I use ZDL, so I haven't been able to get that kind of mod to work no matter what configuration I try. . . exactly how do you get that to happen?jpalomo wrote:2. Any mod that replaces the plasma ball will need to be loaded after BDlite.
Brutal Doom Lite - Version 0.13 - bugfix V2
Re: Brutal Doom Lite: Now it is ZDoom/GZDoom-compatible!
- SyntherAugustus
- Posts: 973
- Joined: Tue Jul 15, 2003 5:43 pm
Re: Brutal Doom Lite: Now it is ZDoom/GZDoom-compatible!
All you have to do is add "damagetype Plasma" to the wad that has a new plasmaball. Worked like a charm for me.
Re: Brutal Doom Lite: Now it is ZDoom/GZDoom-compatible!
Again, how? I'm not sure how to do that. . . or where, for that matter. Is that something I'm supposed to do the file itself?
- Project_Hellbane
- Posts: 114
- Joined: Thu Oct 27, 2011 5:27 pm
- Location: The Inner Graves
Re: Brutal Doom Lite: Now it is ZDoom/GZDoom-compatible!
Using Slade 3 open up the wad your trying to use with brutal doom track down the weapon your that your going to change. Example:Steve1664 wrote:
Again, how? I'm not sure how to do that. . . or where, for that matter. Is that something I'm supposed to do the file itself?
Code: Select all
actor PalsmaRifle : weapon replaces plasmarifle
{
Game Doom
SpawnID 30
Weapon.SelectionOrder 100
Weapon.AmmoUse 1
damagetype Plasma // This is the thing you just changed
Weapon.AmmoGive 40
Weapon.AmmoType "Cell"
Inventory.PickupMessage "$GOTPLASMA" // "You got the plasma gun!"
States
{
Ready:
PLSG A 1 A_WeaponReady
Loop
Deselect:
PLSG A 1 A_Lower
Loop
Select:
PLSG A 1 A_Raise
Loop
Fire:
PLSG A 3 A_FireCustomMissile ("palsma")
PLSG B 20 A_ReFire
Goto Ready
Flash:
PLSF A 4 Bright A_Light1
Goto LightDone
PLSF B 4 Bright A_Light1
Goto LightDone
Spawn:
PLAS A -1
Stop
}
actor Palsma
{
Game Doom
SpawnID 51
Radius 13
Height 8
Speed 25
Damage 5
Projectile
damagetype Plasma // Same Thing here!
+RANDOMIZE
RenderStyle Add
Alpha 0.75
SeeSound "weapons/plasmaf"
DeathSound "weapons/plasmax"
Obituary "$OB_MPPLASMARIFLE" // "%o was melted by %k's plasma gun."
States
{
Spawn:
PLSS AB 6 bright
loop
Death:
PLSE ABCDE 4 bright
stop
}
}
}Re: Brutal Doom Lite: Now it is ZDoom/GZDoom-compatible!
Okay, I didn't expect to have to download an entire editor for this, but whatever. I tried the fixes, but I'm getting this message instead:
"Script error, 'd3weap_re.wad:DECALDEF' line 23: D3PlasmaBall is not an actor."
Next step? Thanks for the help by the way.
EDIT: If it helps, I'm trying to get this mod to work with BD Lite.
"Script error, 'd3weap_re.wad:DECALDEF' line 23: D3PlasmaBall is not an actor."
Next step? Thanks for the help by the way.
EDIT: If it helps, I'm trying to get this mod to work with BD Lite.
Re: Brutal Doom Lite: Now it is ZDoom/GZDoom-compatible!
Sorry if I sound annoying by doing this, but my fledgling modding skills can't seem to fix this problem. I can get Brutal Lite to work with this older version of the Doom 3 weapons mod, which I've been tweaking and tailoring to my own liking, but the three zombie replacements don't jive with the Brutal verions. When I take them out everything works as normal, but they don't drop any ammo. Is there some way I can work around this issue?
Re: Brutal Doom Lite: Now it is ZDoom/GZDoom-compatible!
They may be set to drop Rifles rather than Clips. I noticed this with MSX, there's no Rifle/pistol drop, just pistol ammo, so I had to switch it back to clips to get them to drop anything. I'd assume sergeants and such would be the same.
- Sergeant_Mark_IV
- Posts: 812
- Joined: Wed Feb 02, 2011 12:44 pm
- Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)
Re: Brutal Doom Lite - Version 0.13 - bugfix V2
Everyone please check first post. A bugfix update has been made.
It's now working with Russian Overkill, D3 Weapons, and probably, it fixed the item bugs with Project MSX
PS: Also, no more waiting time for download. I am using MediaFire now.
It's now working with Russian Overkill, D3 Weapons, and probably, it fixed the item bugs with Project MSX
PS: Also, no more waiting time for download. I am using MediaFire now.
Re: Brutal Doom Lite: Now it is ZDoom/GZDoom-compatible!
Keep in mind that when you make a DropItem for an inheriting enemy, it will overwrite any and all DropItem's the parent had, even if the parent has more DropItem entries that the actor that inherits from it.Steve1664 wrote:Sorry if I sound annoying by doing this, but my fledgling modding skills can't seem to fix this problem. I can get Brutal Lite to work with this older version of the Doom 3 weapons mod, which I've been tweaking and tailoring to my own liking, but the three zombie replacements don't jive with the Brutal verions. When I take them out everything works as normal, but they don't drop any ammo. Is there some way I can work around this issue?
Re: Brutal Doom Lite - Version 0.13 - bugfix V2
Everything is absolutely flawless. You, sir, are a classy gentleman. Many thanks for the awesomeness!Sergeant_Mark_IV wrote:Everyone please check first post. A bugfix update has been made.
It's now working with Russian Overkill, D3 Weapons, and probably, it fixed the item bugs with Project MSX
PS: Also, no more waiting time for download. I am using MediaFire now.
-
Ribo Zurai
- Posts: 874
- Joined: Fri Jul 03, 2009 1:47 pm
Re: Brutal Doom Lite - Version 0.13 - bugfix V2
Works really nice with Russian Overkill!
Except for two glitches: sometimes meleeing a monster can cause you to kill yourself, and I get "Unknown Script 851"
randomly many times while using the class-based weapons.
Except for two glitches: sometimes meleeing a monster can cause you to kill yourself, and I get "Unknown Script 851"
randomly many times while using the class-based weapons.
Re: Brutal Doom Lite - Version 0.13 - bugfix V2
Out of curiosity, which Doom 3 weapon mod are you guys talking about? There are so many of them.
The one I have seems to work for everything but former humans, they seem to be set to something other than default, dunno. I'm using the one here http://forum.zdoom.org/viewtopic.php?f=19&t=6606 I think. Doom 3 Reissue works fine though.
- PillowBlaster
- Posts: 919
- Joined: Sun Jan 24, 2010 2:55 pm
- Contact:
Re: Brutal Doom Lite - Version 0.13 - bugfix V2
I dunno about random self-killing with melee, but I know what's about Script 851 bug - the recoil system from the Brutal Doom interferes with the one in Overkill, and simply makes it stop working. Solution is to rename the file with recoil script in BD lite.Ribo Zurai wrote:Works really nice with Russian Overkill!![]()
Except for two glitches: sometimes meleeing a monster can cause you to kill yourself, and I get "Unknown Script 851"
randomly many times while using the class-based weapons.
Also, I recommend adding burning death sprites, since they are missing in lite version, and various weapon mods make use of fire damage. So you can enjoy burning things.
- Sergeant_Mark_IV
- Posts: 812
- Joined: Wed Feb 02, 2011 12:44 pm
- Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)
Re: Brutal Doom Lite - Version 0.13 - bugfix V2
For the bug with killing yourself when using a melee attack, I already adviced it in the first post: Since I can't make the player actor be invulnerable against the damage dealt by the head hitbox when it's hit, you will die if using melee attacks or shooting too close on heads. And unless there is a way to make an explosive barrel-like actor to dont damage the actor that exploded it, this is impossible to fix.
For the script bug, try changing the order that you will load the files. This will do the trick for now.
For the script bug, try changing the order that you will load the files. This will do the trick for now.
- TerminusEst13
- Posts: 1625
- Joined: Mon Nov 09, 2009 3:08 pm
- Contact:
Re: Brutal Doom Lite - Version 0.13 - bugfix V2
Make the actor have a DamageType and the Player's DamageFactor for that is zilch?And unless there is a way to make an explosive barrel-like actor to dont damage the actor that exploded it, this is impossible to fix.
