Brütal Doom v0.18
Re: Brütal Doom v0.18
I kinda liked the Trent Reznor Doom 3 zombie sounds that were in earlier versions. In the new one they seem to not do that anymore. Is there a way to bring that back or enable it somehow?
- Ghostbreed
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Re: Brütal Doom v0.18
There's this mutator...
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Re: Brütal Doom v0.18
If you're going to help someone, you should really try to actually be helpful.Ghostbreed wrote:There's this mutator...
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Re: Brütal Doom v0.18
I forgot what it's called okay?
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Re: Brütal Doom v0.18
So then why even post?
- mincartoon
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Re: Brütal Doom v0.18
Hi Sarge,
Any plan of adding Night goggle, which is switchable by hotkey? Some wads have really dark maps and infrared sight will help!
Also, I modified your brutal arsenal pack myself to remove the weapon slot limit.
I'm not gonna distribute it by any means but keep that in mind some people want limitless gameplay.
And if you can add actual homing function to Revenant's weapon and the rocket lancher (which alt fire HUD shows target's locked on) it'll be pretty cool.
One more, I think too much recoil (like Minigun in BrutalArsenalAlphaV02c) hassles game experience.
Of course, as always, thanks for your work.
Any plan of adding Night goggle, which is switchable by hotkey? Some wads have really dark maps and infrared sight will help!
Also, I modified your brutal arsenal pack myself to remove the weapon slot limit.
I'm not gonna distribute it by any means but keep that in mind some people want limitless gameplay.
And if you can add actual homing function to Revenant's weapon and the rocket lancher (which alt fire HUD shows target's locked on) it'll be pretty cool.
One more, I think too much recoil (like Minigun in BrutalArsenalAlphaV02c) hassles game experience.
Of course, as always, thanks for your work.
Re: Brütal Doom v0.18
I'm not sure where Sergeant wants bugs reported but v19test3/4 definitely has some weirdness about it when it comes to hosting a server and playing on it. I don't know how to fully explain this, but i never had this problem with v18a:
Basically when it comes to playing a non-standard Doom2 wad (ie. Eternal, TVR etc..) as soon as i, or anyone else, attempt to join the server that i'm hosting on my PC the game crashes (NOT the server, just my client version of it).
Basically when it comes to playing a non-standard Doom2 wad (ie. Eternal, TVR etc..) as soon as i, or anyone else, attempt to join the server that i'm hosting on my PC the game crashes (NOT the server, just my client version of it).
Re: Brütal Doom v0.18
ROFL. Anyway, is the mutator in the form of a wad or is it something I enable under options like in Unreal?
I don't think I've ever heard of mutator being used in the context of DooM before.
I checked the front page and it doesn't seem to have anything that brings the zombie sounds in. It's weird though because when the zombies are sitting there yelling in pain it sometimes uses one of the zombie yells so it's like he accidentally left one sound in.
I don't think I've ever heard of mutator being used in the context of DooM before.
I checked the front page and it doesn't seem to have anything that brings the zombie sounds in. It's weird though because when the zombies are sitting there yelling in pain it sometimes uses one of the zombie yells so it's like he accidentally left one sound in.
- mincartoon
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Re: Brütal Doom v0.18
For me whenever i try to start multiplayer with 19test4 the game crashes when someone join.Skrell wrote:I'm not sure where Sergeant wants bugs reported but v19test3/4 definitely has some weirdness about it when it comes to hosting a server and playing on it. I don't know how to fully explain this, but i never had this problem with v18a:
Basically when it comes to playing a non-standard Doom2 wad (ie. Eternal, TVR etc..) as soon as i, or anyone else, attempt to join the server that i'm hosting on my PC the game crashes (NOT the server, just my client version of it).
Even when it's run with only DooM 2 IWAD...
Re: Brütal Doom v0.18
It's included in SgtMkIV's Mutator Pack.Potnop wrote:is the mutator in the form of a wad or is it something I enable under options like in Unreal?

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Re: Brütal Doom v0.18
I better not answer. Some people on these boards tends to get angry.
Re: Brütal Doom v0.18
Ghostbreed wrote:I better not answer. Some people on these boards tends to get angry.
Anyways, I can vouch for the connection issues online, it's been doing that to me and my buddies as well.BlazingPhoenix wrote:So then why even post?
Re: Brütal Doom v0.18
Urizen wrote:It's included in SgtMkIV's Mutator Pack.Potnop wrote:is the mutator in the form of a wad or is it something I enable under options like in Unreal?
Ah thanks!!!
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Re: Brütal Doom v0.18
This bug came after V19Test2. V19Test1 doesn't have this problem.Skrell wrote:I'm not sure where Sergeant wants bugs reported but v19test3/4 definitely has some weirdness about it when it comes to hosting a server and playing on it. I don't know how to fully explain this, but i never had this problem with v18a:
Basically when it comes to playing a non-standard Doom2 wad (ie. Eternal, TVR etc..) as soon as i, or anyone else, attempt to join the server that i'm hosting on my PC the game crashes (NOT the server, just my client version of it).
Re: Brütal Doom v0.18
Some personal thoughts about the shotguns:
- I've been studying the code of the SSG double fire and single fire. The horizontal spread of the double fire is 12, so the value for the single fire should be 12 too, not 6, which is the actual value right now. Try to imagine what happens if you shoot the two barrels, one after another, really fast. If the spread vaule is 6, this kind of firing is two times as accurate as the double fire with the same amount of pellets. I think that makes no sense.
- In addition, since barrels are round, I don't understand why is the vertical dispersion 6 while the horizontal is 12. Shouldn't they be the same? I think a fair value would be 10 each.
- The shotgun fire should have as many pellets as the single fire of the SSG (in other words, half the pellets as the double fire). It is not only for the realism -providing that they use the same ammunition- but also for the balance. In my opinion, the number of pellets should be 8 per barrel.
- I know we have been used to fire the shotguns in Doom as if they were automatic firearms (i mean, firing without taking the finger off the mouse) but i think it would be more realistic if you had to press the button any time you want to fire. In most of the modern shoot-em-up the weapons have this kind of differences depending on whether they are automatic or not.
- I've been studying the code of the SSG double fire and single fire. The horizontal spread of the double fire is 12, so the value for the single fire should be 12 too, not 6, which is the actual value right now. Try to imagine what happens if you shoot the two barrels, one after another, really fast. If the spread vaule is 6, this kind of firing is two times as accurate as the double fire with the same amount of pellets. I think that makes no sense.
- In addition, since barrels are round, I don't understand why is the vertical dispersion 6 while the horizontal is 12. Shouldn't they be the same? I think a fair value would be 10 each.
- The shotgun fire should have as many pellets as the single fire of the SSG (in other words, half the pellets as the double fire). It is not only for the realism -providing that they use the same ammunition- but also for the balance. In my opinion, the number of pellets should be 8 per barrel.
- I know we have been used to fire the shotguns in Doom as if they were automatic firearms (i mean, firing without taking the finger off the mouse) but i think it would be more realistic if you had to press the button any time you want to fire. In most of the modern shoot-em-up the weapons have this kind of differences depending on whether they are automatic or not.
Last edited by Hotze on Mon May 20, 2013 12:36 pm, edited 3 times in total.