[BD Mod/Resources] Merser's Sprites & Enhancements V4

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR 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.

[BD Mod/Resources] Merser's Sprites & Enhancements V4

Postby Merser433 » Wed Dec 21, 2016 12:59 pm

Heya. This is an addon for *cough* brutal *cough* doom, that i was working on.. sometimes.. for almost half a year now, and.. it's finally done.
It's a really big gameplay mod, which comes with an even bigger pack of sprites for monsters and weapons.
The reason i'm posting it here is not really because i want people to play it(ALTHOU ITZ GUD PLAY EET), but it's more like i want more modders to use the sprites & code i've drew & written.

Feel free to use everything you find in the files, but credit me & people who's sprites mine are based on.
(For example, i made all the monsters myself, but everything (excluding rocket launcher) from weapons sprites are edits of others' sprites)

Download: Mediafire.com



Oke, mod features & screenshots:

Monsters:
  • Absolutely all enemies are now much faster.
  • New imp sprites, based on the ones from DOOM's E3 Demo. Imps are now much faster, and can climb on ceilings.
  • Zombies now have a completely new AI. They now rush at you like real space marines. Real zombie space marines.
  • Zombie sergeants now move & operate their shotgun much faster. Althou it's a bit easier to evade their shots.
  • Revenants now look like the ones from DOOM 4. Their behaviour was redone completely, and they've got 2 new special attacks.
  • Barons of hell now have 2 new special attacks, are much faster and will just make you sh~t bricks everytime you hear them.
  • Arachnotrons now fire charged up plasma bursts.
  • Cacodemons!!!1!111!1 Nothing about them! Just sprites!!!!!!!!
Spoiler: Monster screenshots


Weapons:
  • New sprites, animations & sounds for every weapon in the game.
  • Alternate DOOM skins for super shotgun and rifle.
  • Added strong recoil to rifles, shotguns and plasmaguns.
  • Rifle & plasmagun now have much higher firerate and almost no spread.
  • Minigun has been completely remade and now has dynamic firerate.
  • Replaced plasma rifle's secondary fire. It now fires a giant plasma ball that melts your enemies in a really slow plasma explosion.
  • BFG is now much, muuuch more powerful and uses new ammo.
Spoiler: Weapon screenshots


Other stuff:
  • Setting that completely removes reloading from the game.
  • Completely new player third person animation system, which is 100% clientside. I'll post it in a new thread later.
  • Stompkills? There's a crappy firstperson "glorykill" that plays when you jump on an enemy from above.
  • Slidekicks from Project Brutality, but rewritten. Try crouching while running.
  • Stably working multiplayer.
  • Each weapon has it's own taunting animation! EVN TH CHNSW!!!!!!!!!!
  • also that one thing i absolutely forgot about...... wait......... what was it....


Spoiler: MORE SCREENSHOTS


- Launching
This mod's supposed to be loaded with bdv20 itself. You can get it here.
To play with zandronum, make sure you're using the latest zandronum build (or at least 151228-1140)
Newest gzdoom doesn't work, please use gzdoom 2.2
Modify your autoload in gzdoom-USERNAME.ini/zandronum-USERNAME.ini, so it looks like this:
[Doom.Autoload]
Path=brutalv20b.pk3
Path=Merser_Addon_BrutalDoom.pk3
Path=Merser_Resources_BrutalDoom.pk3

If you want to play with some other mods or maps, make sure the resources package is always loaded last, like here:
[Doom.Autoload]
Path=brutalv20b.pk3
Path=Merser_Addon_BrutalDoom.pk3
Path=hellonearthstarterpack.wad
Path=extratextures.wad
Path=Merser_Resources_BrutalDoom.pk3


- Sprite origins:
PM me if i missed someone.
Most of these sprites were heavily edited by me.

Spoiler: Changelog


Moddb page
Last edited by Merser433 on Thu Dec 22, 2016 11:28 pm, edited 1 time in total.
User avatar
Merser433
 
Joined: 21 Dec 2016

Re: [BD Mod/Resources] Merser's Sprites & Enhancements V4

Postby Samarai1000 » Wed Dec 21, 2016 3:09 pm

I've used this addon before for BD, and it works well, and I quite like it. However, is there a way to bypass the script error that occurs whenever you load BD with any version of GZdoom that isn't the version packaged with the mod itself? In case you don't know which I'm talking about, it's this one.

Execution could not continue.

Script error, "brutalv20b.pk3:blood.txt" line 610:
Expected ',', got 'l'.
Samarai1000
 
Joined: 25 Sep 2016

Re: [BD Mod/Resources] Merser's Sprites & Enhancements V4

Postby wildweasel » Wed Dec 21, 2016 3:21 pm

Samarai1000 wrote:I've used this addon before for BD, and it works well, and I quite like it. However, is there a way to bypass the script error that occurs whenever you load BD with any version of GZdoom that isn't the version packaged with the mod itself? In case you don't know which I'm talking about, it's this one.

Execution could not continue.

Script error, "brutalv20b.pk3:blood.txt" line 610:
Expected ',', got 'l'.

Someone needs to go and change the lowercase letter L on line 610 into a number. It's amazing that this error is still here when presumably it's been known about for many months.
User avatar
wildweasel
I love the smell of sourdough in the morning
Moderator Team Lead
 
Joined: 15 Jul 2003
Location: avatar by kurashiki

Re: [BD Mod/Resources] Merser's Sprites & Enhancements V4

Postby ZioMcCall » Wed Dec 21, 2016 3:52 pm

I shown this bug to Sgt_Mark_iv months ago,but he doesn't fixed it yet......
Damn,is a easy error that even a guy who don't know much of coding as me can fix.Here a patch i made time ago.
http://www.mediafire.com/file/ngymwk01m ... +PATCH.rar
User avatar
ZioMcCall
 
Joined: 05 Dec 2014
Location: Senigallia,Italy

Re: [BD Mod/Resources] Merser's Sprites & Enhancements V4

Postby NullWire » Wed Dec 21, 2016 4:34 pm

Man that plasma rifle, nnnnngh
User avatar
NullWire
 
Joined: 18 Dec 2015

Re: [BD Mod/Resources] Merser's Sprites & Enhancements V4

Postby Fused » Wed Dec 21, 2016 5:44 pm

wildweasel wrote:
Samarai1000 wrote:I've used this addon before for BD, and it works well, and I quite like it. However, is there a way to bypass the script error that occurs whenever you load BD with any version of GZdoom that isn't the version packaged with the mod itself? In case you don't know which I'm talking about, it's this one.

Execution could not continue.

Script error, "brutalv20b.pk3:blood.txt" line 610:
Expected ',', got 'l'.

Someone needs to go and change the lowercase letter L on line 610 into a number. It's amazing that this error is still here when presumably it's been known about for many months.


Yeah that's fixed. Version 20c should release soon. Silly mistakes.
User avatar
Fused
 
Joined: 02 Jul 2014
Discord: FusedQyou#0357

Re: [BD Mod/Resources] Merser's Sprites & Enhancements V4

Postby GAA1992 » Wed Dec 21, 2016 6:18 pm

Very good!

I really liked this add-on. Simple and at he same time, very hard. Well, just some things:

When dual wielding the doom 4 assault rifle, a kick actually shows up the trailblazer rifle as the left one, then it turns out doom 4 again.

Plasma rifle doesn't keep altfire charged, intentional?

How the sliding should be done? I done it, but don't know how. I tried to do it again and didn't worked.

Keep up the good work!
User avatar
GAA1992
Demons are a disease. Meet the cure.
 
Joined: 04 Jun 2015
Location: Killing spiders.

Re: [BD Mod/Resources] Merser's Sprites & Enhancements V4

Postby Merser433 » Wed Dec 21, 2016 10:22 pm

About gzdoom 3.0 error:
Won't i need to edit brutalv20b.pk3 itself to fix it? I should've probably made it a part of the download long time ago anyway..
Well, later.

GAA1992 wrote:When dual wielding the doom 4 assault rifle, a kick actually shows up the trailblazer rifle as the left one, then it turns out doom 4 again.

Quite forgot about dualwielding after i made it disabled by default. Pretty sure dualwielded rifles also don't change when you disable reloading.
GAA1992 wrote:Plasma rifle doesn't keep altfire charged, intentional?

Yup, so there's.. less.. "waiting out".
GAA1992 wrote:How the sliding should be done? I done it, but don't know how. I tried to do it again and didn't worked.

You just need to crouch while sprinting (i.e. you need some speed to do it). That's it.
User avatar
Merser433
 
Joined: 21 Dec 2016

Re: [BD Mod/Resources] Merser's Sprites & Enhancements V4

Postby Doomguy5th » Wed Dec 21, 2016 11:10 pm

Merser433 wrote:Won't i need to edit brutalv20b.pk3 itself to fix it? I should've probably made it a part of the download long time ago anyway..
Well, later.

Well, there's always this thing.

Also glad to see v4 has been released. Love how you can adjust the darkness of a map through the options.
User avatar
Doomguy5th
 
Joined: 23 Dec 2013
Location: Somewhere you shouldn't be

Re: [BD Mod/Resources] Merser's Sprites & Enhancements V4

Postby Merser433 » Thu Dec 22, 2016 11:31 pm

Finally added a video.
User avatar
Merser433
 
Joined: 21 Dec 2016

Re: [BD Mod/Resources] Merser's Sprites & Enhancements V4

Postby GRUARRR » Wed Nov 01, 2017 8:34 am

Hi Merser433

I would like to play your mod with GZDoom 3.2.1 x64 because I can play it with software renderer and it runs better on my pc than running it with OpenGL, so I run brutalv20b_R.pk3 (It allows me to use it with gzdoom 3xx) with your addon and your resources and all looks great except because everything is dark and I can not change it.

I can´t see the menu of GZDoom 2.2.0 in which you can change the illumination because this version of your mod is not designed for gzdoom 3xx.

Do you know how can I make the game to look with more lights?

Any command in the console or something?

Thank you in advance.
User avatar
GRUARRR
 
Joined: 08 Jan 2016
Location: Valencia, Spain.

Re: [BD Mod/Resources] Merser's Sprites & Enhancements V4

Postby EnriksD8 » Tue Nov 21, 2017 6:58 am

Hey man, love the addon. BTW, think you (or someone you know) can update this in case Brutal Doom v21 gets a full release?

EDIT
My Suggestions:

I think the Doom 4 Heavy Assault Rifle sprite (and third-person sprite animations) could be used for the v21 Machinegun (just give it the Micro-Missile mod). It be that one niche between the standard assault rifle and chaingun by having the accuracy of the former and the firepower of the latter, with an added bonus of a mounted grenade launcher.

The SMG in the new Brutal Doom v21 just be done by taking the dual-wielded sprite model, just saying.
EnriksD8
 
Joined: 21 Nov 2017


Return to Gameplay Mods

Who is online

Users browsing this forum: Card Master, Vegeta(dw) and 14 guests