[v1.9] Brütal Doom v0.19 Test 1 Patch

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Do you like the new "Brutal Doom Options" menu?

Yes! You are a freaking legend!
26
58%
Yes
12
27%
Meh
4
9%
No
1
2%
No! I hate it!
2
4%
 
Total votes: 45

User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

[v1.9] Brütal Doom v0.19 Test 1 Patch

Post by The Zombie Killer »

The Zombie Killer's Brutal Doom Patch
v1.9

+ Fixed invulnerability bug with fatalities
+ Help menu works in Doom 1
+ Weapon select sprites are now generated by TEXTURES
+ ALL 3D content** apart from water splashes converted to voxels*
+ GameInfo autoloads DoomMetal if present
+ Rewritten SSG code
+ Rocket launcher, BFG and minigun "alerter" projectiles no longer activate linedefs***
+ "Fuck yourself" no longer activates linedefs, should I re-enable this? ;)***
+ Archvile and Mancubus corpses no longer block players
+ Fixed infinite ammo bug, 'sv_infiniteammo 1' works perfectly now
+ Rewritten MP40 code
+ Kicking now works more often while holding lost soul
+ Rocket launcher is fully loaded when picked up
+ Changing AmmoFactor no longer screws up ammo
+ Missing GLDefs definitions added in
+ Brutal Doom settings in option menu*

* ZDoom and GZDoom exclusive
** Blood, bullet tracers, bullet holes
*** Disabled for Zandronum compatibility

Notes:
- The "RIF.png" file in the graphics folder is actually there
to clean up one of the warnings.
- Ever since v1.7, the 'r_drawvoxels' issue has been fixed,
you no longer need to mess with any settings when you start the game.

Downloads:
BD Patch v1.9
BD v0.19 test 1

Screenshots:
Voxelized blood for software mode
Image

Comparison between sprite blood and voxel blood
Image

Bugs that I am aware of and working on:
Spoiler:
-TZK
Last edited by The Zombie Killer on Mon Apr 22, 2013 11:56 pm, edited 11 times in total.
PaskaTykki
Posts: 201
Joined: Wed Jul 11, 2012 5:34 am
Location: Finland

Re: [v1.6] Brütal Doom v0.18 Patch

Post by PaskaTykki »

Nice you are fixing bugs. But i have still that annoying crash. It happen sometime when i shoot enemy. Maybe blood cause crash? Or can some addons cause this? Is that Brutal doom versio what you linked your modified?
There is addons what i use.

- HI-restexture
- Zombiesounds
- HUD
- RealGore
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The Zombie Killer
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Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [v1.6] Brütal Doom v0.18 Patch

Post by The Zombie Killer »

@PaskaTykki
Hm, it might be causing it, but I don't know for sure. The BD version I linked is the un-modified version of v0.18b test 1, try running the patch without those addons and see if it works.

-TZK
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Slax
... in rememberance ...
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Re: [v1.6] Brütal Doom v0.18 Patch

Post by Slax »

Unlimited ammo when aiming with the assault rifle. Oh boy!
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The Zombie Killer
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Re: [v1.6b] Brütal Doom v0.18 Patch

Post by The Zombie Killer »

@Slax
Whoops, my bad lol. Fixed in v1.6b (available now)

-TZK
PaskaTykki
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Location: Finland

Re: [v1.6b] Brütal Doom v0.18 Patch

Post by PaskaTykki »

Now i tested with new versio and it didnt seems crash even with addons. Now i have problem with NE/DE hud. Right down corner bar and ammo count are empty. :( Hud what i talk about is this.
http://zandronum.com/forum/showthread.php?tid=1935

Edit: Can you make forever stay shells and bullet holes addon? Would really like it . :)
Last edited by PaskaTykki on Mon Apr 01, 2013 3:12 am, edited 1 time in total.
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The Zombie Killer
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Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [v1.6b] Brütal Doom v0.18 Patch

Post by The Zombie Killer »

@PaskaTykki
The HUD won't work properly with some weapons because they have been renamed so I was able to add fixes to them. I'll see if I can fix the HUD.
EDIT: I haven't tested it, but it should work.
ZDoom: http://dl.dropbox.com/u/70702956/Doom/b ... -ZDoom.pk3
Zandronum: http://dl.dropbox.com/u/70702956/Doom/b ... dronum.pk3
Can you make forever stay shells and bullet holes addon? Would really like it .
Of course, I'll see what I can do.

-TZK
PaskaTykki
Posts: 201
Joined: Wed Jul 11, 2012 5:34 am
Location: Finland

Re: [v1.6b] Brütal Doom v0.18 Patch

Post by PaskaTykki »

That hud work, but i use ACS versio where is bars coloured. Sorry i didnt say that right away. :( Can you fix that ACS versio too?
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The Zombie Killer
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Location: Gold Coast, Queensland, Australia

Re: [v1.6b] Brütal Doom v0.18 Patch

Post by The Zombie Killer »

@PaskaTykki
Sure thing, I'll do it right now.
EDIT: Here you go
ZDoom: http://dl.dropbox.com/u/70702956/Doom/b ... -ZDoom.pk3
Zandronum: http://dl.dropbox.com/u/70702956/Doom/b ... dronum.pk3

-TZK
PaskaTykki
Posts: 201
Joined: Wed Jul 11, 2012 5:34 am
Location: Finland

Re: [v1.6b] Brütal Doom v0.18 Patch

Post by PaskaTykki »

Great now is right hud. :) Is there possible make set that Voxeldraw automatically when i open game? So i dont need write that to console everytime when i open game.
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The Zombie Killer
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Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [v1.6b] Brütal Doom v0.18 Patch

Post by The Zombie Killer »

@PaskaTykki
Yes, create a text file called "autoexec.cfg" in your GZDoom folder and put this inside it:

Code: Select all

r_drawvoxels 0
-TZK
Urizen
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Location: Aberdeen, Scotland

Re: [v1.6b] Brütal Doom v0.18 Patch

Post by Urizen »

Hi there TZK! Thanks for taking the time to address these bugs, it's much appreciated!

I'm currently playing with Sergeant_Mark's Pistol Replacement Mod (from his Brutal Doom Mutator's Pack) and Zaero's Classic Weapons Pack, and I've run into a bug that prevents the player from selecting the shotgun after picking it up.

Also, I'm still experiencing the "blood damage" issue (the player receives damage when in close proximity to bleeding enemies). Sergeant_Mark and Rowsol discuss the bug here. The way the mod alters the Damagefactor value on higher difficulties seems to be the cause? I usually play on the Black Metal difficulty, but I've just done some brief testing on lower skills - on Ultra Violence, for example, I've yet to encounter the issue.

EDIT: No issues testing on E1M1 with UV skill, but the bug recurred after progressing to E1M2.

EDIT 2: I've disabled all other addons, to determine whether a conflict was causing the problem; I ran the game on UV with just BD v0.18b and v1.6b installed, and on this occasion, the bug recurred on E1M1 after just a minute or two of playing.
Last edited by Urizen on Mon Apr 01, 2013 11:29 am, edited 3 times in total.
PaskaTykki
Posts: 201
Joined: Wed Jul 11, 2012 5:34 am
Location: Finland

Re: [v1.6b] Brütal Doom v0.18 Patch

Post by PaskaTykki »

I make autoexec.cfg text file and put r_drawvoxels 0 inside text file, and it doesn't work. It is GZdoom folder.
I forgot say forever shells/bullethole addon, make clips stay forever too.
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Mav3rick
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Re: [v1.6b] Brütal Doom v0.18 Patch

Post by Mav3rick »

well im using the v1.6b and the brutal doom v.018 test 1 link above... and here with the zandronum v1.1 alpha

http://imageshack.us/photo/my-images/81 ... owhrz.png/

Edit: and im not using other extra files if that helps in some
PaskaTykki
Posts: 201
Joined: Wed Jul 11, 2012 5:34 am
Location: Finland

Re: [v1.6b] Brütal Doom v0.18 Patch

Post by PaskaTykki »

I dont have that problem. I use Zandronum v1.0
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