Brütal Doom v0.18

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Slax
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Slax »

Well deserved.
Zombieguy
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Zombieguy »

Slax wrote:Well deserved.
Yeah, no kidding. Congrats Sergeant_Mark_IV!
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Hellstorm Archon »

Congrats SgtMarkIV! You've received one of the highest awards in this Doomland!

That, and I've found Mancubus death sprites based off of Eriance's Corpulent:
Blox wrote:Image
If you use these, be sure to give credit to Eriance for the death sprites and Blox for editing them to look more like a Mancubus.
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Zombieguy »

OH MY GOSH THAT'S BEAUTIFUL! Er, um... I mean.... Cool sprites.
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Slax
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Slax »

RIP AND TEAR YOUR GUTS!
That is absolutely amazing. :D
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Gothic
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Gothic »

Hellstorm Archon wrote:Congrats SgtMarkIV! You've received one of the highest awards in this Doomland!

That, and I've found Mancubus death sprites based off of Eriance's Corpulent:
Blox wrote:Image
If you use these, be sure to give credit to Eriance for the death sprites and Blox for editing them to look more like a Mancubus.
good for a chainsaw death
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-Ghost-
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by -Ghost- »

Congratulations on the Cacoward! You definitely deserve it
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Zombieguy »

Sergeant_Mark_IV wrote:Anything about new sounds: I will gladly replace sounds if anybody tells me which sounds I should use, and links to somewhere/some mod that I can download them. Telling me to replace sounds because they are annoying, without giving me a clue of what sounds you consider good really doesnt helps me.
Lizard Squad is a good recource for thouse clip sounds I mentioned, But be sure to ask Lizzardcommando first.
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-Ghost-
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by -Ghost- »

I think he said earlier that you can't borrow assets from Lizard Squad.
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by wildweasel »

-Ghost- wrote:I think he said earlier that you can't borrow assets from Lizard Squad.
I would specifically ask him about the sounds, though, as while most of them are not his own, there are a number that actually are.
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Zombieguy »

-Ghost- wrote:I think he said earlier that you can't borrow assets from Lizard Squad.
Well now, it doesn't hurt to ask does it?
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Enjay
 
 
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Enjay »

One of my favourite effects in this mod is one of the more subtle ones (if "subtle" and this mod are allowed to be mentioned together ;) ).

I love the way that if you fire a rocket and it explodes nearby you get the flash (explosion sprites) and bang sound fairly simultaneously. However, over a long distance, the mod emulates the time delay between you seeing the flash and hearing the bang. It looks as if it was done very simply too. If I'm right, the explosion seems to make two bang sounds. If you are close to the explosion, both are played and almost merge in to each other. However, over a long distance, the second sound seems to have been altered (I'm guessing to have a much wider effective radius using $rolloff in SNDINFO) so you can hear it but not the first sound - giving the impression of a time delay between what you see and what you hear.

At least I think that's probably how it is done. It's very nice any way.
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Zombieguy »

Enjay wrote:One of my favourite effects in this mod is one of the more subtle ones (if "subtle" and this mod are allowed to be mentioned together ;) ).

I love the way that if you fire a rocket and it explodes nearby you get the flash (explosion sprites) and bang sound fairly simultaneously. However, over a long distance, the mod emulates the time delay between you seeing the flash and hearing the bang. It looks as if it was done very simply too. If I'm right, the explosion seems to make two bang sounds. If you are close to the explosion, both are played and almost merge in to each other. However, over a long distance, the second sound seems to have been altered (I'm guessing to have a much wider effective radius using $rolloff in SNDINFO) so you can hear it but not the first sound - giving the impression of a time delay between what you see and what you hear.

At least I think that's probably how it is done. It's very nice any way.
:thumb:

EDIT: Just a thought, Sergeant_Mark_IV, you should do something awesome for Brutal Doom's first birthday.
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Batandy
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Batandy »

Sergeant_Mark_IV wrote:Anything about new sounds: I will gladly replace sounds if anybody tells me which sounds I should use, and links to somewhere/some mod that I can download them. Telling me to replace sounds because they are annoying, without giving me a clue of what sounds you consider good really doesnt helps me.

About visible damage: It has been discussed more than 3 times: It takes A LOOImageONNG time to make them. Somewhere in Version 0.4 or 0.5 I did the sprites for the Imp, and it took me almost one week. Definitely not worth the effort. Unless somebody can do it for me. I think this idea is only viable if doing one side only sprites for monsters, and that would definitely look horrible.

Same goes for blood on hands and weapons. They use too many sprites. Not to mention that it would polute the DECORATE pretty bad.


These shotgun sprites seems pretty good. I could certanly use them if Batandy allows me.
Sure, do you want them in a spritesheet, or every single sprite in it's own bmp file?
If you use them, don't forget to credit me and dreadus (they wouldn't be complete if it wasn't for it's shotgun model)
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Big C
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Big C »

/me just witnessed a shotgun guy reloading for the first time

Sarge, you think of EVERYTHING.
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