Brütal Doom v0.18
Re: Brütal Doom v0.14: A Brutal Christmas Gift!
Doesn't he bleed now on the ground when really low on health? I can't remember if that was BD or another mod.
- doomquake777
- Posts: 161
- Joined: Tue Nov 08, 2011 5:00 pm
Re: Brütal Doom v0.14: A Brutal Christmas Gift!
Sounds Like Gears Of War's blood drip effect. That could only happen if you bumped into the wall. Speaking of the low health state effect, would it be possible to have the better screen crach effects with the small blood drip effect show up instead of that poor quality screen crack effect that we currently haveZombieguy wrote:I have an idea, too. Maybe blood decals could spawn on the wall when the player is close enough, while of course in his "bleeding" sate (when low on health). And maybe the blood decals could drip down the wall (as it would be sort of strange for "blood-splat" decals to spawn instead of the blood smudging, and slowly running down the wall).
Re: Brütal Doom v0.14: A Brutal Christmas Gift!
I remember a mod that added unique pain sounds to all the enemies. It should be implemented into Brutal Doom.
- doomquake777
- Posts: 161
- Joined: Tue Nov 08, 2011 5:00 pm
Re: Brütal Doom v0.14: A Brutal Christmas Gift!
Sounds like Doom Enhanced.SamVision wrote:I remember a mod that added unique pain sounds to all the enemies. I don't remember it but it should be implemented into Brutal Doom.
Re: Brütal Doom v0.14: A Brutal Christmas Gift!
That s correct. He does bleed when low on health. But what I was saying was, while the player is in his bleeding state, which by the way, is indeed the point where his blood is spilling on the ground, if the player bumps into a wall, then blood stains/smudges would spawn on the wall, and to top it off, add a nice dripping effect, which will make the blood run down the wall also (at times).-Ghost- wrote:Doesn't he bleed now on the ground when really low on health? I can't remember if that was BD or another mod.
- Sergeant_Mark_IV
- Posts: 812
- Joined: Wed Feb 02, 2011 12:44 pm
- Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)
Re: Brütal Doom v0.14: A Brutal Christmas Gift!
Sounds to be too much complex with a low cost-benefit rate.Zombieguy wrote: That s correct. He does bleed when low on health. But what I was saying was, while the player is in his bleeding state, which by the way, is indeed the point where his blood is spilling on the ground, if the player bumps into a wall, then blood stains/smudges would spawn on the wall, and to top it off, add a nice dripping effect, which will make the blood run down the wall also (at times).
You are doing it wrong. It seems like you are trying to load the patch before NeoDoom.doomquake777 wrote: 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:
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
The files MUST be loaded in the following order:
1st: NeoDoom
2nd: BrutalDoom
3rd: The patch
You should use ZDL to make the things easier.
If you could provide one, yes, it would be possible.Zombieguy wrote:Speaking of the low health state effect, would it be possible to have the better screen crach effects with the small blood drip effect show up instead of that poor quality screen crack effect that we currently have
The problem in adding arm/leg dismemberment for higher tier enemies is the lack of animations that could be used to do this. The David G. death sprite for Hell Knight/Baron which I'm currently using could do a good leg dismemberment death, but an arm dismemberment would be unnoticeable.Devastator wrote:Anybody else feel like higher tier enemies should have minor head shot deaths, arm/leg dismemberment, & wound states?
Putting enemies out of their misery while they're wounded is always rewarding, I'd love to be able to do the same to higher level demons.
An idea, the chainsaw or minigun cuts an archvile in half at the waist. In a similar manner to wounded zombiemen, the archvile's upper half is still alive, crawling around on the ground with guts & blood falling out behind him before he eventually dies.
Same for the near-death states, not just for the lack of sprites, but for the anatomy of the monsters (example: you can't make a hell noble or a mancubus get on their knees.)
Given the noble's legs anatomy, it seems impossible to make him get on his knees since, well, he have no kneesMike12 wrote:Speaking of chainsaws, I thought it would be pretty cool if you were chainsaw a Hell-knight/Baron, and it would go onto it's knees in a wound state with it's guts hanging out. Then you could kick it and it would sever the upper half of the torso from the lower half as the guts spill all the way out.
- Devastator
- Posts: 82
- Joined: Tue Dec 13, 2011 12:19 am
- Location: Happy Happy Village, Where Everything's Blue
Re: Brütal Doom v0.14: A Brutal Christmas Gift!
There's always their back, stomach, or side they could fall onto. Limb dismemberment could lead to a wound state, this could cut down on the amount of resources needed. Hell, even a minor headshot could make for an interesting wound state (blow a monster's lower jaw off until it bleeds to death). Alot of the alternate death sprites for stock doom monsters have been used in this project, & I'm not quite sure I have the spriting capacity to animate entirely new ones, but I intend to take a shot at coming up with a few. I have an idea for a mancubus minor headshot, & a wound state. I will try my hand at animating that arch vile minigun/chainsaw death/wound state I thought up.Sergeant_Mark_IV wrote: The problem in adding arm/leg dismemberment for higher tier enemies is the lack of animations that could be used to do this. The David G. death sprite for Hell Knight/Baron which I'm currently using could do a good leg dismemberment death, but an arm dismemberment would be unnoticeable.
Same for the near-death states, not just for the lack of sprites, but for the anatomy of the monsters (example: you can't make a hell noble or a mancubus get on their knees.)
Last edited by Devastator on Sun Jan 22, 2012 1:09 pm, edited 1 time in total.
- Reisal
- Posts: 1258
- Joined: Fri Mar 13, 2009 3:55 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: New York State
- Contact:
Re: Brütal Doom v0.14: A Brutal Christmas Gift!
I'm waiting for imp/zombie torsos/half torsos to fly when gibbed.Zombieguy wrote:Ohhh yes.... That would be nice... And, speaking of guts, we need more organs and guts for the baron/hell knight gibs too.
- doomquake777
- Posts: 161
- Joined: Tue Nov 08, 2011 5:00 pm
Re: Brütal Doom v0.14: A Brutal Christmas Gift!
What I was talking about with the screen cracks is, when you get shot by a zombie man a small bullet hole appears in the screen with a small amount of blood dripping out, then it fades away. I wanted to know if it would be possible to have that crack appear when the player entered the danger state? Maybe with a little more Blood.
I don't know anything about modifiying Doom so I can't really help out at all unfortunatley, I just make suggestions and try to find bugs when I can.
I don't know anything about modifiying Doom so I can't really help out at all unfortunatley, I just make suggestions and try to find bugs when I can.
Re: Brütal Doom v0.14: A Brutal Christmas Gift!
Why are some of you guys quoting me on things that I clearly didn't type? :/
- Devastator
- Posts: 82
- Joined: Tue Dec 13, 2011 12:19 am
- Location: Happy Happy Village, Where Everything's Blue
Re: Brütal Doom v0.14: A Brutal Christmas Gift!
Fixed it XD Sorry about that.Zombieguy wrote:Why are some of you guys quoting me on things that I clearly didn't type? :/
EDIT: Started the base skin for the new break action grenade launcher. Likely to tweak around with it further.
Last edited by Devastator on Sun Jan 22, 2012 4:40 pm, edited 1 time in total.
Re: Brütal Doom v0.14: A Brutal Christmas Gift!
That'd be cool. Would it be possible to reduce the pain cries of a zombie/imp in their wounded state? It makes a really annoying high pitched noise repeatedly at the moment. When I use the PSX sounds wad it's not as bad, but can still be a little obnoxious.SamVision wrote:I remember a mod that added unique pain sounds to all the enemies. It should be implemented into Brutal Doom.
- Devastator
- Posts: 82
- Joined: Tue Dec 13, 2011 12:19 am
- Location: Happy Happy Village, Where Everything's Blue
Re: Brütal Doom v0.14: A Brutal Christmas Gift!
Some pick up sprites I came up with for the SSG
From top to bottum,
Pistol Grip(from rifle),
Pistol Grip with Stock(rifle & shotgun, respectively),
& The original SSG style.
Pistol Grip(from rifle),
Pistol Grip with Stock(rifle & shotgun, respectively),
& The original SSG style.
Re: Brütal Doom v0.14: A Brutal Christmas Gift!
Looks good.
