Brütal Doom v0.18

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southpark2010
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by southpark2010 »

What the hell's up with the MP40?
Spoiler:
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Valherran
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Valherran »

Things I have seen so far in your latest test version (also forwarded to Zandronum Forums):

1. Hellknight cannot be awakened by punches.

2. Chaingun Zombie death animation is glitchy, if he is shot during the animation of him falling to the ground with him riddles with holes, it will restart the animation repeatedly till his corpse will explode if you keep hitting him.

3. Unable to headshot Rifle Zombie during his new animation of his jaw being missing.

4. Pinkys still cannot bite the player when crouching.

5. Picking up shotgun ammo when firing both barrels of the SSG cause the weapon to be magicaly reloaded.

6. The upper half corpse part of the Revenant gets squished when walking over/near it, preventing the player from taking it's weapon via Chainsaw.

7. Hitting more than 5 monsters with 1 shotgun blast from the Pump Shotgun causes the firing and pump sounds to mute untill you fire the next shot.

8. Unloading the Minigun at point blank range into 3 or more monsters causes the weapon to fire louder in volume untill you kill the target.

9. Rolling animation on Doomguy only displays him with the Assault Rifle in hand.

10. MP40 sprites are messed up. (as seen above)

11. Mancubus fatality corpse disappears when you damage it with the chainsaw to extract his weapon from it, normal corpse works fine though.

12. Nazi hit boxes are half way under the floor, but the sprite is still normal.

13. secondary Nazi death animation be screwed up, when they die their legs go missing and they are in the firing stance and then appear laying on their back dead as usual.

14. Because of #13, Nazis cannot be head shotted.

The rolling is a nice feature, however it could be better. If this roll could send the player 3 times the distance more and twice as fast, then it would be much more useful. Currently it is just faster to strafe to one side then to roll.
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Hellstorm Archon
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Hellstorm Archon »

......and some more stuff for Brutal Doom.

And on the subject of shotgun reloading, I haven't had any major issues, but if it's to be changed, I'd recommend the Doom 3 style of reloading, with 2 shells being loaded.
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SyntherAugustus
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by SyntherAugustus »

Sergeant_Mark_IV wrote: Are you trying to load older saves with test 9?
Because I am sure that there's no duplicated actors in test9. I did an extensive DECORATE check, and deleted several duplicated actors that could case crashes.
It was a quicksave I made during a level after I died. Pistol start.
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southpark2010
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by southpark2010 »

Hellstorm Archon wrote:......and some more stuff for Brutal Doom.

And on the subject of shotgun reloading, I haven't had any major issues, but if it's to be changed, I'd recommend the Doom 3 style of reloading, with 2 shells being loaded.
The captured marine and the bottom Demon sprites looks good.
PaskaTykki
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by PaskaTykki »

I played V0.17 9test. Pump Shotgun reload faster, and i think this is not necessary. Pump Shotgun is powerful and it doesnt need buff.
Now when step head, leg or arm. They easily destroyed and leave only blood pool. I dont like this change. This change leave less body parts.

Bugs:

- When Mancubus, Imp, Arachnotron or Cacodemon set tree on fire. It never extinguished.
- Corpse and limbs block monster teleporting.
- Plasma Rifle alt fire drain magazine and pocket ammo.
- Hell Knight and Baron of Hell body parts destroyed very easily from explosion.
- Grenade Launcher direct hit doensn't gib Rifle Zombie, Shotgun Zombie, Imp, Pinky and Chaingun Zombie like Rocket Launcher. (Pinky seems sometime explode pieces from direct hit.)
- Pinky vanish from Hell Knight melee attack.
- Spider Mastermind can damage self when fly hight. Cyberdemon have same self damage problem like Spider Mastermind. There is video: http://www.youtube.com/watch?v=0jKRBO-wYVM
- Chaingun Zombie suffer state is too short.
- When Mancubus, Imp, Arachnotron or Cacodemon set tree on fire. It never extinguished.
- Grenade Launcher projectile teleport.
- Bounced Grenade Launcher projectile dont explode when sink to water.
- Drop sound missing.
- When Baron of Hell Rifle Zombie or Shotgun Zombie corpse hit Rifle Zombie, Shotgun Zombie or Imp, they vanish.
- Silent kill leave Rifle Zombie and Shotgun Zombie 2 weapon. Chaingun Zombie dont leave weapon.
- Rifle head shot explode Imp head.
- When save marine. It have Rifle Zombie sprites and turn normal marine again.
- Pump Shotgun dont have cocking sound, when reload full.
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Armaetus
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Armaetus »

I'd like to see a reintroduction of the original XDeath states added back to the player, zombies and imp if possible :)
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southpark2010
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by southpark2010 »

Mr. Chris wrote:I'd like to see a reintroduction of the original XDeath states added back to the player, zombies and imp if possible :)
Probably from a point-blank SSG blast.
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Abba Zabba
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Abba Zabba »

Pump-shotgun reload has been sped up? I will put my vote down towards keeping the old reload speed; I personally find the shotgun to be perfectly balanced already.
mckracken
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by mckracken »

mancubus still has no dynamic lights for his flames :( (also most player weapons)

anybody knows how i can turn them on? maybe in the gldef file?
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Sergeant_Mark_IV
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Sergeant_Mark_IV »

Version 0.17 is confirmed for October 31.
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BoraxKid
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by BoraxKid »

SWEET!!
Zombieguy
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Zombieguy »

That is one of the most awesome trailers I've ever seen.
Jinal
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Jinal »

TheDarkArchon wrote:Again, green blood breaks fatalities so it won't happen.
Yet the Cacodemon's blood is blue why not Green?
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TheDarkArchon
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by TheDarkArchon »

Because blue doesn't break fatalities. The problem with green blood is that the only green in the Doom palette is also the player sprite, so green blood in fatalities turn into "whatever colour the player is" blood.
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