[WIP/Release] Brutal Doom SE
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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ShotgunSpiff
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Re: [WIP/Release] Brutal Doom SE
There is a sound bug with the chaingun in the alternate weapon sounds.pk3. Using faster alternate fire, it sounds like multiple chainguns are fired off at the same time.
Also, there is a 10x addon for brutal doom I got from the ModDB page. However, it doesn't work with base v19 or SE because of the missing custom Nazis, and the brutal nazi addon does not solve the problem. Although, 10x does work with v19 Enhanced Edition. Could you look into making 3x, 6x and 10x addons for SE?
Also, there is a 10x addon for brutal doom I got from the ModDB page. However, it doesn't work with base v19 or SE because of the missing custom Nazis, and the brutal nazi addon does not solve the problem. Although, 10x does work with v19 Enhanced Edition. Could you look into making 3x, 6x and 10x addons for SE?
- Slax
- ... in rememberance ...
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Re: [WIP/Release] Brutal Doom SE
Now, if only friendship penalties were a thing. Can't keep a zombie hostage for too long without developing some feelings for it, right?
"Your friend died. You feel terrible! -5 Speed"
...oh, right. This isn't a roguelike.
"Your friend died. You feel terrible! -5 Speed"
...oh, right. This isn't a roguelike.
Re: [WIP/Release] Brutal Doom SE
That happens if you load the mutator before other mutators that involve the Minigun, like No Recoil. The Alternate Sounds pack uses a different sound scheme for the Minigun in order for it sound correct. Using launchers like ZDL ought to make it easier to manage load orders. Also, I suppose I ought to make a variant of Alternate Sounds that includes No Recoil so this doesn't happen.ShotgunSpiff wrote:There is a sound bug with the chaingun in the alternate weapon sounds.pk3. Using faster alternate fire, it sounds like multiple chainguns are fired off at the same time.
Also, there is a 10x addon for brutal doom I got from the ModDB page. However, it doesn't work with base v19 or SE because of the missing custom Nazis, and the brutal nazi addon does not solve the problem. Although, 10x does work with v19 Enhanced Edition. Could you look into making 3x, 6x and 10x addons for SE?
The enemy multiplier seems to work fine if the load order is BDSE > Brutal Nazis > 10x. There will be some errors in the console, but once you load a map, boom. 10x enemies.
Spoiler: Nazi Party Time
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ShotgunSpiff
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Re: [WIP/Release] Brutal Doom SE
I tried ZDL and it does indeed work, thanks.
Also, I found something amusing by accident. You can fire grenades (with rocket launcher alt or grenade launcher) through teleporters and kill whatever is on the other side before you yourself jump through.
Also, I found something amusing by accident. You can fire grenades (with rocket launcher alt or grenade launcher) through teleporters and kill whatever is on the other side before you yourself jump through.
Re: [WIP/Release] Brutal Doom SE
Does anyone happen to know who made this:

I added the glove myself, but I'm a bit apprehensive on using it for anything unless I know the source.
EDIT: With what I got written down so far, it's pretty glorious. I feel like some kind of Chainsaw Samurai. It really gives the weapon viable hit-n-run tactics like the fists. The wind-up animation is pretty awkward, but gameplay-wise it's fun and maybe a bit overpowered. What's even cooler is that Sergeants have this Shadow Warrior-like falling apart animation I wasn't even aware of until now.
EDIT2: So far I got a rudimentary combo for the Chainsaw's alt-fire, which consists of left-slash, right-kick, upward-slash, left-kick, and finishes with a thrust which can be held like the primary fire. The real hard part right now is to wrangle all the offsets so it at least looks presentable. Also, the guy who made the sprite made it anonymously, so I don't have a name to pin on the credits.

I added the glove myself, but I'm a bit apprehensive on using it for anything unless I know the source.
EDIT: With what I got written down so far, it's pretty glorious. I feel like some kind of Chainsaw Samurai. It really gives the weapon viable hit-n-run tactics like the fists. The wind-up animation is pretty awkward, but gameplay-wise it's fun and maybe a bit overpowered. What's even cooler is that Sergeants have this Shadow Warrior-like falling apart animation I wasn't even aware of until now.
EDIT2: So far I got a rudimentary combo for the Chainsaw's alt-fire, which consists of left-slash, right-kick, upward-slash, left-kick, and finishes with a thrust which can be held like the primary fire. The real hard part right now is to wrangle all the offsets so it at least looks presentable. Also, the guy who made the sprite made it anonymously, so I don't have a name to pin on the credits.
Last edited by SigFloyd on Fri Dec 20, 2013 11:38 pm, edited 3 times in total.
Re: [WIP/Release] Brutal Doom SE
Hey SigFloyd, i don't know if you made the brightmaps that you include along with BrutalSE or not, but if so i would request that the brightmaps for the monsters' eyes not be blinking. It seems like a very odd choice to me and actual detracts from the overall ambiance seeing their little blinking eyes. Anyway, just wanted to mention it.
- the Chuckwagon
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Re: [WIP/Release] Brutal Doom SE
I don't think the blinking eyes are intentional. Rather, the new animations that Brutal DOOM adds don't have the corresponding brightness maps ATM.
I have a weird question. Is it possible to apply the gameplay effect from the invisibility sphere without the visual effect? I was thinking that it could be used to keep the player from getting pelted with fireballs during and coming out of Fatalities. Also if you were planning to remove the Invulnerability effect, that might make for a good replacement. The monsters would get stormtrooper aim when you do cool stuff, but you'd still be vulnerable to melee.
i guess the tricky part would be what happens if you croak mid-fatality.
I have a weird question. Is it possible to apply the gameplay effect from the invisibility sphere without the visual effect? I was thinking that it could be used to keep the player from getting pelted with fireballs during and coming out of Fatalities. Also if you were planning to remove the Invulnerability effect, that might make for a good replacement. The monsters would get stormtrooper aim when you do cool stuff, but you'd still be vulnerable to melee.
i guess the tricky part would be what happens if you croak mid-fatality.
- Siberian Tiger
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Re: [WIP/Release] Brutal Doom SE
I am very unsure if this has already been mentioned, however when hosting "Brutal_Zandro_SE.pk3" with "ZDSE_Shootable_Corpse.pk3" the Baron of Hell actor, once active, will immediately walk towards any one single sided LineDef (or colliding into the same species actor) and then will become stuck (clientsided). When this happens, the gameserver host will not even recognize that the actor exists as the bounding box is no longer present, however from the clientside - the actor still exists only visually.
This can be easily reproduced on any PWAD or IWAD at any environment, providing that a wall is near by.
Engine: Zandronum v1.2 [Client\Server]
OS: Linux 32bit
PWAD Load Order: Brutal_Zandro_SE.pk3, ZDSE_Shootable_Corpse.pk3
This can be easily reproduced on any PWAD or IWAD at any environment, providing that a wall is near by.
Engine: Zandronum v1.2 [Client\Server]
OS: Linux 32bit
PWAD Load Order: Brutal_Zandro_SE.pk3, ZDSE_Shootable_Corpse.pk3
Re: [WIP/Release] Brutal Doom SE
In GZDoom Shootable Corpses makes Barons of Hell disappear if the sector they are in is culled by the engine. Out of sight - out of game. When you fix this bug, can you please tell me what have caused it? I'll add it as a feature to one of my monsters 
Also What is the estimate time of completion for that awesome chainsaw?
Also What is the estimate time of completion for that awesome chainsaw?
Re: [WIP/Release] Brutal Doom SE
Does this happen only with Shootable Corpses on? If does, it ought to be easy to fix once take another look at it, considering the possibility it's not something inherent to the Baron's optimization.Siberian_Tiger wrote:I am very unsure if this has already been mentioned, however when hosting "Brutal_Zandro_SE.pk3" with "ZDSE_Shootable_Corpse.pk3" the Baron of Hell actor, once active, will immediately walk towards any one single sided LineDef (or colliding into the same species actor) and then will become stuck (clientsided). When this happens, the gameserver host will not even recognize that the actor exists as the bounding box is no longer present, however from the clientside - the actor still exists only visually. This can be easily reproduced on any PWAD or IWAD at any environment, providing that a wall is near by.
The code is mostly done, and I'm waiting on the guy who made the sprite to produce bloodied versions of it. Could be a couple days, or a lot sooner. About the Chainsaw itself, in addition to the standard swipe you can do a simple combo with kick and altfire, and it has an air-slash that can also lead into that combo. The side kicks you do in it can be powered by Berserk, and I'm unsure whether to have the saw swings themselves do something with Zerk Power as well. It'd be ridiculously overpowered if those were any more destructive than they are now, though. A standard swing does around a single shotgun blast-and-a-half's worth of damage, if you get the entire swing to hit a single enemy. It's possible to one/two-shot a Hell Knight if you get lucky and aiming for the head. Maybe I'll make a short video demo-ing how it works right now.Sinael wrote:What is the estimate time of completion for that awesome chainsaw?
EDIT: Here's that video
Spoiler: I know Saw-Jitsu
Re: [WIP/Release] Brutal Doom SE
hey SigFloyd a question not regarding brutal doom. but the brightmaps you use...what are they and how can i get them to work?
- Siberian Tiger
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Re: [WIP/Release] Brutal Doom SE
SigFloyd wrote:Does this happen only with Shootable Corpses on? If does, it ought to be easy to fix once take another look at it, considering the possibility it's not something inherent to the Baron's optimization.
Are you asking about some custom PWAD CVar or just what files are being hosted\included? If the latter, I have already supplied that information; only the main project 'Brutal_Zandro_SE.pk3' and only one addon 'ZDSE_Shootable_Corpse.pk3'.Siberian_Tiger wrote:when hosting "Brutal_Zandro_SE.pk3" with "ZDSE_Shootable_Corpse.pk3"
[...]
PWAD Load Order: Brutal_Zandro_SE.pk3, ZDSE_Shootable_Corpse.pk3
Re: [WIP/Release] Brutal Doom SE
They're a pre-packaged version of SBrightmaps by Z86, which is loaded like a mutator (or autoloaded), before every other file. It adds various brightmaps to some vanilla textures like computer displays and such, as well as improved brightmaps for the vanilla monsters. It's lacking brightmaps for the new monster sprites in Brutal Doom, however. That's the cause of the enemies' eyes "blinking" in the dark.m4lmaster wrote:hey SigFloyd a question not regarding brutal doom. but the brightmaps you use...what are they and how can i get them to work?
As for the wonky Baron in Zandronum SE's Shootable Corpses, I think I've found a solution, but since I don't play online I only have the offline skirmish to test it. Before, the Barons would disappear when you leave their sight, but now it doesn't. Let me know if it works.
ZDSE Shootable Corpses Fix
- Siberian Tiger
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Re: [WIP/Release] Brutal Doom SE
In a quick test, this works just fine. I was not able to reproduce the issue, or atleast as easily as before.SigFloyd wrote:As for the wonky Baron in Zandronum SE's Shootable Corpses, I think I've found a solution, but since I don't play online I only have the offline skirmish to test it. Before, the Barons would disappear when you leave their sight, but now it doesn't. Let me know if it works.
I know that sharing advice the way I am about to - easily causes havoc (I've seen it a lot), I'll say my small advice and leave it alone. The entire file naming convention in this entire project is not really compatible with systems and software\programs abroad. Besides using spaces - use underscores, for example: instead of "ZDSE Shootable Corpses.pk3" use "ZDSE_Shootable_Corpses.pk3". Also, besides using the ampersand, use the literal meaning "and". For example: "ZDSE_Persistent_Blood_&_Gore.pk3" use "ZDSE_Persistent_Blood_and_Gore.pk3". I had to literally edit the filenames in order for the clients to fetch the PWAD's using GetWAD (Internet Doom Explorer) and WADSeeker (Doomseeker), these programs are designed to automatically find the PWADs that the client does not have - and download them. Despite what I did is generally frown upon, but no one could be able to fetch the files properly with the default filenames.
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Immortal Destroyer
- Posts: 133
- Joined: Sat Oct 26, 2013 1:34 pm
- Location: That's a very interesting Question.
Re: [WIP/Release] Brutal Doom SE
Uhm... Ahem...SigFloyd wrote:Does this happen only with Shootable Corpses on? If does, it ought to be easy to fix once take another look at it, considering the possibility it's not something inherent to the Baron's optimization.Siberian_Tiger wrote:I am very unsure if this has already been mentioned, however when hosting "Brutal_Zandro_SE.pk3" with "ZDSE_Shootable_Corpse.pk3" the Baron of Hell actor, once active, will immediately walk towards any one single sided LineDef (or colliding into the same species actor) and then will become stuck (clientsided). When this happens, the gameserver host will not even recognize that the actor exists as the bounding box is no longer present, however from the clientside - the actor still exists only visually. This can be easily reproduced on any PWAD or IWAD at any environment, providing that a wall is near by.
The code is mostly done, and I'm waiting on the guy who made the sprite to produce bloodied versions of it. Could be a couple days, or a lot sooner. About the Chainsaw itself, in addition to the standard swipe you can do a simple combo with kick and altfire, and it has an air-slash that can also lead into that combo. The side kicks you do in it can be powered by Berserk, and I'm unsure whether to have the saw swings themselves do something with Zerk Power as well. It'd be ridiculously overpowered if those were any more destructive than they are now, though. A standard swing does around a single shotgun blast-and-a-half's worth of damage, if you get the entire swing to hit a single enemy. It's possible to one/two-shot a Hell Knight if you get lucky and aiming for the head. Maybe I'll make a short video demo-ing how it works right now.Sinael wrote:What is the estimate time of completion for that awesome chainsaw?
EDIT: Here's that videoSpoiler: I know Saw-Jitsu
Do you know why i don't like it? Because it is WAY unrealistic.
I have no idea if you knew that before, but i work with Chainsaw's for 6 years, and I'm glad to tell you that Chainsaws CAN'T cut things like a Katana, and cut enemies like a Sushi. Instead, if you try that the Chainsaw will break in pieces, OR the blade will stuck, and it will obviously be overheated. Please do not put this thing to this Add-On.

