Your Name: Lieutenant John Doom. Your Mission:
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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.
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: BDJ - well I'll be damned, it works with Zand
Well for whatever reason I could'nt see that tag earlier, now I see it. I might of spelled it wrong when during a text search. But yeah, it's actually already added. Makes sense since they already don't hurt each other.
- Devianteist
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- Location: Creating a SPACE HULK conversion!
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Re: BDJ - well I'll be damned, it works with Zand
Been a while since I've been in this thread, but I'd like to say that BDJ has really shapen up to be quite a refresher. I wonder where ol' Johnny has gone?
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Re: BDJ - well I'll be damned, it works with Zand
Why on earth can I hear the burning barrels from all over the level?
- phantombeta
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Re: BDJ - well I'll be damned, it works with Zand
@Ribo Zurai
Do you have the sound system option set to OpenAL?
Not sure if it was fixed, so that's probably the problem...
Do you have the sound system option set to OpenAL?
Not sure if it was fixed, so that's probably the problem...
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Re: BDJ - well I'll be damned, it works with Zand
I will be damned, that solved it. Thanks!
- Doomguy141
- Posts: 42
- Joined: Wed Mar 25, 2015 3:46 pm
Re: BDJ - well I'll be damned, it works with Zand
Shaping up too be awesome but I have noticed only one thing strange in the new version. The water explosion particles are gone. when a missile strikes the water it does not erupting into a fountain of water.
- ArtVandelay
- Posts: 22
- Joined: Wed Feb 25, 2015 11:10 pm
Re: BDJ - well I'll be damned, it works with Zand
It's been awhile since we have heard anything from Johnny. Sooo... I thought I would post my personal-use version of BDJ20 since it addresses some of the complaints and requests I've seen in this thread. I am new to DOOM editing and the changes here were accomplished through trial and error and a basic understanding of how software generally works. I am very sure there are unused and redundant resources and code bloating the filesize but everything seems to be in working order. This isn't an original mod and shouldn't even be considered a Brutal spin-off. It's just a tweak to someone else's hard work.
I'm sharing this as something to play until the REAL BDJ20 arrives!
I'm uploading my personal-use SmoothDoomJ as well.
Download BDJZ and SmoothDoomJZ here! - LAST UPDATED 07/25/2015

The other issue is one that plagues ALL versions of Brutal DOOM which leads me to believe it is something that's out of my league but I would love to see fixed. Cyberdemon teleports for some reason are broken in certain circumstances. MAP05 of BTSX E1 and E2M8 of The Classic Episode are two examples, the latter of which actually breaks the level. It may be part of a deeper in-fighting issue. I've had Cyberdemons and monsters start in-fighting before I ever approached them in some maps. I'm stumped. If anyone has any ideas I'd love to hear them.
Please PM me all requests and complaints! (instead of posting here) This is Johnny's thread after all. 

I'm uploading my personal-use SmoothDoomJ as well.
Download BDJZ and SmoothDoomJZ here! - LAST UPDATED 07/25/2015
Spoiler: BDJ20 Changes
Spoiler: SmoothDoomJ ChangesThere are some remaining issues I have noticed. Dismembered heads are unaffected by Johnny's melee attacks. I don't care enough about this feature to hunt through DECORATE I don't actually understand to fix it. If you really want to move heads around just shoot them.

The other issue is one that plagues ALL versions of Brutal DOOM which leads me to believe it is something that's out of my league but I would love to see fixed. Cyberdemon teleports for some reason are broken in certain circumstances. MAP05 of BTSX E1 and E2M8 of The Classic Episode are two examples, the latter of which actually breaks the level. It may be part of a deeper in-fighting issue. I've had Cyberdemons and monsters start in-fighting before I ever approached them in some maps. I'm stumped. If anyone has any ideas I'd love to hear them.


Last edited by ArtVandelay on Sat Jan 16, 2021 3:27 pm, edited 13 times in total.
- Doomguy141
- Posts: 42
- Joined: Wed Mar 25, 2015 3:46 pm
Re: BDJ - well I'll be damned, it works with Zand
Sweet thanks for fixes any chance we will see a improved chainsaw I mean I like the one we have now but I would like it too act the same way as the brutal Doom one where you can feel like your cutting into the demons I don't feel much of any kind of cutting going on with this one.
- Doomguy141
- Posts: 42
- Joined: Wed Mar 25, 2015 3:46 pm
Re: BDJ - well I'll be damned, it works with Zand
Just another minor thing the combat shotgun and SSG sprites when found should be updated too show the weapon you holding in your hand you see a wood finished shot gun but when you pick it up it has a chrome finish any chance the pick ups could also be given the chrome finish as well.
- ArtVandelay
- Posts: 22
- Joined: Wed Feb 25, 2015 11:10 pm
Re: BDJ - well I'll be damned, it works with Zand
I actually love Johnny's chainsaw. NO DICE!Doomguy141 wrote:Sweet thanks for fixes any chance we will see a improved chainsaw I mean I like the one we have now but I would like it too act the same way as the brutal Doom one where you can feel like your cutting into the demons I don't feel much of any kind of cutting going on with this one.

This I can do. In fact, I already did! Check the download!Doomguy141 wrote:Just another minor thing the combat shotgun and SSG sprites when found should be updated too show the weapon you holding in your hand you see a wood finished shot gun but when you pick it up it has a chrome finish any chance the pick ups could also be given the chrome finish as well.
If you run into any other bugs or annoyances let me know!
- Doomguy141
- Posts: 42
- Joined: Wed Mar 25, 2015 3:46 pm
Re: BDJ - well I'll be damned, it works with Zand
Sweet and with regards too the chainsaw its just its secondary attack which does not feel like I am cutting into the creatures feels like a invisi wall. Perhaps you could add a little shake and make it so you can cut demons limbs orr or in half and make it feel like when you holding down the chainsaw you grinding through them its secondary attack is lacking compared too the primary one. Another bug combat radio has unlimited call ins not sure if you changed that or a bug but even after 5 tries I can still call in marines. And no water slash SFX for when bullets it water or when you walking through it.
- ArtVandelay
- Posts: 22
- Joined: Wed Feb 25, 2015 11:10 pm
Re: BDJ - well I'll be damned, it works with Zand
Yeaaahhh... You're overestimating my abilities/patience.Doomguy141 wrote:Sweet and with regards too the chainsaw its just its secondary attack which does not feel like I am cutting into the creatures feels like a invisi wall. Perhaps you could add a little shake and make it so you can cut demons limbs orr or in half and make it feel like when you holding down the chainsaw you grinding through them its secondary attack is lacking compared too the primary one. Another bug combat radio has unlimited call ins not sure if you changed that or a bug but even after 5 tries I can still call in marines. And no water slash SFX for when bullets it water or when you walking through it.

Good call on the radio bug. (eh heh) That definitely wasn't working as intended. When I removed the chance for call failure I must have gotten a little happy with the delete key. It has been fixed and is ready for download. Since you convinced me to change the shotty and SSG item sprites to match the weapon sprites I decided to do the same for the rocket launcher. I'm assuming the inappropriate launcher sprite is a leftover from when BDJ was based on Sperglord.
Other than the radio fix and the launcher sprite, you'll notice the dead-guy-decorations are now less obnoxious with their incessant squish squash splish splash!
About the water splashes... What version of GZDoom are you using? My game shows all water splashes including splashes from bullets and player movement. Get on that latest SVN build and holla at me.
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- Joined: Tue Jan 21, 2014 4:09 pm
Re: BDJ - well I'll be damned, it works with Zand
Hey, Art! Get your own damn thread! 
Actually, seriously you should make your own thread, please.

Actually, seriously you should make your own thread, please.
Re: BDJ - well I'll be damned, it works with Zand
Anyone have an update on how to fix the revenant thing? The +DONTHARMSPECIES thing is there, but I don't know if this was only added so at least we get the satisfaction of killing them in the meantime till it get's really fixed, or if it's supposed to fix them not attacking each other anymore, because they're still wailing at each other.
EDIT: Nevermind. The flag that was added (as it came in when I downloaded the latest version) only had it on a different actor of REVENANT.DEC, not the actual Revenant actor himself. So I added it there as well. No wonder.
EDIT: Nevermind. The flag that was added (as it came in when I downloaded the latest version) only had it on a different actor of REVENANT.DEC, not the actual Revenant actor himself. So I added it there as well. No wonder.
- Doomguy141
- Posts: 42
- Joined: Wed Mar 25, 2015 3:46 pm
Re: BDJ - well I'll be damned, it works with Zand
No no the effects of the water the sounds of when bullets hit the water or when you run over it there is no sound being played. And I will leave the chain saw too Johnny maybe he can make the secondary attack feel more..grinding.