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Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Sat Dec 17, 2011 5:08 pm
by -Ghost-
Cool, what's different in this version?

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Sat Dec 17, 2011 5:19 pm
by Zombieguy
Well, there are three main new features:

1. He fixed the bug where the bloodspots draw over the corpse.

2. New rifle sound.

3. And awesome blood decals.

There are more, but that's just the three main new features, I don't want to spoil it for you.

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Sat Dec 17, 2011 5:21 pm
by -Ghost-
Hmm, I'm getting a crash on launch.

Execution could not continue.

Script error, "brutaldoomv014Test1.pk3:stbfg10k" line 1:
Replaced type 'BFG10K' not found in BFG10000

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Sat Dec 17, 2011 5:26 pm
by Enjay
-Ghost- wrote:Hmm, I'm getting a crash on launch.

Execution could not continue.

Script error, "brutaldoomv014Test1.pk3:stbfg10k" line 1:
Replaced type 'BFG10K' not found in BFG10000
This must be the Skulltag edition.

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Sat Dec 17, 2011 9:51 pm
by Zombieguy
-Ghost- wrote:Hmm, I'm getting a crash on launch.

Execution could not continue.

Script error, "brutaldoomv014Test1.pk3:stbfg10k" line 1:
Replaced type 'BFG10K' not found in BFG10000
Yeah, SkullTag version. No GZDoom yet. :(

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Sat Dec 17, 2011 10:36 pm
by Mike12
Just tried the test version for 0.14: Everything seems pretty cool so far, like how the plasma deaths and such light up now. Though, the new rifle in the test version seems a bit on the small side, more like a sub-machinegun in comparison to the rifles the zombies are wielding.

Also, couple suggestions:
A. I think a cool effect for the curb-stomp fatality on the imp would be if it was pushing itself up from the ground with its arms, struggling to get up just as the boot comes down and pulverizes its skull against the floor.
B. A diagonal/horizontal slice attack for the chainsaw would be pretty cool, and would make it even more satisfying to use
C. At some point, having blood on the fists for a certain period of time after hitting an enemy (similar to how it works on the chainsaw) would be awesome. :P
D. Would it be possible to have an eyeball or something roll down the screen ROTT-style when blowing a monster's head open at close range? :D

Also, I'm on Christmas break now, so I can probably churn out a couple more plasma death animations as well.

Keep up the good work!


Edit: Oh, and here's another little piece of Brutal Doom-inspired fanart I did not long ago.
Image

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Sat Dec 17, 2011 10:49 pm
by -Ghost-
Have you considered rigging up a new HUD to go with the screen effects? Maybe a basic shadow/helmet effect around the edges so it looks more like an in-helmet view? I love games that actually show the helmet in the first person.

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Sun Dec 18, 2011 7:42 am
by Zombieguy
I second those suggestions. And that's some pretty awesome fanart!

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Sun Dec 18, 2011 8:48 am
by Tapwave
Apart from the doomguy's limbs looking bit weird (proportion-wise, probably), this looks damn awesome.

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Sun Dec 18, 2011 2:27 pm
by Devastator
Mike12 wrote:A diagonal/horizontal slice attack for the chainsaw would be pretty cool, and would make it even more satisfying to use.
I've thought of this as well, when Demon's & spectre's are on you at all sides, a swing attack that could knock a good chunk of health out of enemies to the left, right, & front you, possibly knocking them back or stunning them would be pretty useful. I think the way to balance it would to make it a slower attack though.
I would come up with the sprites for it if I was better at spriting, a side angle view of the chainsaw is no easy task in my mind.

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Mon Dec 19, 2011 9:40 pm
by Dan50
One thing I don't get about a death animation is when you decap a former human non shotgunner his stomach explodes. 0_o

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Mon Dec 19, 2011 11:20 pm
by Mike12
By the way, here's a new Shotgun i whipped up out of my vented-barrel shotgun, the current Brutal Doom shotgun, and part of JoeyTD's centered Duke3d shotgun. Tried to give it a sleeker, more modern look, maybe you'll find it useful!
Image
(It should work just fine with the current reloading/cocking frames, thus why I've only included the idle and firing frames)

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Mon Dec 19, 2011 11:24 pm
by Dan50
I like it Mike :)

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Tue Dec 20, 2011 1:36 am
by SamVision
ANYTHING is better than the crap it is currently.

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Tue Dec 20, 2011 1:53 am
by Slax
Mike's shotgun
A minor gripe. Why are the vent holes lighting up? That's just a heat shield, no?