[v1.9] Brütal Doom v0.19 Test 1 Patch

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Do you like the new "Brutal Doom Options" menu?

Yes! You are a freaking legend!
26
58%
Yes
12
27%
Meh
4
9%
No
1
2%
No! I hate it!
2
4%
 
Total votes: 45

PaskaTykki
Posts: 201
Joined: Wed Jul 11, 2012 5:34 am
Location: Finland

Re: [v1.8b] Brütal Doom v0.18 Patch - Addons Built-in via me

Post by PaskaTykki »

Little problem with Brutal Doom v19test1. When i try open with v0.18 patch. Come this error.
Script error, "brutalpatch_v1_8b.pk3:decorate.txt" line 58:
Parent type 'NashGore_FlyingBlood' not found in NashGore_FlyingBlood2
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The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [v1.8b] Brütal Doom v0.18 Patch - Addons Built-in via me

Post by The Zombie Killer »

I've been away for a little while, but I'm back now, and I'm working on a new version of the patch. Stay tuned.

@PaskaTykki
This patch was designed for v18, the blood actor was probably renamed in v19, I'll see what I can do.
EDIT: Works fine here, you're probably loading the files in the wrong order.

-TZK
milosvuk
Posts: 5
Joined: Thu Apr 11, 2013 8:04 am

Re: [v1.9] Brütal Doom v0.19 Test 1 Patch

Post by milosvuk »

Hey there , I seem to be having a similar problem that PaskaTykki is having,
I've tried loading both brutalpatch_v1.9.pk3 and brutalv19test1 in different orders
but still I'm getting an error message.
PaskaTykki
Posts: 201
Joined: Wed Jul 11, 2012 5:34 am
Location: Finland

Re: [v1.9] Brütal Doom v0.19 Test 1 Patch

Post by PaskaTykki »

With Gzdoom this work but Zandronum wont open it. I didn't change open order. Now Zandronum doesn't open realgore too? Does this Zandronum like switch open order to randomly? I use shortcut where is all my addons. Test that your new versio, Rifle Zombies doesn't burn from Imp fireballs.
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The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [v1.9] Brütal Doom v0.19 Test 1 Patch

Post by The Zombie Killer »

@PaskaTykki
Strange. Also, are you running the patch with version 19? This patch doesn't support v18 anymore.

-TZK
PaskaTykki
Posts: 201
Joined: Wed Jul 11, 2012 5:34 am
Location: Finland

Re: [v1.9] Brütal Doom v0.19 Test 1 Patch

Post by PaskaTykki »

Seems that shorcut open somehow buggy. It some reason change open order. I try open witch doomseeker and everything work. I try that brutalpatch 1.8b and it work too.
Inglorious
Posts: 72
Joined: Sun Mar 10, 2013 3:23 am

Re: [v1.9] Brütal Doom v0.19 Test 1 Patch

Post by Inglorious »

I don't really like v19 so far. Seems like the SSG does more damage but otherwise I couldn't tell much of a difference there. I hate the new regular Shotgun fire sound. It sounds more like a real life shotgun but it's not as fun to use because it sounds wimpier compared to v18.

I liked having invincibility during fatalities. Sure, it didn't make a lot of sense but you still couldn't spam it in a group of enemies or you will get surrounded and lose more health then it took to get health to begin with.

I noticed two bugs: Killing enemies on elevator platforms would sometimes cause the platforms to rise and quickly go back down.

After cutting an enemy in half I ran over to boot him to death and get the fatality and I was able to walk a bit during the fatality.
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DrMoney
Posts: 54
Joined: Mon Jun 10, 2013 11:42 pm

Re: [v1.9] Brütal Doom v0.19 Test 1 Patch

Post by DrMoney »

Should I not be able to destroy lights with melee?
Have you guys considered any 1st Person Fatalities?
Would it be possible to interrupt Taunts/Wave/Etc.? I often use them to draw enemies around corners without wasting ammo but it leaves me unnecessarily vulnerable.
Also, any chance of activating switches by kick? Just seems appropriate for this mod.

Thanks!
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DrMoney
Posts: 54
Joined: Mon Jun 10, 2013 11:42 pm

Re: [v1.9] Brütal Doom v0.19 Test 1 Patch

Post by DrMoney »

Also, if I have the assault rifle scoped and reload with a full clip the sprite will change to the normal but still be in zoom view. It also doesn't return to zoomed view after a normal reload.
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The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [v1.9] Brütal Doom v0.19 Test 1 Patch

Post by The Zombie Killer »

@DrMoney
First person fatalities would be a difficult thing to do because of the lack of sprites, plus, this is mostly a bugfix patch, any additional features should be considered bonuses.
I may consider adding taunt/wave interruption though. I'm not sure how to do switch activating with a kick, but I'll see what I can do.
As for the AR bug, I'll look into it.

I'm currently busy with other projects though so I'm not sure when I'll be able to get it done.

-TZK
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DrMoney
Posts: 54
Joined: Mon Jun 10, 2013 11:42 pm

Re: [v1.9] Brütal Doom v0.19 Test 1 Patch

Post by DrMoney »

Ah, I see. I'm new to the forum and misunderstood this thread I think. Thanks for the reply.
CryoCreation
Posts: 13
Joined: Wed Jun 19, 2013 10:40 am

Re: [v1.9] Brütal Doom v0.19 Test 1 Patch

Post by CryoCreation »

This may seem like a noob question (I am a noob after all), but how do I start Brutal Doom v.19 test? I double click on the brutal doom v.19 wad and use doom 2 to play it with, but it'll say v.18 at the top. I tried to see if the sv_infiniteammo cheat was fixed, but it didn't seem like it wasn't because I couldn't fire any more bullets when my assault rifle reached completely zero, so I naturally assumed I was still playing the regular v18 one.
LegendaryFalco
Posts: 41
Joined: Sun Jun 30, 2013 11:45 pm

Re: [v1.9] Brütal Doom v0.19 Test 1 Patch

Post by LegendaryFalco »

ok hi so i have this problem where i use the NC/DE HUD and when i try to run the patch with it.. the lower right no longer shows how much ammo i have left in my weapon before needing to reload and when i play without the patch it shows the ammo like it should. not sure what to do. edit: never mind.. figured it out


Image
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aoshiryaev
Posts: 27
Joined: Sun Aug 25, 2013 3:29 pm
Location: Intergalactic House of Pancakes

Re: [v1.9] Brütal Doom v0.19 Test 1 Patch

Post by aoshiryaev »

Here comes a list of all bugs I discovered. Some of them are already fixed, but I rather would not parse the list
1. Rockets deal no damage if they impact a ceiling.
2. FIXED Shotgun, chaingun and MP40 guys don't drop weapons on stealth kills.
3. You can jump and crouch during fatalities. They also reset any invulnerability effects that were active before the fatality.
4. MP40 sprites seem to be extremely small in world view, refer to the pic to understand me
5. FIXED Revenants don't always knock targets back
6. FIXED Lost Soul attacks can free marines (bug or feature?)
7. Offending lamps can destroy them. (bug or feature?)
8. FIXED Infinite ammo does not work properly, still consumes ammo (bug or feature?)
9. FIXED When holding Lost Souls, kicking frequency is lowered
10. FIXED Rocket launcher is picked up with 2 rockets (bug or feature?)
11. SSG pickup grants 8 shells despite the gun can only hold 2 :shock:
12. Rvving up Minigun or charging the Plasma Launcher seems to toggle linedefs. (So do launched rockets, but it looks AWESOME)
13. Shotgun guys shoot only 7 pellets (bug or feature?)
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