Brütal Doom v0.18
- DoomedDoomer
- Posts: 47
- Joined: Mon May 20, 2013 11:50 am
- Location: On my computer chair making doom maps.
Re: Brütal Doom v0.18
You are a doom god, just for this! you should be noticed by all and everyone who has doom MUST have brutal doom, its the ultimate doom mod. 
Re: Brütal Doom v0.18
THANK YOU!! It's good to know i'm not crazy!!PaskaTykki wrote: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).
- Sergeant_Mark_IV
- Posts: 812
- Joined: Wed Feb 02, 2011 12:44 pm
- Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)
Re: Brütal Doom v0.18
This bug was caused by the script making the marines follow the player to the next level. I think this feature is probably not going to make into the final v19.
Last v19 test before official release:
http://www.mediafire.com/download/w7vhl ... tfinal.zip
I added a new blood floor/ceil decal effect that (I believe) blends much better with the decals on walls. Please, test this.
Also, probably fixed the bug causing bodies and gibs to block teleport destinations.
Last v19 test before official release:
http://www.mediafire.com/download/w7vhl ... tfinal.zip
I added a new blood floor/ceil decal effect that (I believe) blends much better with the decals on walls. Please, test this.
Also, probably fixed the bug causing bodies and gibs to block teleport destinations.
Re: Brütal Doom v0.18
It seems that after version 4 the Cacodemons don't have anymore impact blood effects. Blood shoots off them but you don't see the blood splats when you hit them. So far the Telefrag bug seems to have been fixed (Yay!) and I think the ground blood effects look pretty sweet.
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PaskaTykki
- Posts: 201
- Joined: Wed Jul 11, 2012 5:34 am
- Location: Finland
Re: Brütal Doom v0.18
So you gonna remove super marines?Sergeant_Mark_IV wrote:This bug was caused by the script making the marines follow the player to the next level. I think this feature is probably not going to make into the final v19.
This versio fix online crash bug. Yeah! Can you increase bouncecounts? Shells sometime suddenly stop and doesn't look good.
I looked too Cacodemons hits seems bit different, and i wasnt wrong.Reapums wrote:It seems that after version 4 the Cacodemons don't have anymore impact blood effects. Blood shoots off them but you don't see the blood splats when you hit them. So far the Telefrag bug seems to have been fixed (Yay!) and I think the ground blood effects look pretty sweet.
- Hellstorm Archon
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Re: Brütal Doom v0.15a Hotfix
Here, I found this fatality by Mike12, but it was never used, and it still looks really nice. Maybe it could replace the current "beating an imp to death" fatality.Mike12 wrote:Here's a new fatality for the imp if it's of any interest to you; It shares the first couple frames with the head-stomp fatality, but after lifting the imp up slightly, Doomguy starts smashing its skull in with his fist and then shoves the body towards the camera, where it crumples to the floor.
- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: Brütal Doom v0.18
Sure would be nice
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VicRattlehead
- Posts: 77
- Joined: Fri Sep 09, 2011 7:47 am
Re: Brütal Doom v0.18
The new floor/ceiling blood sprites show up colored white when using the Software sector light mode.
The Shotgunguy doesn't get knocked down when kicked.
One of the wounded states of the Zombieman doesn't give me a cruelty bonus when I kick his head off.
The Shotgunguy doesn't get knocked down when kicked.
One of the wounded states of the Zombieman doesn't give me a cruelty bonus when I kick his head off.
- Sergeant_Mark_IV
- Posts: 812
- Joined: Wed Feb 02, 2011 12:44 pm
- Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)
Re: Brütal Doom v0.18
One thing I dislike about this fatality is the fact that the marine's legs are way too much close to each other. They should be more opened. This is easily fixed, but the main problem is that it should have an intermediary frame for the punching (3 frames instead 2).Hellstorm Archon wrote:Here, I found this fatality by Mike12, but it was never used, and it still looks really nice. Maybe it could replace the current "beating an imp to death" fatality.Mike12 wrote:Here's a new fatality for the imp if it's of any interest to you; It shares the first couple frames with the head-stomp fatality, but after lifting the imp up slightly, Doomguy starts smashing its skull in with his fist and then shoves the body towards the camera, where it crumples to the floor.
This is your GPU having problems to render models with the "Shaded" renderstyle with the Software Sector Light Mode. Should be reported as a GZDoom bug.VicRattlehead wrote:The new floor/ceiling blood sprites show up colored white when using the Software sector light mode.
Re: Brütal Doom v0.15a Hotfix
But I like that fatality...Hellstorm Archon wrote: Maybe it could replace the current "beating an imp to death" fatality.
- President People
- Posts: 149
- Joined: Sat Apr 28, 2012 10:40 am
Re: Brütal Doom v0.15a Hotfix
Same, but I like the idea of throwing the Imp into the camera as well.Reapums wrote:But I like that fatality... :(Hellstorm Archon wrote: Maybe it could replace the current "beating an imp to death" fatality.
Aside from what Sarge said, the Imp's head is a little lumpy, even before the marine beats his face in.
Re: Brütal Doom v0.18
Plasma killed mancubi still block the players path
- The Zombie Killer
- Posts: 1528
- Joined: Thu Jul 14, 2011 12:06 am
- Location: Gold Coast, Queensland, Australia
Re: Brütal Doom v0.18
@SargeOstent wrote:Plasma killed mancubi still block the players path
I fixed this bug in my patch, it's because the plasma death for the mancubus doesn't call A_NoBlocking.
I'm not sure if it's been fixed in test 4, but one of the deaths for the archvile has the same problem.
-TZK
Last edited by The Zombie Killer on Sun May 26, 2013 6:39 am, edited 1 time in total.
- Sergeant_Mark_IV
- Posts: 812
- Joined: Wed Feb 02, 2011 12:44 pm
- Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)
Re: Brütal Doom v0.18
I fixed it right now. Thanks for the reminder.
Anyway, here is some of the new stuff that will be on v19:
Anyway, here is some of the new stuff that will be on v19:
- The Zombie Killer
- Posts: 1528
- Joined: Thu Jul 14, 2011 12:06 am
- Location: Gold Coast, Queensland, Australia
Re: Brütal Doom v0.18
@Sarge
Looks awesome!
Also, if you want to fix the bug that causes invulnerability to deactivate when you perform a fatality, add this ACS script to your code, and call the script at the start of each fatality (Don't forget to remove the code in the fatalities that activates\deactivates invulnerability as well!):
You can also get the help menu to work in Ultimate Doom\Registered Doom by creating a TEXTURES lump and putting this into it:
A few other things to note:
+ The MP40 doesn't show its loaded-ammo count
+ There shouldn't be a modeldef entry for NashGore_FlyingBlood when it doesn't actually have a model, all it does is cause lag when someone uses voxels for that actor
-TZK
Looks awesome!
Also, if you want to fix the bug that causes invulnerability to deactivate when you perform a fatality, add this ACS script to your code, and call the script at the start of each fatality (Don't forget to remove the code in the fatalities that activates\deactivates invulnerability as well!):
Code: Select all
Script 312 (void) NET
{
While(CheckInventory("PowerInvulnerable") > 0)
{
Delay(1);
}
While(CheckInventory("GoFatality") > 0)
{
Delay(1);
if(GetActorProperty(0, APROP_INVULNERABLE) != 1)
{
SetActorProperty(0, APROP_INVULNERABLE, ON);
}
}
SetActorProperty(0, APROP_INVULNERABLE, OFF);
}Code: Select all
Graphic HELP1, 1600, 1200
{
Patch HELP, 0, 0 {}
}+ The MP40 doesn't show its loaded-ammo count
+ There shouldn't be a modeldef entry for NashGore_FlyingBlood when it doesn't actually have a model, all it does is cause lag when someone uses voxels for that actor
-TZK


