I tried playing Neodoom with the patch, I load it in the order I am supposed to and I get this error: Script error, "brutaldoom_neodoompatchv3.wad:INVENT00" line 2:Devastator wrote:The thing's practically an Oculothorax, I mean how does something that breathes & bleed belch lightning anyway?ChronoSeth wrote: Where is the logic behind this, though? The cacodemon "belches" lightning, it doesn't shoot it out of its eye.![]()
If you've been following the ST thread about BD, you'd know Sarge is going to make it more ST compatible. If you you want more monsters, play BD with Neodoom, using Sarge's NeoDoom patch.doomquake777 wrote:I agree Sergeant did an amazing job with this mod. But since this is a skulltag mod why aren't the Skulltag Monsters being used? especially since the skulltag weapons are being used. I noticed that the BFG10K is present in the Skulltag version and there is talk of the Grenade launcher being brought in, so it isn't because of the fact that this mod runs on GZDoom as well. If the Skulltag monster's aren't brought into Skulltag Brutal Doom then that will mean anyone that makes maps Specifically for Skulltag won't be able to utilize those extra monsters. Since the Mancubi's cannon is already a weapon I can easily see Hectebus's cannon being a weapon as well so why not include the Skulltag monsters at least?
I've pondered the thought of a Hectebus Plasma Cannon myself
Replaced type 'HelperMarine' not found in TeleportBeacon
Not sure how to fix this, but thanks for the suggestion. I hope Sarge puts the Skulltag monsters into Brutal Doom that would still be great
