Brütal Doom v0.18

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Blazko
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Re: Brütal Doom v0.18

Post by Blazko »

Megaherz wrote:Yeah, I'm using GZDoom. What's causing it, thought?
In an earlier post Mark highly recommended to use Zandronum because Marine AI does not work properly in GZDoom.
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Max Dickings
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Re: Brütal Doom v0.18

Post by Max Dickings »

Blazko wrote:
Megaherz wrote:Yeah, I'm using GZDoom. What's causing it, thought?
In an earlier post Mark highly recommended to use Zandronum because Marine AI does not work properly in GZDoom.
This might explain another thing:

I was playing the Urban Slaughter WAD (Warhammer'ish-based wad) with this load order
"gzdoom UrbanSlaughter.wad brutalv19test2.pk3 BDMutator_v16zombiesounds.pk3 "
(A terrible idea I know) Sometimes when the marines had finished killing an imp/demon, they'd fire at me dealing no damage.
Spoiler:
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Reapums
Posts: 17
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Re: Brütal Doom v0.18

Post by Reapums »

Umm... You might want to turn down the amount of teeth that can be kicked out of a zombieman...

Image
TEEF! (And that was just one zambie.)
Last edited by Reapums on Tue Apr 30, 2013 2:26 pm, edited 1 time in total.
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Ghostbreed
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Re: Brütal Doom v0.18

Post by Ghostbreed »

That's alotta teef
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Mike12
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Re: Brütal Doom v0.18

Post by Mike12 »

So, here's something I threw together - a little GFX addon wad for Brutal Doom with all of the gore/death tweaks from my gore/death sheet (for the ones that i could replace/update, anyways), the updated Lost Soul holding/throwing graphics, new rifle, updated Imp meatshield sprites, and the finished version of the new Revenant Cannons:

http://files.drdteam.org/index.php/file ... m12-v1.zip

And of course, feel free to use any of this in the mod if it works well.
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Sergeant_Mark_IV
Posts: 812
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Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)

Re: Brütal Doom v0.18

Post by Sergeant_Mark_IV »

Max Dickings wrote:
Blazko wrote:
Megaherz wrote:Yeah, I'm using GZDoom. What's causing it, thought?
In an earlier post Mark highly recommended to use Zandronum because Marine AI does not work properly in GZDoom.
This might explain another thing:

I was playing the Urban Slaughter WAD (Warhammer'ish-based wad) with this load order
"gzdoom UrbanSlaughter.wad brutalv19test2.pk3 BDMutator_v16zombiesounds.pk3 "
(A terrible idea I know) Sometimes when the marines had finished killing an imp/demon, they'd fire at me dealing no damage.
Spoiler:

Urban Slaughter uses a different player class. The marines will only recognize players with the inventory item "IsAPlayer".
Try using the "Give IsAPlayer" cheat
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Frozenwolf150
Posts: 324
Joined: Thu Apr 11, 2013 10:49 pm

Re: Brütal Doom v0.18

Post by Frozenwolf150 »

I've gone through the thread, and now I'm mostly caught up on the mod's history and what would be considered an appropriate suggestion at this stage. The latest test release looks great, although I haven't tested the new friendly marines yet. I do have a few things, one of which reiterates a recent idea.

* I was having slowdown problems due to all the blood decals prior to using the Janitor Mode add-on. Afterwards, I was still having problems (e.g. old system) so I went into the .INI file and changed the "cl_maxdecals" value to a much lower number. This helped boost performance, so I was wondering, could it be possible to include a slider or CVAR in the configuration that allows the player to determine the max number of gibs?
* Speaking of which, I've noticed that in addition to teeth, it's possible to knock out way more brains than a monster could actually have. However, rather than remove this effect (because it's hilarious) could there be a slider that lets the player decide the number of guts / teeth / brains that are knocked out? Its range could be low, medium, excessive, etc.
* I'm undecided over whether I like the previous longer fatalities or the new shorter ones. Rather than just make it one or the other, could this be a toggle option in the mod configuration?
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Sergeant_Mark_IV
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Re: Brütal Doom v0.18

Post by Sergeant_Mark_IV »

Frozenwolf150 wrote:I've gone through the thread, and now I'm mostly caught up on the mod's history and what would be considered an appropriate suggestion at this stage. The latest test release looks great, although I haven't tested the new friendly marines yet. I do have a few things, one of which reiterates a recent idea.

* I was having slowdown problems due to all the blood decals prior to using the Janitor Mode add-on. Afterwards, I was still having problems (e.g. old system) so I went into the .INI file and changed the "cl_maxdecals" value to a much lower number. This helped boost performance, so I was wondering, could it be possible to include a slider or CVAR in the configuration that allows the player to determine the max number of gibs?
* Speaking of which, I've noticed that in addition to teeth, it's possible to knock out way more brains than a monster could actually have. However, rather than remove this effect (because it's hilarious) could there be a slider that lets the player decide the number of guts / teeth / brains that are knocked out? Its range could be low, medium, excessive, etc.
* I'm undecided over whether I like the previous longer fatalities or the new shorter ones. Rather than just make it one or the other, could this be a toggle option in the mod configuration?
This mod has been under development for the last 3 years. If it was this simple to add this kind of stuff, don't think that I would have added it before?
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SamVision
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Re: Brütal Doom v0.18

Post by SamVision »

Reapums wrote:Umm... You might want to turn down the amount of teeth that can be kicked out of a zombieman...

[img]many%20teef[/img]
This is awesome and I don't want it removed.
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Master Of Metal
Posts: 74
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Re: Brütal Doom v0.18

Post by Master Of Metal »

I Found A Lot of Bugs with the Marines (I Played on Zandronum)
Last edited by Master Of Metal on Wed May 01, 2013 4:26 am, edited 1 time in total.
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Max Dickings
Posts: 221
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Re: Brütal Doom v0.18

Post by Max Dickings »

Inglorious wrote:Turn the page and wash your hands.
Is that... Rocko's Modern Life?


Sergeant_Mark_IV wrote: Urban Slaughter uses a different player class. The marines will only recognize players with the inventory item "IsAPlayer".
Try using the "Give IsAPlayer" cheat
OOoooh.

Well I tried it tonight, typed - Give IsAPlayer - in the console, and said "unknown item 'isaplayer' "
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Sergeant_Mark_IV
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Re: Brütal Doom v0.18

Post by Sergeant_Mark_IV »

Doom Nukem wrote:I Found A Bug Using Zandronum With Marines If you add bot (No with code) they are like the previous version
You don't add them with "Addbot" command. You summon them with "Summon Marine" command, or find captured marines and rescue them.
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DooM13GR
Posts: 46
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Location: Inferno: House Of Pain

Re: Brütal Doom v0.18

Post by DooM13GR »

Good month from me! I hope new version of Brutal DooM are coming up this month.
PaskaTykki
Posts: 201
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Re: Brütal Doom v0.18

Post by PaskaTykki »

Brutal19vtest2 cant play online. It crash without report when join game. Brutal19vtest1 doesn't have this problem.
Edit: Server doesn't crash.
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DooM13GR
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Re: Brütal Doom v0.18

Post by DooM13GR »

Mike12 wrote:So, here's something I threw together - a little GFX addon wad for Brutal Doom with all of the gore/death tweaks from my gore/death sheet (for the ones that i could replace/update, anyways), the updated Lost Soul holding/throwing graphics, new rifle, updated Imp meatshield sprites, and the finished version of the new Revenant Cannons:

http://files.drdteam.org/index.php/file ... m12-v1.zip

And of course, feel free to use any of this in the mod if it works well.
Great job Mike12! Im really impressed! But the new Revenant Cannons are not good. I love this add-on! :wub:

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