Brütal Doom v0.18
- cowmilker69
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Re: Brütal Doom v0.14: A Brutal Christmas Gift!
V.15 comes out today !
- Tapwave
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Re: Brütal Doom v0.14: A Brutal Christmas Gift!
Unless SergeantMkV said it, i'm not trusting you.
- Zanieon
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Re: Brütal Doom v0.14: A Brutal Christmas Gift!
Mark said in the Curbstomp video, "To be released March 2nd, for Skulltag and GZDoom"
Re: Brütal Doom v0.14: A Brutal Christmas Gift!
Looking forward to it. I can't play Doom without BD now.
Is BD Lite going to get any updates?
Re: Brütal Doom v0.15
It's out!
Two things I noticed:
A) The changelog seems to be the same as for 0.14
B) The torches still make non-torchy noises. I think it's making the chainsaw idle sound instead.
Two things I noticed:
A) The changelog seems to be the same as for 0.14
B) The torches still make non-torchy noises. I think it's making the chainsaw idle sound instead.
- cowmilker69
- Posts: 26
- Joined: Mon Jan 16, 2012 9:53 am
Re: Brütal Doom v0.15
YAY!Big C wrote:It's out!
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DominicWhite
- Posts: 56
- Joined: Tue Sep 02, 2008 6:02 am
Re: Brütal Doom v0.15
I can second the 'torches making the wrong/too rapid noise' bug. I think it might be related to newer versions of GZDoom - what's the last SVN release that doesn't have the issue, so I can roll back to that?
Re: Brütal Doom v0.15
Works great, and I haven't seen any glitches or hiccups yet. One thing though - please consider removing the self-damage from the BFG's splash. It can make certain setups nigh impossible. The point of the BFG is to lay waste to everything but you.
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DominicWhite
- Posts: 56
- Joined: Tue Sep 02, 2008 6:02 am
Re: Brütal Doom v0.15
Doesn't the BFG only do self-damage if you don't hit any enemy? When in doubt, punch something in the face with that big green ball.
- cowmilker69
- Posts: 26
- Joined: Mon Jan 16, 2012 9:53 am
Re: Brütal Doom v0.15
Yes there is. Just 3 i noticed, one being the shotgunguy pumps twice when in attack state.Steve1664 wrote:Works great, and I haven't seen any glitches or hiccups yet.
And also, just a suggestion, please add a fatality to a Nazi/wolfensteinSS. I really hate them.
- Armaetus
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Re: Brütal Doom v0.15a Hotfix
0.15a hotfix for Skulltag and GZDoom now available.
Skulltag
http://phenomer.net/hosted/boko/BRUTALDOOMV015a.zip
GZDoom
http://www.mediafire.com/?i0d9c8kb0g74bb0
Hotfix changelog:
- Fixed a bug with flying blood not generating wall blood decals.
- Fixed a bug causing zombiemen to drop 2 rifles when is leg blows up.
- Fixed a bug with some gibs looping its flying animation forever, even after hiting the ground.
- Improved some sprites of one of the Imp's Rip and Tear Kills.
- Fixed a bug with rifle messing up when kicking while aiming down the sights.
- Fixed a bug causing the Chaingunguy to not drop his weapon after getting killed by fire attacks.
- Better Plasma Rifle sprite (made by SigFloyd)
- (Skulltag) Fixed Railgun spawn.
Skulltag
http://phenomer.net/hosted/boko/BRUTALDOOMV015a.zip
GZDoom
http://www.mediafire.com/?i0d9c8kb0g74bb0
Hotfix changelog:
- Fixed a bug with flying blood not generating wall blood decals.
- Fixed a bug causing zombiemen to drop 2 rifles when is leg blows up.
- Fixed a bug with some gibs looping its flying animation forever, even after hiting the ground.
- Improved some sprites of one of the Imp's Rip and Tear Kills.
- Fixed a bug with rifle messing up when kicking while aiming down the sights.
- Fixed a bug causing the Chaingunguy to not drop his weapon after getting killed by fire attacks.
- Better Plasma Rifle sprite (made by SigFloyd)
- (Skulltag) Fixed Railgun spawn.
Last edited by Armaetus on Sun Mar 04, 2012 9:31 am, edited 4 times in total.
Re: Brütal Doom v0.15a Hotfix
Is the hotfix only for Skulltag ATM? I keep getting an error about the grenade launcher when I try to use it in GzDoom.
- Armaetus
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Re: Brütal Doom v0.15a Hotfix
Unfortunately at the moment, yes. I'll link to the GZDoom version as soon as I see it on the other forum where there is also an ongoing BrutalDoom thread.
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DominicWhite
- Posts: 56
- Joined: Tue Sep 02, 2008 6:02 am
Re: Brütal Doom v0.15a Hotfix
Still getting the audio bug with torches, though. It sounds like it's playing the 'crackling fire' sound far too often, like several times a second. It's really loud!
I'm running the very latest GZDoom SVN just Brutal Doom v15a loaded, and a fresh INI file, just to eliminate all possible conflicts.
Edit: As I have no Doom modding experience at all, all I could do for myself was just stop torches from playing any sound. Until a better, official solution is available, here's my quick-fix 15a Torches Muted version:
http://www.mediafire.com/?ruwug8gg4n5s0am
I'm running the very latest GZDoom SVN just Brutal Doom v15a loaded, and a fresh INI file, just to eliminate all possible conflicts.
Edit: As I have no Doom modding experience at all, all I could do for myself was just stop torches from playing any sound. Until a better, official solution is available, here's my quick-fix 15a Torches Muted version:
http://www.mediafire.com/?ruwug8gg4n5s0am
- Armaetus
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Re: Brütal Doom v0.15a Hotfix
Yea, it's easy to comment that out if one knows lump management..
Just do that in the TORCHES lump in the PK3 under the torch entries that have A_Playsound in it and it should work without sound.
Oh yea, the cacodemon seems to disappear when killed from a demon's bite attack. You might want to check out the coding for his and spectre's attack.
Code: Select all
//TNT1 A 0 A_Playsound("props/redfire")Oh yea, the cacodemon seems to disappear when killed from a demon's bite attack. You might want to check out the coding for his and spectre's attack.
