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Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Fri Dec 23, 2011 3:19 pm
by Zombieguy
This Christmas is just getting loads of new awesome MOD releases! Can't wait!

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Fri Dec 23, 2011 3:36 pm
by Gothic
I want a bloody chrismas this year :twisted:

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Fri Dec 23, 2011 3:52 pm
by Enjay
Image

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Fri Dec 23, 2011 4:47 pm
by Mike12
Enjay wrote:Image
Oh god, that facial expression just makes me laugh so hard for some reason. :lol:

Also,
Sergeant_Mark_IV wrote:For the shotgun, I will use Mike12's new one. The sprite looks really nice (but without vents lighting up when firing).


About attack for Chainsaw:
Guys, forget it! Theres not going to be a slashing attack. A chainsaw is not a sword. Chainsaws don't cut things, they rip things by rubbing a chain of blades in a constant rate. If Doomguy bashes a chainsaw against a zombie, it will not cut him in half like if it was a lightsaber, it would break the chainsaw in pieces, and cause some minor wounds in the zombie, but not hurt him so much. The chainsaw already is pretty useful how it is. (BTW, while playing online, I have heard some people saying that the chainsaw is a bit OP.)
Sounds good! And yeah, I can understand where you're coming from with the whole chainsaw thing, just thought I'd throw it out there anyways.
Also, for the record, do you still have the updated meatshield sprites and the mancubus + pinky plasma death animations? I know the new meatshields and such probably aren't a terribly high priority at the moment if you do have them, but this is a pretty big-ass thread so I thought it wouldn't hurt to check and make sure it all got through. :P

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Fri Dec 23, 2011 5:04 pm
by Devastator
I whipped up some sprites for the headshot & gutted mancubus corpses if future versions are going to permit ripping their Flame Cannons as well.

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Fri Dec 23, 2011 5:08 pm
by Steve1664
Sergeant_Mark_IV wrote:Official V14 is comming up this Christmas, December 25th
:D

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Fri Dec 23, 2011 5:08 pm
by Zombieguy
Enjay wrote:Image
Hmmm.... By the looks of it, I don't think he consumes all that milk and cookies after all. And he probably got his elves to make him his own personal gym. Although, he just might eat all thouse cookies, and drink all the milk, besides, he can fly around the world in one night, he most likely needs the energy. ;)

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Fri Dec 23, 2011 5:24 pm
by Zombieguy
Double post:

Just a suggestion - Could there possibly be toxic waste ooze/particles bursting out of the exploding barrels and doing damage to the player if it so happens to touch his skin?

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Fri Dec 23, 2011 6:22 pm
by Steve1664
Zombieguy wrote:Double post:

Just a suggestion - Could there possibly be toxic waste ooze/particles bursting out of the exploding barrels and doing damage to the player if it so happens to touch his skin?
"Now I'm radioactive! That can't be good!!!" :lol:

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Fri Dec 23, 2011 6:28 pm
by -Ghost-
Sergeant_Mark_IV wrote:For the shotgun, I will use Mike12's new one. The sprite looks really nice (but without vents lighting up when firing).


About attack for Chainsaw:
Guys, forget it! Theres not going to be a slashing attack. A chainsaw is not a sword. Chainsaws don't cut things, they rip things by rubbing a chain of blades in a constant rate. If Doomguy bashes a chainsaw against a zombie, it will not cut him in half like if it was a lightsaber, it would break the chainsaw in pieces, and cause some minor wounds in the zombie, but not hurt him so much. The chainsaw already is pretty useful how it is. (BTW, while playing online, I have heard some people saying that the chainsaw is a bit OP.)


For other ideas, I will think about it.

Official V14 is comming up this Christmas, December 25th
Yeah I like the chainsaw in its current iteration. It has the fast, useful utility of the original but the damage of Brutal Doom's. The first chainsaw felt too slow to really pull out in time, since I usually use it as an emergency pinky killer.

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Fri Dec 23, 2011 6:50 pm
by Ravick
Devastator wrote:I whipped up some sprites for the headshot & gutted mancubus corpses if future versions are going to permit ripping their Flame Cannons as well.
May I use it in another mod? :)

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Fri Dec 23, 2011 7:11 pm
by Armaetus

This happened on Mark Klem's "Fragtime Marine" level.

On top of this (Read video's desc), the SS Nazi's carbonization death ends with just a bit of the sparkly burn effect sprite floating in midair.

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Fri Dec 23, 2011 8:32 pm
by ChronoSeth
That looks like a HoM effect from (apparently) being crushed by the platform. :?

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Fri Dec 23, 2011 8:35 pm
by Sergeant_Mark_IV
@Devastator: The sprites are looking good! I will use them! Thanks :D

@Zombieguy: Well, I think that the explosion, the fire, and the shrapnel already hurts the player a lot :lol:
But you gave me an idea of making

@Chris: Looks like a door just closed above you or ceiling moved to your position. Since the player stop begins solid to make it invulnerable, this bug can happen. To fix this bug, I would need to revert the current invulnerability system on fatalities, and the old bug with loosing Godsphere's invulnerability after performing a fatality would return once again. But since all monster projectiles have the +GHOST flag, I think I can give the +THRUGHOST to the player instead -SOLID during the fatality. If this works, the fix will be present in v14, but I can't promiss anything.

@Mike: Not yet, but I will update them for v14.

Re: Brütal Doom v0.13: Epic Bugfixes!

Posted: Fri Dec 23, 2011 9:37 pm
by Devastator
Ravick wrote:
Devastator wrote:I whipped up some sprites for the headshot & gutted mancubus corpses if future versions are going to permit ripping their Flame Cannons as well.
May I use it in another mod? :)
As long as proper credit is given to the authors of the original graphics I have no objections.
Sergeant_Mark_IV wrote:@Devastator: The sprites are looking good! I will use them! Thanks :D
I was gonna take a shot at reskinning some of the marine skins to be more in the vein of the Brutal Doom(for Captured marines/Online Skins), but for whatever reason XWE won't let me browse half the graphics in BD(making it impossible for me to do complete sprite sheets). Here's an idea of what it'd look like though: