you referring to?
Nemesis6
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Re: Brütal Doom v0.18

Post by Nemesis6 »

My marine squadmates have become much more confident... I hear some commotion behind me; a zombie had snuck up on me, and my squadmate throws it on the ground and starts bashing its head in with the butt of his rifle and afterwards spouts off something about brains everywhere! :D

By the way, 0.18a is the latest version right? I saw some people here mentioning 0.18b, but...?
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Draken147
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Re: Brütal Doom v0.18

Post by Draken147 »

Nemesis6 wrote:By the way, 0.18a is the latest version right? I saw some people here mentioning 0.18b, but...?
It's a 'test' version, I think there is a link about 20 pages back.
Inglorious
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Re: Brütal Doom v0.18

Post by Inglorious »

Just noticed something about v18: It seems like (again) the BFG does less damage to the Cyberdemon and Spidermastermind, I could kill either boss quicker with either the Plasma Gun or Rocket Launcher. I would need to empty nearly all of my ammo when using the BFG to kill either of them.
Cream-of-Plenty
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Re: Brütal Doom v0.18

Post by Cream-of-Plenty »

Inglorious wrote:Just noticed something about v18: It seems like (again) the BFG does less damage to the Cyberdemon and Spidermastermind, I could kill either boss quicker with either the Plasma Gun or Rocket Launcher. I would need to empty nearly all of my ammo when using the BFG to kill either of them.
Are you sure you're using it correctly? The BFG is sort of a strange weapon--you really want to score a direct hit with the ball (the ball, itself, doesn't do any splash damage, and I don't think BD changes this, so "close enough" doesn't count). You also want to make sure you're looking at the target so that the post-explosion invisible damage rays that emanate from the player actually hit something. I say this because a lot of people pop out and shoot the BFG and then duck behind cover until they're ready to fire another shot, thinking it does massive splash damage. When you do this, none of the invisible damage rays will hit anything.

Maybe you already know that, but you should also know that, between the two stages, the BFG can do a really wide range of damage. As a result, you might be really unfortunate, or really lucky. I usually kill a Cyberdemon in 2 or 3 shots, or 100-150 cells. You might be able to wreck a Cyberdemon with 150 cells worth of the Plasma Rifle, but the Plasma Rifle doesn't simultaneously damage everything around the Cyberdemon. Just depends on the situation, I suppose.
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Re: Brütal Doom v0.18

Post by Gez »

Cream-of-Plenty wrote:You also want to make sure you're looking at the target so that the post-explosion invisible damage rays that emanate from the player actually hit something.
Note that the direction of the tracer is set when firing, not when the big ball explodes!
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Valherran
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Re: Brütal Doom v0.18

Post by Valherran »

Gez wrote:
Cream-of-Plenty wrote:You also want to make sure you're looking at the target so that the post-explosion invisible damage rays that emanate from the player actually hit something.
Note that the direction of the tracer is set when firing, not when the big ball explodes!
I have clarified in the previous thread pages that you no longer need to look at the target to set off the chain reaction. I requested that Sarge fixed that over a year ago and he did. It works alot better now ever since he did.
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