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
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: Brütal Doom v0.15a Hotfix

Post by The Zombie Killer »

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
User avatar
deathstalker666
Posts: 25
Joined: Sat Mar 10, 2012 8:05 pm
Location: United States

Re: Brütal Doom v0.15a Hotfix

Post by deathstalker666 »

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.
User avatar
Iniquitatis
Posts: 49
Joined: Sat Oct 24, 2009 1:23 am
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Re: Brütal Doom v0.15a Hotfix

Post by Iniquitatis »

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
From Skulltag forums.
Dan50
Posts: 241
Joined: Sat Aug 27, 2011 6:00 pm

Re: Brütal Doom v0.15a Hotfix

Post by Dan50 »

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.
User avatar
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
Contact:

Re: Brütal Doom v0.15a Hotfix

Post by Reisal »

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?
Zaero
Posts: 126
Joined: Mon Jan 31, 2011 8:12 am

Re: Brütal Doom v0.15a Hotfix

Post by Zaero »

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 :?:
User avatar
Ghostbreed
Posts: 1114
Joined: Wed Mar 24, 2010 6:19 am

Re: Brütal Doom v0.15a Hotfix

Post by Ghostbreed »

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
User avatar
Mike12
Posts: 677
Joined: Fri May 13, 2011 9:10 am

Re: Brütal Doom v0.15a Hotfix

Post by Mike12 »

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. :D
Flam

Re: Brütal Doom v0.15a Hotfix

Post by Flam »

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

Re: Brütal Doom v0.15a Hotfix

Post by Zombieguy »

Welcome to the forums. ;)
User avatar
Mike12
Posts: 677
Joined: Fri May 13, 2011 9:10 am

Re: Brütal Doom v0.15a Hotfix

Post by Mike12 »

Image
Still working on the Imp meatshield death. It's getting pretty messy. :D
User avatar
Minigunner
Posts: 754
Joined: Mon Dec 28, 2009 5:13 pm

Re: Brütal Doom v0.15a Hotfix

Post by Minigunner »

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.
User avatar
Mike12
Posts: 677
Joined: Fri May 13, 2011 9:10 am

Re: Brütal Doom v0.15a Hotfix

Post by Mike12 »

Minigunner 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.
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-come
User avatar
Blox
Posts: 3728
Joined: Wed Sep 22, 2010 9:35 am
Location: Apathetic Limbo

Re: Brütal Doom v0.15a Hotfix

Post by Blox »

That head has lost every detail it had, however.
Which is :(, to say at least.
User avatar
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
Contact:

Re: Brütal Doom v0.15a Hotfix

Post by Reisal »

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.
Locked

Return to “Abandoned/Dead Projects”