Brütal Doom v0.18

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DoomedDoomer
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Re: Brütal Doom v0.18

Post by DoomedDoomer »

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. :mrgreen:
Skrell
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Re: Brütal Doom v0.18

Post by Skrell »

PaskaTykki wrote:
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).
This bug came after V19Test2. V19Test1 doesn't have this problem.
THANK YOU!! It's good to know i'm not crazy!!
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Sergeant_Mark_IV
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Re: Brütal Doom v0.18

Post by Sergeant_Mark_IV »

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.
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Reapums
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Re: Brütal Doom v0.18

Post by Reapums »

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.
PaskaTykki
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Re: Brütal Doom v0.18

Post by PaskaTykki »

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.
So you gonna remove super marines? :(

This versio fix online crash bug. Yeah! Can you increase bouncecounts? Shells sometime suddenly stop and doesn't look good.
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.
I looked too Cacodemons hits seems bit different, and i wasnt wrong. :D
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Hellstorm Archon
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Re: Brütal Doom v0.15a Hotfix

Post by Hellstorm Archon »

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.
Image
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.
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Ghostbreed
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Re: Brütal Doom v0.18

Post by Ghostbreed »

Sure would be nice
VicRattlehead
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Re: Brütal Doom v0.18

Post by VicRattlehead »

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.
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Sergeant_Mark_IV
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Re: Brütal Doom v0.18

Post by Sergeant_Mark_IV »

Hellstorm Archon wrote:
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.
Image
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.
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).
VicRattlehead wrote:The new floor/ceiling blood sprites show up colored white when using the Software sector light mode.
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.
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Reapums
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Re: Brütal Doom v0.15a Hotfix

Post by Reapums »

Hellstorm Archon wrote: Maybe it could replace the current "beating an imp to death" fatality.
But I like that fatality... :(
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President People
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Re: Brütal Doom v0.15a Hotfix

Post by President People »

Reapums wrote:
Hellstorm Archon wrote: Maybe it could replace the current "beating an imp to death" fatality.
But I like that fatality... :(
Same, but I like the idea of throwing the Imp into the camera as well.

Aside from what Sarge said, the Imp's head is a little lumpy, even before the marine beats his face in.
Ostent
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Re: Brütal Doom v0.18

Post by Ostent »

Plasma killed mancubi still block the players path
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The Zombie Killer
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Re: Brütal Doom v0.18

Post by The Zombie Killer »

Ostent wrote:Plasma killed mancubi still block the players path
@Sarge
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.
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Sergeant_Mark_IV
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Re: Brütal Doom v0.18

Post by Sergeant_Mark_IV »

I fixed it right now. Thanks for the reminder.

Anyway, here is some of the new stuff that will be on v19:

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The Zombie Killer
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Re: Brütal Doom v0.18

Post by The Zombie Killer »

@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!):

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);
}
You can also get the help menu to work in Ultimate Doom\Registered Doom by creating a TEXTURES lump and putting this into it:

Code: Select all

Graphic HELP1, 1600, 1200
{
	Patch HELP, 0, 0 {}
}
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
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