OPERATION: INHUMAN (BRUTAL20B READY)

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Djiel
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Joined: Fri Oct 05, 2012 12:29 pm
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Re: REAL GUNS FOR BRUTAL DOOMAGE.

Post by Djiel »

cortlong50 wrote: i wanted that too! but i couldnt figure out how to bring it in from RGA3 and im working with like a beta of the very first one haha. but i really want taht too...i just like that shit, i dont think it messes with the gameplay...do you have any ideas how to bring that stuff in?
Unfortunately I cannot help you, I know squat about Doom modding (I just enjoy playing the various mods :P )
It's nice to see that you want to put it in though! :)
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cortlong50
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Re: OPERATION: INHUMAN (RGA FOR BRUTAL DOOM) BETA UP.

Post by cortlong50 »

USSRBear wrote:First impressions. Pretty cool but very buggy. Severe frame rate issues in OpenGL. But more than playable on the Software. Gameplay wise: I hate how slow Doomguy is. Just gonna be completely blunt about it. It's not proper Doom without a ridiculously fast player. Things are made even worse with the extremely slow ADS speed. Reloads are way too slow as well, especially the LMGs and shotguns. Difficulty is very punishing. Hit scan enemies are simply too accurate and powerful and cause too much flinch, making maps that are intense with zombies simply unbearable. If the difficulty is going to stay the same, something should change in regards to that. Health regen, as blasphemous as it sounds, maybe necessary. Or simply nerf the hitscan enemies. The flinch mechanic is a bit over the top, too. Again, pretty buggy. I've already had several issues with relaunching after death...maybe it's the backpack issue.

Things I like: Weapons are fun to use. Constant ammo.

Things That need changed/looked into: Hitscan enemies (too deadly). Reloads(too slow). Gunplay mechanics(Smgs may require damage drop off to make them more powerful at close range, to help buff them atleast.) Player speed needs to be increased, you simply move too slow in such a fast, frantic paced game that Brutal Doom is.

Hopefully you wont be offended by my criticism as i see a hell of alot of potential in this. Just need to iron some things out. Though, duh, it's a beta =P

no offense taken bud! thanks for the input, dont worry, i felt and still feel the same exact way about all of those things, and it drives me up the wall haha, but i knew people liked RGA and i wanted to bring it to brutal doom.
the reload thing, you pretty much HAVE to play with slight of hand or its just unbearable...i havent played without it on purpose once haha, because some shotguns are just awful. the enemies thing...it definitely changes things but i havent had a problem...what difficulty are you playing on (i havent messed with black metal yet....yet) but i will.
im gonna actually fix the movement thing right now, because i found a line right after i posted this that governs speed and i hate it haha, im not the fastest player in the world...but speedrunners would be pissed.
framerate issues...youre telling me...i was playing fuckin TUTNT and the frames were rocking mid twenties...its a little rough. does it actually work on zdoom? my computer is no beast but im playing scythe and its running pretty well...mid thirties. but this mod has always killed my frames anyway...so im not quite sure what to do...its an older version of RGA because i didnt wanna go ripping their new stuff.
ive been trying to tone down the "im getting shot thing" but to be honest...i cant find it...just like i cant find the "you can only carry 1 lmg" messages...because you can carry four assault rifle/smgs haha.
theres not much i can do with reloads besides go through and change everyone....and i dont wanna haha, so try slight of hand...youre gonna get slower reloads with lmgs...but it hink it makes up for it...and the ARs work just fine. about the same as brutal doom haha, i know i need to change it...but i still want it be tactical and rad, planning youre reloads makes stuff crazy hahaha. but youre input is awesome. i already took out the speed reduction as i was reading this. because i hate it too. any idea how to change the hitscan stuff? all the monsters are the original brutal doom ones...i made sure no replacements were made and stuff. and the smg thing...on it haha. it shall be done because i wreck entire maps with the uzi.
ill let you know when i get around to it and send you a pm with a link, if youre down to keep throwing critique my way haha. itll be a few because i gotta get some real world stuff done, but if you like it keep playing it and use slight of hand...im gonna upload the one without slow movement right now.
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cortlong50
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Re: OPERATION: INHUMAN (RGA FOR BRUTAL DOOM) BETA UP.

Post by cortlong50 »

Hellstorm Archon wrote:Actually, I was kind of looking forward to seeing RGA5 (Black Ops 2), but that's OK.

Using BO2 model rips rather than RGA4 rips would still be nice, though.
i dont wanna take any of their new stuff just as a courtesy, hahaha. i dont wanna go racking their brand new shit ya know?
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cortlong50
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Re: REAL GUNS FOR BRUTAL DOOMAGE.

Post by cortlong50 »

Djiel wrote:
cortlong50 wrote: i wanted that too! but i couldnt figure out how to bring it in from RGA3 and im working with like a beta of the very first one haha. but i really want taht too...i just like that shit, i dont think it messes with the gameplay...do you have any ideas how to bring that stuff in?
Unfortunately I cannot help you, I know squat about Doom modding (I just enjoy playing the various mods :P )
It's nice to see that you want to put it in though! :)
lemme know if you wanna rock some skulltag and we can try it out together...because i found the codes and theyre there.
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USSRBear
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Joined: Tue Dec 11, 2012 3:20 pm

Re: OPERATION: INHUMAN (RGA FOR BRUTAL DOOM) BETA UP.

Post by USSRBear »

Back to the OP, I definitely agree on ya when you say Sleight of Hand. Run that shit or else lol. So I was messing around with both just normal Doom and Brutal Doom. Normal Doom was a breeze with it. Had a hell of a lot of fun (lol pun) but no challenge. Got warmed up, tried going back on Brutal Doom with Brutalized Doom 2 on Ultra Violence. Definitely saw a significant challenge increase but wasnt dying anywhere near as much as last time...but then again, I think Speed of Doom speaks for itself. After that initial trial by fire, this is REALLY fun. I can kinda go back and forth with his movement speed now, after playing with a more stable framerate. Doomguy's default running speed isn't too bad, but like I said, I think atleast the ADS speed could see just a slight adjustment. I just cant wait for the gore you're going to try to implement >=) Keep it up, bud. You're definitely on to something!
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Crudux Cruo
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Re: OPERATION: INHUMAN (BRUTAL RGA) DYNAMIC LIGHTS BETA UP.

Post by Crudux Cruo »

Well this is a VERY interesting prototype. i say prototype because in the newest svn with the newest test build of brutal doom, brutal doom weapons still float around, you cant create custom classes like in RGA2, and alot of weapon pickups have graphical errors, as well as the smoke sprite used by imp fireballs. other than the general lack of polish and incompleteness of this...

THIS IS FUCKING AMAZING. THANK YOU!

Keep plugging away and adding more polish, this is absolutely the best merger project with brutal doom i've seen. fantastic.
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cortlong50
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Re: OPERATION: INHUMAN (BRUTAL RGA) DYNAMIC LIGHTS BETA UP.

Post by cortlong50 »

quote="doomer1"]Well this is a VERY interestng prototype. i say prototype becaAuse in the newest svn with the newest test build of brutal doom, brutal doom weapons still float around, you cant create custom classes like in RGA2, and alot of weapon pickups have graphical errors, as well as the smoke sprite used by imp fireballs. other tshan the general lack of polish and incompleteness of this...

THIS IS FUCKING AMAZING. THANK YOU!

Keep plugging away and adding more polish, this is absolutely the best merger project with brutal doom i've seen. fantastic.[/quote]

Hahahaha thanks dude! Im loving the input. Did you try it with dynamic lights? I havent Tried it on the newest build. Send me a screen of this floating gun shit haha. Its weird because it runs on zandronum with no sprite errors but doesnt hsave haha it sucks. Im gonna have to photoshop it. Whays up with the imp ball sprites? Send me that too bud.
Failure
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Re: OPERATION: INHUMAN (BRUTAL RGA) DYNAMIC LIGHTS BETA UP.

Post by Failure »

What BD version should I use to test this?.
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cortlong50
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Re: OPERATION: INHUMAN (BRUTAL RGA) DYNAMIC LIGHTS BETA UP.

Post by cortlong50 »

Failure wrote:What BD version should I use to test this?.
which one do you have?
im playing on the 0.18a version.
is there newer ones?
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wolf00
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Re: OPERATION: INHUMAN (BRUTAL RGA) DYNAMIC LIGHTS BETA UP.

Post by wolf00 »

this is a interesting mod,some weapon's looks like cover in red tone[blood or rust maybe?] i using brutal doom v19 finall test
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Crudux Cruo
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Re: OPERATION: INHUMAN (BRUTAL RGA) DYNAMIC LIGHTS BETA UP.

Post by Crudux Cruo »

Image

Image

Here you go.
Skrell
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Joined: Mon Mar 25, 2013 11:47 am

Re: OPERATION: INHUMAN (BRUTAL RGA) DYNAMIC LIGHTS BETA UP.

Post by Skrell »

Where is the LIGHTS.PK3 from? Did you write it or is it the same one that comes with GZDOOM ?
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cortlong50
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Re: OPERATION: INHUMAN (BRUTAL RGA) DYNAMIC LIGHTS BETA UP.

Post by cortlong50 »

wolf00 wrote:this is a interesting mod,some weapon's looks like cover in red tone[blood or rust maybe?] i using brutal doom v19 finall test
Shiiiit. Post a link so i cab test for it haha. I didnt know thatcame outyet. Post a screen tpo dude haha. Thatd be chill.
doomer1 wrote:Image

Image

Here you go.
Thanks man. I fixed the pickup sprite so its just the gun. Ill fix the perks sprites becaisethay looks dumb as shit haha. Ill post the new version soon.

Skrell wrote:Where is the LIGHTS.PK3 from? Did you write it or is it the same one that comes with GZDOOM ?
Yeah jusy load the gzdoom one and enable it in settings. It doesnt messwith the already awful frameratehaha

Does anyone know how to help with framerate.
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piratefinn
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Re: OPERATION: INHUMAN (BRUTAL RGA) DYNAMIC LIGHTS BETA UP.

Post by piratefinn »

I suggest you make sleight of hand as current default and speed it up a tad more for^sleight of hand in game. I'm sorry but playing without it has been the past year an eyesore for me :P
BTW is this being made zandronum compatible? Just curious, as rga coop is really fun
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cortlong50
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Re: OPERATION: INHUMAN (BRUTAL RGA) DYNAMIC LIGHTS BETA UP.

Post by cortlong50 »

piratefinn wrote:I suggest you make sleight of hand as current default and speed it up a tad more for^sleight of hand in game. I'm sorry but playing without it has been the past year an eyesore for me :P
BTW is this being made zandronum compatible? Just curious, as rga coop is really fun

Ask and you sgall receive haha. I already did it. I made juggernaut default too.
Im working onzandronum but im having errors. But it runs so much better like consistent sixties
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