In an earlier post Mark highly recommended to use Zandronum because Marine AI does not work properly in GZDoom.Megaherz wrote:Yeah, I'm using GZDoom. What's causing it, thought?
Brütal Doom v0.18
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Re: Brütal Doom v0.18
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Re: Brütal Doom v0.18
This might explain another thing:Blazko wrote:In an earlier post Mark highly recommended to use Zandronum because Marine AI does not work properly in GZDoom.Megaherz wrote:Yeah, I'm using GZDoom. What's causing it, thought?
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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Re: Brütal Doom v0.18
Umm... You might want to turn down the amount of teeth that can be kicked out of a zombieman...

TEEF! (And that was just one zambie.)

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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Re: Brütal Doom v0.18
That's alotta teef
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Re: Brütal Doom v0.18
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.
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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Re: Brütal Doom v0.18
Max Dickings wrote:This might explain another thing:Blazko wrote:In an earlier post Mark highly recommended to use Zandronum because Marine AI does not work properly in GZDoom.Megaherz wrote:Yeah, I'm using GZDoom. What's causing it, thought?
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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Re: Brütal Doom v0.18
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?
* 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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Re: Brütal Doom v0.18
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?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?
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Re: Brütal Doom v0.18
This is awesome and I don't want it removed.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]
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Re: Brütal Doom v0.18
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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Re: Brütal Doom v0.18
Is that... Rocko's Modern Life?Inglorious wrote:Turn the page and wash your hands.
OOoooh.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
Well I tried it tonight, typed - Give IsAPlayer - in the console, and said "unknown item 'isaplayer' "
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Re: Brütal Doom v0.18
You don't add them with "Addbot" command. You summon them with "Summon Marine" command, or find captured marines and rescue them.Doom Nukem wrote:I Found A Bug Using Zandronum With Marines If you add bot (No with code) they are like the previous version
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Re: Brütal Doom v0.18
Good month from me! I hope new version of Brutal DooM are coming up this month.
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Re: Brütal Doom v0.18
Brutal19vtest2 cant play online. It crash without report when join game. Brutal19vtest1 doesn't have this problem.
Edit: Server doesn't crash.
Edit: Server doesn't crash.
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Re: Brütal Doom v0.18
Great job Mike12! Im really impressed! But the new Revenant Cannons are not good. I love this add-on!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.
