[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
Despite all infernal and abstract theme - Doom is very aesthetic. And the purpose of Brutal Doom to get rid of that aesthetics and slap tomato juice with bones everywhere.
Re: [WIP/Release] Brutal Doom SE
Hmmmmm, curious: There seems to be a problem with the Improved Brightmaps addon, at least in the latest GZDoom SVN---certain enemy sprites will look like black squares/rectangles with light-up eyes on them.
The squares disappear and everything works nominally when I don't use the Improved Brightmaps addon.
The squares disappear and everything works nominally when I don't use the Improved Brightmaps addon.
- Coincident
- Posts: 85
- Joined: Fri Aug 22, 2014 8:38 am
- Location: Portugal
Re: [WIP/Release] Brutal Doom SE
That's usually a problem with the load order: make sure you are loading the Improved Brightmaps BEFORE Brutal SE and everything else.
Re: [WIP/Release] Brutal Doom SE
Oooooh, got it got it. Thanks!Coincident wrote:That's usually a problem with the load order: make sure you are loading the Improved Brightmaps BEFORE Brutal SE and everything else.
- worldendDominator
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Re: [WIP/Release] Brutal Doom SE
Is it okay to request a bug fix here?
When an imp in deep water tries to attack in melee - which it, somewhy, does more often than you'd expect - it's despawned and spawned anew. This leads to "total monsters" counter going up as long as it's alive, although the kill counter is not affected.
While it's rare (I didn't see many maps with deep water) and doesn't make the game unplayable, it's annoying when it happens and it messes with 100% kill attempts.
I discovered it first in v19, but it persisted in both v20 and v19SE when I checked.
When an imp in deep water tries to attack in melee - which it, somewhy, does more often than you'd expect - it's despawned and spawned anew. This leads to "total monsters" counter going up as long as it's alive, although the kill counter is not affected.
While it's rare (I didn't see many maps with deep water) and doesn't make the game unplayable, it's annoying when it happens and it messes with 100% kill attempts.
I discovered it first in v19, but it persisted in both v20 and v19SE when I checked.
- worldendDominator
- Posts: 291
- Joined: Sun May 17, 2015 9:39 am
Re: [WIP/Release] Brutal Doom SE
"No recoil" and "Original rifle secondary" addons don't work together, whatever is loaded last overwrites the other.
Re: [WIP/Release] Brutal Doom SE
Hey Sig, is it possible to create an addon to start with the 'Brutal Pistol' instead the rifle? I'm not talking about replace the weapon, but start with the pistol and get the rifle from a Zombieman after.
I have checked that the 'Brutal Pistol' spawns without ammo if you write in the console Give Everything instead Give All, it works perfectly but I would like to have it without using the cheats
I have checked that the 'Brutal Pistol' spawns without ammo if you write in the console Give Everything instead Give All, it works perfectly but I would like to have it without using the cheats

Re: [WIP/Release] Brutal Doom SE
just edit it for yourself, it's not hard. open the .pk3, find player.txt and open that. change player.startitem "rifle" to whatever the name of the pistol is.
Re: [WIP/Release] Brutal Doom SE
It worked! Many thanks 

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Re: [WIP/Release] Brutal Doom SE
I can't use any music wad(Doom Metal,etc) in BDSE ,but in BD v19 and 20, it work. Any help?
Re: [WIP/Release] Brutal Doom SE
Hello everyone!
This mod makes taunts, salutes, and rolls more usable. Now these are a dodging skills, not an useless fun things. So you can avoid damage when fighting with firsts or with chainsaw in black metal difficulty. Also you can freely make a rocket jump or other dangerous things without hurting yourself.
Dodging skills:
"Roll Left" - makes you temporally invincible for some seconds. Countdown - 2 seconds.
"Roll Right" - makes you temporally invincible for some seconds. Countdown - 2 seconds.
Taunt "go **** yourself" - makes you temporally invincible for some seconds. Countdown - 3 seconds.
Advanced Taunt - makes you temporally invincible for 1 second. Countdown - 3 seconds.
"Salute1" - temporally makes you invincible for 5 seconds. Countdown - 40 seconds.
"Salute2" - temporally makes you invincible for 5 seconds. Countdown - 40 seconds.
Don't spam with dodging skills or you will lost invincible effect. For example "Roll Left" skill will cancel invincible effect of "Salute" even if "Salute" invincible duration is not over.
Installation - just add dodgle_skills.pk3 as PWAD in last order.
This mod makes taunts, salutes, and rolls more usable. Now these are a dodging skills, not an useless fun things. So you can avoid damage when fighting with firsts or with chainsaw in black metal difficulty. Also you can freely make a rocket jump or other dangerous things without hurting yourself.
Dodging skills:
"Roll Left" - makes you temporally invincible for some seconds. Countdown - 2 seconds.
"Roll Right" - makes you temporally invincible for some seconds. Countdown - 2 seconds.
Taunt "go **** yourself" - makes you temporally invincible for some seconds. Countdown - 3 seconds.
Advanced Taunt - makes you temporally invincible for 1 second. Countdown - 3 seconds.
"Salute1" - temporally makes you invincible for 5 seconds. Countdown - 40 seconds.
"Salute2" - temporally makes you invincible for 5 seconds. Countdown - 40 seconds.
Don't spam with dodging skills or you will lost invincible effect. For example "Roll Left" skill will cancel invincible effect of "Salute" even if "Salute" invincible duration is not over.
Installation - just add dodgle_skills.pk3 as PWAD in last order.
- Attachments
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dodgle_skills.pk3
- (1.31 KiB) Downloaded 66 times
Re: [WIP/Release] Brutal Doom SE
I have NO problem with this. What order are you loading things in ? I always put the music wad last.nickcaibua wrote:I can't use any music wad(Doom Metal,etc) in BDSE ,but in BD v19 and 20, it work. Any help?
Re: [WIP/Release] Brutal Doom SE
So, the obligatory question. Now that BD v20 is out, will work commence on BDSE now? 

Re: [WIP/Release] Brutal Doom SE
I hope it will since BDv20 dissapointed me again, i mean hell he did a video from one of the test versions how destructible dead bodies will come back and then decided to disable them without even giving us an option to enable them (i know the reasons behind this but i prefer options rather than forced limitations). So if BDSE will continue it's development i will be happy casue it was the best Brutal Doom spin-off
Re: [WIP/Release] Brutal Doom SE
Hope I'm not sounding like a broken record, but yeah I'm not dead, and I am working on it. Unfortunately as y'all know, I only have a little bit of time to work on it every day, plus the fact I pretty much have to re-evaluate and redo most of v20 from the ground up because of all the new things and trying my best not to break the Jenga tower of code (which was the same deal migrating changes from previous versions of SE). Before v20 got released, I have been working out some new things to add and replace for it. When it's all done, expect it to go under a new name and a cleanup of the original post. 
