Brütal Doom v0.18
- The Zombie Killer
- Posts: 1528
- Joined: Thu Jul 14, 2011 12:06 am
- Location: Gold Coast, Queensland, Australia
Re: Brütal Doom v0.15a Hotfix
Boy, I haven't posted here in a while. I made a legit and actually working pistol addon for brutal doom. I got the pistol sprites from a friend of mine, but he said he got them from some wad. Anyway, it works, but is exclusive to v016test1, since I'm having trouble with making the player have the weapon "BrutalPistol" when the game starts.
Get it here: http://dl.dropbox.com/u/70702956/Pistol_BD.zip
This should stop people whining.
EDIT: I had a look and it seems my friend got the sprites from NightFright's edited smooth weapons wad. If he is not okay with me using the sprites, I will remove the addon no questions asked.
-MBF
Get it here: http://dl.dropbox.com/u/70702956/Pistol_BD.zip
This should stop people whining.
EDIT: I had a look and it seems my friend got the sprites from NightFright's edited smooth weapons wad. If he is not okay with me using the sprites, I will remove the addon no questions asked.
-MBF
- deathstalker666
- Posts: 25
- Joined: Sat Mar 10, 2012 8:05 pm
- Location: United States
Re: Brütal Doom v0.15a Hotfix
Now this is confusing... MBF's pistol worked fine in my game. Whenever I used Brutal Arsenal or Sarge's Pistol, my reload and kick buttons would become unbinded and instead automap would be binded to those keys on the second and subsequent times of playing. As MBF didn't add reload frames into the mix, I wonder if that has something to do with this. It only affects Brutal Doom controls, making me think it is something to do with Brutal Doom, but I am questioning that theory as someone else should have reported it.
- Iniquitatis
- Posts: 49
- Joined: Sat Oct 24, 2009 1:23 am
- Graphics Processor: nVidia (Modern GZDoom)
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Re: Brütal Doom v0.15a Hotfix
From Skulltag forums.Sergeant_Mark_IV wrote:Ok, here it is, v16test3. Fixed the most annoying bugs reported, and I hope it also fixed the crashes online when using taunts.
http://www.mediafire.com/?fameua1v60orcr8
Re: Brütal Doom v0.15a Hotfix
Rocket Launcher runs out of ammo when infinite ammo is enabled and summoning the rocket launcher crashes the game and takes me back to the main screen. Upon using the shotgun I noticed infinite ammo doesn't work with this beta release at all. Ammo gets to zero through reloading weapons such as shotgun, rocket, have not tried plasma yet but I bet it will not work either.
Last edited by Dan50 on Mon Apr 23, 2012 12:26 am, edited 1 time in total.
- Reisal
- Posts: 1262
- 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
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Re: Brütal Doom v0.15a Hotfix
I've noticed the charred mancubus corpse STILL causes the player to get stuck/have clip issues with it, as it has for the past few versions.
Does anyone know how to make the friendly marines to stop using zombie hunting sounds?
Does anyone know how to make the friendly marines to stop using zombie hunting sounds?
Re: Brütal Doom v0.15a Hotfix
How about making the weapons graphics easier to modify (png files for ex.), so each player can decide if they want a shotgun from vanilla, 0.13, 0.14. or 0.15 version etc 
- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: Brütal Doom v0.15a Hotfix
Sarge said that something like this will happen. We shall also be able to use custom weapon sprites as well in 0.16 . if I understood correctly
Re: Brütal Doom v0.15a Hotfix
I'm all for the more user-customization ideas as well. Also, I love Zero X Diamond's voice work, but is it possible to have the sounds toggleable between the older and the new voice-pack (or make it an extra wad)? As cool as they are, I still like having the option of playing the more silent-badass version of Doomguy. 
-
Flam
Re: Brütal Doom v0.15a Hotfix
I find most modern day shooters to be a bit boring, but always come back to DooM eventually. This guarantees I'll probably stay here for a long time.
Re: Brütal Doom v0.15a Hotfix
Welcome to the forums. 
Re: Brütal Doom v0.15a Hotfix

Still working on the Imp meatshield death. It's getting pretty messy.
- Minigunner
- Posts: 754
- Joined: Mon Dec 28, 2009 5:13 pm
Re: Brütal Doom v0.15a Hotfix
I don't really see any skull... or the eyeball (unless it already became a projectile), and the meat is a bit highly-contrasted. Otherwise, it's good.
Re: Brütal Doom v0.15a Hotfix
Yeah, the eyeball is still there, I just forgot to activate the layer before saving it as a PNG, and the bone fragments is still yet-to-comeMinigunner wrote:I don't really see any skull... or the eyeball (unless it already became a projectile), and the meat is a bit highly-contrasted. Otherwise, it's good.
Re: Brütal Doom v0.15a Hotfix
That head has lost every detail it had, however.
Which is :(, to say at least.
Which is :(, to say at least.
- Reisal
- Posts: 1262
- 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
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Re: Brütal Doom v0.15a Hotfix
I have silenced the friendly marines by giving a blank sound entry for ActiveSound so they don't sound like wandering zombies, likely due to inheritance of the zombieman in the first Marine entry.


