Edit: No more pk3 than your mod. Chainsaw works as vanilla, not alternate fire (but yes the other weapons). Im trying with GzDooM latest
[WIP/Release] Brutal Doom SE
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: [WIP/Release] Brutal Doom SE
Its included the "Katana Chainsaw" on the latests release?. Alternate fire seems not to work. Also, congrats, looks very fun!!! 
Edit: No more pk3 than your mod. Chainsaw works as vanilla, not alternate fire (but yes the other weapons). Im trying with GzDooM latest
Edit: No more pk3 than your mod. Chainsaw works as vanilla, not alternate fire (but yes the other weapons). Im trying with GzDooM latest
Re: [WIP/Release] Brutal Doom SE
SigFloyd, I'll be poking around your mod a little to see if there's something that I might want in some way or another for my own little Brutal Doom "Lite" mod. Meanwhile, I figured maybe you'd be interested in something I implemented in mine: Screaming marines!
Sound(s) can be found here: http://uploaded.net/file/gtzzeltv
Sound(s) can be found here: http://uploaded.net/file/gtzzeltv
Re: [WIP/Release] Brutal Doom SE
Try downloading it again? I uploaded just last night. I can't think of a cause as to why it wouldn't work altogether.Naitguolf wrote:Its included the "Katana Chainsaw" on the latests release?. Alternate fire seems not to work. Also, congrats, looks very fun!!!
Edit: No more pk3 than your mod. Chainsaw works as vanilla, not alternate fire (but yes the other weapons). Im trying with GzDooM latest
- the Chuckwagon
- Posts: 9
- Joined: Fri Aug 16, 2013 11:38 pm
Re: [WIP/Release] Brutal Doom SE
After seeing some discussion about brightmap issues, I decided to throw together a pack for some of the custom Brutal Doom sprites.
Link:
https://www.mediafire.com/?733pz19r2v5tm2j
It adds brightness maps for the following animations.
Former Humans: idle, reload, shotgun cycling, crawling, last stand.
Imps: Idle, melee attack, leaping attack, dying states, pouncing on player fatality
Pinkies: Idle, some death frames, eating zombies/imps, eating player, all fatalities
Cacodemons: Just about everything
Barons: two-handed spread attack.
I tried my hand with some of the plasma deaths as well, with mixed results.
To install, just dump the images into the BRIGHTMAPS folder and paste the contents of the txt file into GLDEFS.
Now, to try out that sick looking chainsaw.....
Link:
https://www.mediafire.com/?733pz19r2v5tm2j
It adds brightness maps for the following animations.
Former Humans: idle, reload, shotgun cycling, crawling, last stand.
Imps: Idle, melee attack, leaping attack, dying states, pouncing on player fatality
Pinkies: Idle, some death frames, eating zombies/imps, eating player, all fatalities
Cacodemons: Just about everything
Barons: two-handed spread attack.
I tried my hand with some of the plasma deaths as well, with mixed results.
To install, just dump the images into the BRIGHTMAPS folder and paste the contents of the txt file into GLDEFS.
Now, to try out that sick looking chainsaw.....
Re: [WIP/Release] Brutal Doom SE
[quote="Nemesis6"]SigFloyd, I'll be poking around your mod a little to see if there's something that I might want in some way or another for my own little Brutal Doom "Lite" mod. Meanwhile, I figured maybe you'd be interested in something I implemented in mine: Screaming marines!
This is hilarious and awesome!! Definitely should be put into the SE mod if Sigfloyd's up for it!
This is hilarious and awesome!! Definitely should be put into the SE mod if Sigfloyd's up for it!
Re: [WIP/Release] Brutal Doom SE
Sigfloyd PLEASE add these to your brightmaps addon!! Thank you so much for this Chuckwagon i can't wait to try em!!the Chuckwagon wrote:After seeing some discussion about brightmap issues, I decided to throw together a pack for some of the custom Brutal Doom sprites.
Link:
https://www.mediafire.com/?733pz19r2v5tm2j
It adds brightness maps for the following animations.
- the Chuckwagon
- Posts: 9
- Joined: Fri Aug 16, 2013 11:38 pm
Re: [WIP/Release] Brutal Doom SE
I just realized i made a minor mistake with the addon.
Those images are still in color, which could cause a slight mismatch with some of the existing ones. I haven't noticed any major issues playing with them yet.
I just tried the latest update, and the new chainsaw stuff is freakin bad-ass. I do have a couple questions tho:
How the heck do the combos work? I'm probably just botching the timing or something.
Also I noticed that the +1 health bonus only applies to the primary attack. Is that intentional?
Those images are still in color, which could cause a slight mismatch with some of the existing ones. I haven't noticed any major issues playing with them yet.
I just tried the latest update, and the new chainsaw stuff is freakin bad-ass. I do have a couple questions tho:
How the heck do the combos work? I'm probably just botching the timing or something.
Also I noticed that the +1 health bonus only applies to the primary attack. Is that intentional?
Re: [WIP/Release] Brutal Doom SE
Good stuff. I've integrated it into the SBrightmaps pack that comes with BDSE, and it works like a charm. There's a some stray pixels in some of the frames, though, but that's easily cleaned up. It also has some redundant frames for some items that could conflict with the Alternate Weapon Sprites pack, but that's fixed up as well. I'll upload it, along with a couple more fixes to BDSE itself soon.the Chuckwagon wrote:After seeing some discussion about brightmap issues, I decided to throw together a pack for some of the custom Brutal Doom sprites.
Link:
https://www.mediafire.com/?733pz19r2v5tm2j
It adds brightness maps for the following animations.
Former Humans: idle, reload, shotgun cycling, crawling, last stand.
Imps: Idle, melee attack, leaping attack, dying states, pouncing on player fatality
Pinkies: Idle, some death frames, eating zombies/imps, eating player, all fatalities
Cacodemons: Just about everything
Barons: two-handed spread attack.
I tried my hand with some of the plasma deaths as well, with mixed results.
To install, just dump the images into the BRIGHTMAPS folder and paste the contents of the txt file into GLDEFS.
Now, to try out that sick looking chainsaw.....
- the Chuckwagon
- Posts: 9
- Joined: Fri Aug 16, 2013 11:38 pm
Re: [WIP/Release] Brutal Doom SE
Glad to be of help.
I think some of that duplicate stuff is just from me being lazy and zipping up the entire brightmaps folder, which may have had some leftover experiments in it.
Edit: missing frame.
http://www.mediafire.com/convkey/9042/d ... 4rogfg.jpg
I think some of that duplicate stuff is just from me being lazy and zipping up the entire brightmaps folder, which may have had some leftover experiments in it.
Edit: missing frame.
http://www.mediafire.com/convkey/9042/d ... 4rogfg.jpg
Last edited by the Chuckwagon on Tue Dec 24, 2013 3:34 am, edited 1 time in total.
Re: [WIP/Release] Brutal Doom SE
I noticed it's missing a brightmap sprite called FDEMH0, which is one of the Demon sprites.
Re: [WIP/Release] Brutal Doom SE
The color brightmaps put a tint of that color to the corresponding pixel, which might make it appear brighter than it should, but while testing it I didn't find anything jarring.the Chuckwagon wrote:I just realized i made a minor mistake with the addon.
Those images are still in color, which could cause a slight mismatch with some of the existing ones. I haven't noticed any major issues playing with them yet.
I just tried the latest update, and the new chainsaw stuff is freakin bad-ass. I do have a couple questions tho:
How the heck do the combos work? I'm probably just botching the timing or something.
Also I noticed that the +1 health bonus only applies to the primary attack. Is that intentional?
The +1 health bonus is tied to the A_Saw attack of the primary, which the AltFire doesn't use. The swipes use a different method in order to achieve that slashing effect on walls and enemies. And besides, you're more vulnerable when using the primary attack anyway.
The saw combos work by "queuing" up your next attack in the combo. AltFire, and then press kick before the animation ends, and then have AltFire held down before the kick animation ends, repeat. That's just one of the combos. There's some more things you can do to chain things together, like jump slashes, and a quick surprise if you slip in a primary fire in there somewhere.
- southpark2010
- Posts: 215
- Joined: Mon Jul 04, 2011 1:24 pm
- Location: Hell.
Re: [WIP/Release] Brutal Doom SE
It might be a good idea to make another mutator so people can have the 300 / 600 bullet count back.
Another thing I want to ask, even though I haven't tried it yet, does the 'Old Chainsaw Attack' mutator have the new alt-fire? Even though I enjoyed the lunging the Chainsaw did to the enemies, it was annoying for the corpses so I used the mutator instead, and the new alt-fire looks pretty sweet.
Another thing I want to ask, even though I haven't tried it yet, does the 'Old Chainsaw Attack' mutator have the new alt-fire? Even though I enjoyed the lunging the Chainsaw did to the enemies, it was annoying for the corpses so I used the mutator instead, and the new alt-fire looks pretty sweet.
Re: [WIP/Release] Brutal Doom SE
Done.southpark2010 wrote:It might be a good idea to make another mutator so people can have the 300 / 600 bullet count back.
The AltFire actually can deal saw damage to corpses the same way your kicks can affect corpses, which makes a tiny explosion of the given damage type that only affects what you want it to. The saw damage won't be immediately apparent, but swipe at a corpse a few times and it'll react.southpark2010 wrote:Another thing I want to ask, even though I haven't tried it yet, does the 'Old Chainsaw Attack' mutator have the new alt-fire? Even though I enjoyed the lunging the Chainsaw did to the enemies, it was annoying for the corpses so I used the mutator instead, and the new alt-fire looks pretty sweet.
- southpark2010
- Posts: 215
- Joined: Mon Jul 04, 2011 1:24 pm
- Location: Hell.
Re: [WIP/Release] Brutal Doom SE
I kinda meant the corpses which you need to destroy in order to get a monster weapon. It was annoying to lunge forward after attacking it for a split-second, and I don't know if the 'Old Chainsaw Attack' mutator replaces the original Chainsaw code (most likely does though, makes sense), so I was asking if the new alt-fire works with the mutator. I don't know if the swipes have that lunge, but it'll probably be a good idea to make a variant of the mutator to allow the alt-fire (in case it doesn't).
Re: [WIP/Release] Brutal Doom SE
Those small invisible explosions when swipes hit a floor or wall inflict the saw damage type which is what makes those corpses drop their weapon. When you swipe at a dead Mancubus for example, it'll drop its arm cannon once it takes enough damage from it instead of gibbing completely. Sometimes this won't make that gun fly up in the air, but it's totally dropped from that corpse and you can pick it up. It's a more useful alternative to trying to hit it with the primary. Same effect as sawing it normally, but you just sever it with a few swipes at the spot the corpse is laying on instead of having to find that sweet spot with the primary.