[v2.4] Brutal Doom Patch
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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.
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Re: [v2.4] Brutal Doom Patch
Finally this versio fix that annoying Pump shotgun iron sight problem. Thanks! I notice gore decorations vanish in time. Will they possible have own options too?
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Re: [v2.4] Brutal Doom Patch
Well, thank you very much for these fixes! But I want to ask - is it possible in the next version of your patch to fix the REALLY F@#$!ING ANNOYING bug, when player is torn to pieces while kicking the agonizing enemy?
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Re: [v2.4] Brutal Doom Patch
well my only complaint with the patch is the NC hud 1.14 does not work right even with the BD patch added on for the NC hud 1.14
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Re: [v2.4] Brutal Doom Patch
Yeah the ammo reserve and ammo remaining in clip aren't showing for me if i use the patch along with NC hud. Since the patch also modify some things about the weapons every previous weapon modifications will be ignored (like ammo used, damage, customized firerate, etc). However custom weapon sprites aren't affected by the patch apparently. It's still a very good patch and the regeneration included in the patch really helps on some hard maps.LegendaryFalco wrote:well my only complaint with the patch is the NC hud 1.14 does not work right even with the BD patch added on for the NC hud 1.14
I wonder if the same kind of regeneration could be applied to the armor ... anyways if the patch could be fixed for those of us using the NC hud (which is the best for playing brutal doom to my opinion) it would be a perfect patch.
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Re: [v2.4] Brutal Doom Patch
Finally, you update it from the ModDB's version. Well, you are incorrect in something; "CVARINFO are NOT supported by Zandronum"
I'm not a crazy Zandronum user, i use it a little due to his limitations, but no, Zandronum support CVARINFO. I tried it a few days before and it worked. Make sure you have the Latest Zandronum Version, of course it's not needed to tell the location, isn't it?
Well, do you mind if i use a few stuff of this Add-On? I personally make a Zandronum compatible version, of course with limitations, but, CVARINFO worked like hell. I will use them publicly soon, for one of my BD Add-On's, do you mind if i use - edit them? There pretty cool.
I'm not a crazy Zandronum user, i use it a little due to his limitations, but no, Zandronum support CVARINFO. I tried it a few days before and it worked. Make sure you have the Latest Zandronum Version, of course it's not needed to tell the location, isn't it?
Well, do you mind if i use a few stuff of this Add-On? I personally make a Zandronum compatible version, of course with limitations, but, CVARINFO worked like hell. I will use them publicly soon, for one of my BD Add-On's, do you mind if i use - edit them? There pretty cool.
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Re: [v2.4] Brutal Doom Patch
@PaskaTykki
Most likely
@Jake Crusher
Workin' on it
@LegendaryFalco & Endless123
I'll see what I can do
@Immortal Destroyer
When I was developing the patch, CVARINFO wasn't supported, so it was correct at the time of writing
If you wanna use my patch in your own work, go ahead, I don't mind at all
Most likely
@Jake Crusher
Workin' on it
@LegendaryFalco & Endless123
I'll see what I can do
@Immortal Destroyer
When I was developing the patch, CVARINFO wasn't supported, so it was correct at the time of writing
If you wanna use my patch in your own work, go ahead, I don't mind at all
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Re: [v2.4] Brutal Doom Patch
*Sorry for the bump*The Zombie Killer wrote: @Immortal Destroyer
When I was developing the patch, CVARINFO wasn't supported, so it was correct at the time of writing
If you wanna use my patch in your own work, go ahead, I don't mind at all
Thanks a lot dude! In case you want to know, i will modify some of this stuff and remove some features to make Zandronum compatibility because Zandronum doesn't support Call ACS. Also, a bug request; Even with the Original V19, the Blood Fade Time option doesn't work. If you don't have time, i will try to fix this bug.
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Re: [v2.4] Brutal Doom Patch
@Immortal Destroyer
You can change the named scripts to numbered scripts and use ACS_ExecuteWithResult to make it work in Zandronum.Immortal Destroyer wrote:i will modify some of this stuff and remove some features to make Zandronum compatibility because Zandronum doesn't support Call ACS
Works fine for meImmortal Destroyer wrote:Also, a bug request; Even with the Original V19, the Blood Fade Time option doesn't work.
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Re: [v2.4] Brutal Doom Patch
Well, i know that my GZDoom version is old (1.8.2) but i use it because the new GZDoom version also comes with some incorrect flags, making no compatibility with some modifications. I personally hate Zandronum because it's TOO much out-dated, for example it doesn't support Voxels, something that is very related. About ACS_ExecuteWithResult; I will check it out tomorrow.The Zombie Killer wrote:@Immortal DestroyerYou can change the named scripts to numbered scripts and use ACS_ExecuteWithResult to make it work in Zandronum.Immortal Destroyer wrote:i will modify some of this stuff and remove some features to make Zandronum compatibility because Zandronum doesn't support Call ACS
Works fine for meImmortal Destroyer wrote:Also, a bug request; Even with the Original V19, the Blood Fade Time option doesn't work.
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Re: [v2.4] Brutal Doom Patch
What do you mean by "incorrect flags"? Also, if a change took place in the engine that renders previously-working* mods broken, especially released mods, then report it to the developers.Immortal Destroyer wrote:Well, i know that my GZDoom version is old (1.8.2) but i use it because the new GZDoom version also comes with some incorrect flags, making no compatibility with some modifications.
* Note that if you're exploiting an undefined behavior in the engine to achieve a certain feature, which got fixed in newer versions/builds of the engine, and which in turn was the cause of your mod being broken, then you need to find another, legitimate way of achieving what you wanted to achieve.
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Re: [v2.4] Brutal Doom Patch
I can report about mods to the developers? I thought i can only talk about the selected engine without extra stuff. Thanks!Blue Shadow wrote:What do you mean by "incorrect flags"? Also, if a change took place in the engine that renders previously-working* mods broken, especially released mods, then report it to the developers.Immortal Destroyer wrote:Well, i know that my GZDoom version is old (1.8.2) but i use it because the new GZDoom version also comes with some incorrect flags, making no compatibility with some modifications.
* Note that if you're exploiting an undefined behavior in the engine to achieve a certain feature, which got fixed in newer versions/builds of the engine, and which in turn was the cause of your mod being broken, then you need to find another, legitimate way of achieving what you wanted to achieve.
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Re: [v2.4] Brutal Doom Patch
You can perfectly say "<blah> used to work, but doesn't anymore".
Though it's better if you can isolate the problem and create a small, minimal example wad that reproduce the same issue without having any additional baggage. If you come up saying "map 10 of Grezzo 2 crashes", it's quite unlikely any developer will bother to investigate.
Though it's better if you can isolate the problem and create a small, minimal example wad that reproduce the same issue without having any additional baggage. If you come up saying "map 10 of Grezzo 2 crashes", it's quite unlikely any developer will bother to investigate.