[WIP/Release] Brutal Doom SE

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Cryomundus
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Re: [WIP/Release] Brutal Doom SE

Post by Cryomundus »

Dan50 wrote:I recently got Windows 8.1 and when I put this mod on imps have black censor like boxes around them when they attack. How do I get rid of this?
You're probably using the brightmaps included with the mod. Don't use them, as they haven't been actually finished.

The one's I'm referring to are:

"Improved Doom 1-2 Brightmaps.pk3" and "Improved_Doom_Brightmaps.pk3"

They aren't necessary to play the mod.
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southpark2010
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Re: [WIP/Release] Brutal Doom SE

Post by southpark2010 »

I had the same problem. The brightmaps need to be loaded in the right order, with the brightmaps loading first and BD-SE loading second. Qbasicer's version of ZDL might help.
Skrell
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Re: [WIP/Release] Brutal Doom SE

Post by Skrell »

what is ZDL?
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wildweasel
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Re: [WIP/Release] Brutal Doom SE

Post by wildweasel »

Skrell wrote:what is ZDL?
ZDL is a graphical launcher for ZDoom that makes it much, much easier to load large amounts of WADs in a specific order. The link can be found in southpark2010's post above yours.
Skrell
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Re: [WIP/Release] Brutal Doom SE

Post by Skrell »

Ok thank you wildweasel! Btw, i'm STILL trying to get an answer as to how these brightmaps are better/different/worse than these: http://forum.zdoom.org/viewtopic.php?f= ... 2&start=45
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SigFloyd
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Re: [WIP/Release] Brutal Doom SE

Post by SigFloyd »

Skrell wrote:Ok thank you wildweasel! Btw, i'm STILL trying to get an answer as to how these brightmaps are better/different/worse than these: http://forum.zdoom.org/viewtopic.php?f= ... 2&start=45
It's basically a bundled version of SBrightmaps, but with some additions to Brutal Doom's monster sprites done by ChuckWagon. That info should be in the credits file, IIRC.
Skrell
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Re: [WIP/Release] Brutal Doom SE

Post by Skrell »

Ok cool so there is no reason to use your brightmaps + Sbrightmaps right ?
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SigFloyd
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Re: [WIP/Release] Brutal Doom SE

Post by SigFloyd »

Yeah. It's redundant, and might cause shenanigans.
Skrell
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Re: [WIP/Release] Brutal Doom SE

Post by Skrell »

Thank you SigFloyd i love your work!!! :)
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Rowsol
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Re: [WIP/Release] Brutal Doom SE

Post by Rowsol »

nevermind, got it.
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-Ghost-
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Re: [WIP/Release] Brutal Doom SE

Post by -Ghost- »

I was playing this with Kyle's DoomRPG mod earlier, and it more or less worked with the BD Addon, but I noticed the ammo counts weren't working right. Any picked up ammo, or points added to capacity seemed to go towards the old ammo pools, so I could only get more ammo for my current weapons by picking up the guns themselves. Is there anything that can be tweaked in the files to fix this? Damage and everything else seemed fine.
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Rowsol
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Re: [WIP/Release] Brutal Doom SE

Post by Rowsol »

try switching your load order around and see if it helps. I'd have to look at the mod in question to know for sure but if 2 mods change the same actor (ammo in this case) the one loaded last will overwrite.
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the Chuckwagon
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Re: [WIP/Release] Brutal Doom SE

Post by the Chuckwagon »

Sorry about the weirdness people are experiencing with those brightmaps.
When i made them they were integrated into the main .pk3 file and defined in gldefs, just like the ones for the HUD weapons. Not sure why they break like that when loaded externally.

On a different subject, I've been trying to hunt down the Radius_quake variable for the masterminds explodey rounds so I can tone it down slightly and can't seem to find it. Does anyone know where it's located?
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Cryomundus
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Re: [WIP/Release] Brutal Doom SE

Post by Cryomundus »

the Chuckwagon wrote:Sorry about the weirdness people are experiencing with those brightmaps.
When i made them they were integrated into the main .pk3 file and defined in gldefs, just like the ones for the HUD weapons. Not sure why they break like that when loaded externally.

On a different subject, I've been trying to hunt down the Radius_quake variable for the masterminds explodey rounds so I can tone it down slightly and can't seem to find it. Does anyone know where it's located?
I think it might be in the TRACERS section. (if you're using SLADE) It's the second to last section in it, I believe.
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-Ghost-
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Re: [WIP/Release] Brutal Doom SE

Post by -Ghost- »

Rowsol wrote:try switching your load order around and see if it helps. I'd have to look at the mod in question to know for sure but if 2 mods change the same actor (ammo in this case) the one loaded last will overwrite.
I was loading it as BDSE, DoomRPG, DoomRPG Brightmaps, and then the DoomRPG BD Patch; I was also running it in BD compatibility mode in the settings.
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