Brütal Doom v0.18

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Jinal
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Jinal »

Lava Grunt wrote:Anyone know how to remove a tic or two to the shotgun's reload? I think it reloads a bit too quick for my taste.

Thanks for the help!
I actually like it fast which speeds up the gameplay.
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Abba Zabba
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Abba Zabba »

Well that's fine and dandy for your own opinion, but I'm just looking how to modify it myself. I need to know what I must do in order to make it work the way I want it to.

I'll just come back now and then to check up on it.
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-Ghost-
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by -Ghost- »

The pistol addon fit surprisingly well for such a simple weapon swap. Any chance of adding an iron site or basic zoom or anything, Sgt? Is there a way to add a zoom myself without any extra sprites (ala Doom 3 weapon "zoom").
Jinal
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Jinal »

Well what about having both the Pistol and the Rifle instead of having a separate wad that replaces the Assault Rifle?
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Neccronixis
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Neccronixis »

Just noticed when the player selects or deselects the supershotgun, the sprites revert to that of the original DOOM 2 one.
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-Ghost-
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by -Ghost- »

Jinal wrote:Well what about having both the Pistol and the Rifle instead of having a separate wad that replaces the Assault Rifle?
Nah, they fill pretty much the same role. If anything if the pistol is almost better than the rifle because it can shoot so fast, as fast as you can click.
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Sergeant_Mark_IV
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Sergeant_Mark_IV »

I think I have to nerf the pistol. It's a really overpowered weapon ATM.
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Morter
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Morter »

Lava Grunt wrote:Well that's fine and dandy for your own opinion, but I'm just looking how to modify it myself. I need to know what I must do in order to make it work the way I want it to.

I'll just come back now and then to check up on it.
Was my answer on the last page not enough? :roll:
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Abba Zabba
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Abba Zabba »

Your not telling me exactly how to do it, so no, it's not enough.
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wildweasel
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by wildweasel »

Lava Grunt wrote:Your not telling me exactly how to do it, so no, it's not enough.
Well geez, aren't we being a bit impolite about it? Here's a relevant section from one of my GunLabs tutorials...
I wrote:The first thing we can do is reduce how fast the weapon fires. Now, there's not a concrete "fire rate" parameter we can set; your weapon's rate of fire is entirely based on the length of its Fire state in tics. You can gauge your weapon's rate of fire by calculating how many tics are in your Fire state, then dividing 35 by that number. In this case, 35 tics per second divided by 7 tics per shot equals 5 shots per second - that's a bit ridiculous for a shotgun (okay, so some real-world shotguns can achieve that rate of fire, but bear with me, we're trying to make it so Hell's minions can stand some semblance of a fighting chance!).

You can slow down the fire state a little by adding a couple more tics. Stick a single line at the end of the Fire state, with the frame SHTGA0, lasting 4 tics. That'll slow it a bit.
(source)

In this case (the shotgun's reload sequence), a little bit of common sense will probably be enough to figure out which state is the reload animation. Any further than that, we might as well just be doing it for you, which is a bit unlikely.

(Also, it's "you're," not "your." Two lessons in one post. =P)
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Abba Zabba
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Abba Zabba »

Thanks for the help. It's just that I'm tired and he still hasn't got the clue, so I get frustrated.
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Neccronixis
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Neccronixis »

Is it possible to reduce the chance of a Revenant firing a homing missile at the player? Right now I feel they are the most dangerous enemy to go up against despite their lower health.
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-Ghost-
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by -Ghost- »

Neccronixis wrote:Is it possible to reduce the chance of a Revenant firing a homing missile at the player? Right now I feel they are the most dangerous enemy to go up against despite their lower health.
I lowered the speed of their rockets and it seemed to help. Even a slight reduction makes them stop turning on a dime to hit you.
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drfrag
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by drfrag »

For now may be we should focus on finding bugs for 0.16c, may be. :?
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Mike12
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Mike12 »

Here's a little something I put together for you guys:
http://www.mediafire.com/download.php?h63m9vi2ew2og0h

It's a set of three addon .pk3 files for those who want it.

The main one simply replaces the Mancubus Flamecannon and Revenant Launchers with the updated ones I did many pages back, since they haven't been implemented yet (assuming Sarge still wants to use them. If so, I guess this is a bit of a headstart), as well as that updated fistpump animation I played around with.

The one with '-sg' is the same deal, but has the shotgun graphics from v15/v15a as well

And finally the one with '-mike' contains both the contents from the main file and '-sg', as well as the rifle graphics from v13 (which I updated with the current muzzleflash and rigged to the current meatshields)

Just load up the one you want in front of (as in, after on the command line) the base Brutal Doom file and you're set.

(And needless to say, I'll remove this post/contents if Sarge has any objections.)
Last edited by Mike12 on Sat Jun 16, 2012 5:49 am, edited 1 time in total.
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