Brütal Doom v0.18

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
-Ghost-
Posts: 1789
Joined: Wed Sep 08, 2010 4:58 pm

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by -Ghost- »

Doesn't he bleed now on the ground when really low on health? I can't remember if that was BD or another mod.
User avatar
doomquake777
Posts: 161
Joined: Tue Nov 08, 2011 5:00 pm

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by doomquake777 »

Zombieguy 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).
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 have
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by SamVision »

I remember a mod that added unique pain sounds to all the enemies. It should be implemented into Brutal Doom.
User avatar
doomquake777
Posts: 161
Joined: Tue Nov 08, 2011 5:00 pm

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by doomquake777 »

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.
Sounds like Doom Enhanced.
Zombieguy
Posts: 1880
Joined: Mon May 24, 2010 4:38 pm
Location: C:\Earth>

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by Zombieguy »

-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.
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).
User avatar
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!

Post by Sergeant_Mark_IV »

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).
Sounds to be too much complex with a low cost-benefit rate.

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
You are doing it wrong. It seems like you are trying to load the patch before NeoDoom.
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.
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
If you could provide one, yes, it would be possible.
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.
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.)

Mike12 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.
Given the noble's legs anatomy, it seems impossible to make him get on his knees since, well, he have no knees :P
User avatar
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!

Post by Devastator »

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.)
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.
Last edited by Devastator on Sun Jan 22, 2012 1:09 pm, edited 1 time in total.
User avatar
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!

Post by Reisal »

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.
I'm waiting for imp/zombie torsos/half torsos to fly when gibbed.
User avatar
doomquake777
Posts: 161
Joined: Tue Nov 08, 2011 5:00 pm

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by doomquake777 »

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.
Zombieguy
Posts: 1880
Joined: Mon May 24, 2010 4:38 pm
Location: C:\Earth>

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by Zombieguy »

Why are some of you guys quoting me on things that I clearly didn't type? :/
User avatar
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!

Post by Devastator »

Zombieguy wrote:Why are some of you guys quoting me on things that I clearly didn't type? :/
Fixed it XD Sorry about that.

EDIT: Started the base skin for the new break action grenade launcher. Likely to tweak around with it further.
GL.PNG
GL.PNG (1.51 KiB) Viewed 528 times
Last edited by Devastator on Sun Jan 22, 2012 4:40 pm, edited 1 time in total.
Zombieguy
Posts: 1880
Joined: Mon May 24, 2010 4:38 pm
Location: C:\Earth>

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by Zombieguy »

;)
User avatar
-Ghost-
Posts: 1789
Joined: Wed Sep 08, 2010 4:58 pm

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by -Ghost- »

SamVision wrote:I remember a mod that added unique pain sounds to all the enemies. It should be implemented into Brutal Doom.
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.
User avatar
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!

Post by Devastator »

Some pick up sprites I came up with for the SSG
Brutal SSG.PNG
Brutal SSG.PNG (689 Bytes) Viewed 517 times
From top to bottum,
Pistol Grip(from rifle),
Pistol Grip with Stock(rifle & shotgun, respectively),
& The original SSG style.
Zombieguy
Posts: 1880
Joined: Mon May 24, 2010 4:38 pm
Location: C:\Earth>

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by Zombieguy »

Looks good.
Locked

Return to “Abandoned/Dead Projects”