Brütal Doom v0.18

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

Post by mckracken »

Neccronixis wrote:The previous super shotgun firing sound (the one from CSS) should be in version 17 . It makes the gun sound more beefy.
im against that, certain weapons were unbearably loud compared to others. (rifle was worst - or still is? Cant tell, my amp broke down on me)
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Armaetus
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Armaetus »

Sprite clipping or something in OpenGL settings.
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Valherran
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Valherran »

mckracken wrote:
Neccronixis wrote:The previous super shotgun firing sound (the one from CSS) should be in version 17 . It makes the gun sound more beefy.
im against that, certain weapons were unbearably loud compared to others. (rifle was worst - or still is? Cant tell, my amp broke down on me)
I didn't really like the CS:S sounds either...

Oh yeah, I remember that option now, back in Skulltag that was suppsoed to be kept on to keep things from sinking half way through the floor, maybe it no longer needs to be on now, will go check.
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BlueFireZ88
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by BlueFireZ88 »

I prefer "SMARTER" for sprite clipping in GZDoom because it's better adapted to the sprites and it's has a similar presentation to software rendered Doom.
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southpark2010
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by southpark2010 »

Brutal Doom Facebook wrote:9 hours left...
Oh yes! Even though there was a strange comment left on the status.
mckracken
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by mckracken »

is there a beta for the brutal arsenal?
and would anyone make a 667 monster addon that is combatible with that? :)

(the SCOREDOOM monster addon would be perfect, but it only runs with scoredoom....i find it so good because even tough it uses only DOOM style monsters, they will not get randomized, meaning that every time you do a level youll find the same monsters there)
Last edited by mckracken on Wed Oct 31, 2012 10:21 am, edited 1 time in total.
Zaero
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Zaero »

As for the BD-dislike discussion: I think so much hate is caused by BD being too (in some people's opinions) far from vanilla. Which is pretty funny since it's MOD and purists should know it. People content with the vanilla game play shouldn't even touch gameplay-altering-mods, unless they're "what can I complain about today? - type". It's true some of the features are controversial, some of them I do personally dislike but still it doesn't change a few facts:
-HUGE efford was taken to improve the mod this much with each update
-great care is taken to balance the game as much as possible
-author don't make all the fans wishes come true (he actually considers what he's doing)
-also he's very helpful for other modders (me for ex.)
-he adds controversial but most wanted features as mini-addons (HUGE thanks for Janitor, Sarge!)

Which also doesn't change the facts that:
-reduces player speed sometimes can make progression to plot-vital areas much harder, and sometimes impossible without strafe-running. Not a good choice IMHO.
-pistol at startup might be useful (confirmed personally with my boosted items mod) despite some opinions about it (I know the discussion about this feature is closed and I don't want to re-open it)
-I'm not 100% sure if all the custom-content-related decisions are good (talking about constant weapon look change especially, also about replacement of some good vanilla sprites for worse (armor pickup, hanging keen, ss guard etc).

To summary all words said: I love Brutal Doom and will/can not play without it. But I love it as a game enhancement: tweaked guns, enemies behavior and visuals (gore) as long as they belong to Doom's Universe. I don't like the shapeshifting of plasma rifle (with each new release), changes witch can complicate level progression (even if it's just a tiny bit like playerspeed - easily modable btw) or brings resources millions miles away from Doom world (MK combos are ok, but Keen's replacement for a guy who wasn't even on this world when the game came out - wrong... imho as usual)

In the end I want to give some advise which hopefully may resolve the situation:
-Doom purists: We all love this classic title, we really do and will never forget how it was when we first played it! For many of us it's a memory from our childhood, thing which cannot be erased. But since out "grandpa" is almost 20 years old, isn't it a time to buy him a new pair of shoes?
If you said "no! this will take all the nostalgia out!" then don't use the mod (it's so simple) but please respect the tastes of other gamers who have as much right to enjoy the game whatever they like as you! 20 years of game industry evolution hasn't destroyed the community of this fantastic game, do you really think it's wise to split it just because some mod was released? Please, be serious. :)
-Sarge: not sure if the advise is 100% accurate but the others will also give you clues - please, don't give up on development, but try to focus on the tweaking/improving part, adding custom content as a last line of improvement (or even better - optional if possible, like my classic weapons pack), when you'll be sure what shape it should take. Fixing bugs is also more important than changing the looks of weapons with each release. From what I see players want polished, tweaked, evolved game play, not 180 degrees revolution.

And finally thank you all: players for their opinions shared, Sarge for his great effort and his ear always directed to hear the player.
Many can be said about the mod, but it makes us all emotional no doubt. All great things do. :)
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Valherran
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Valherran »

Valherran wrote:
mckracken wrote:
Neccronixis wrote:The previous super shotgun firing sound (the one from CSS) should be in version 17 . It makes the gun sound more beefy.
im against that, certain weapons were unbearably loud compared to others. (rifle was worst - or still is? Cant tell, my amp broke down on me)
I didn't really like the CS:S sounds either...

Oh yeah, I remember that option now, back in Skulltag that was suppsoed to be kept on to keep things from sinking half way through the floor, maybe it no longer needs to be on now, will go check.
I just tested that option, and I had to switch it to Never instead of Always.
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Sergeant_Mark_IV
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Sergeant_Mark_IV »

After what happened to 0.16, I decided to change the place to upload the files to Moddb.

What happened with 0.16 is (or I think it is, judging by the content that Mediafire sent to me): somebody posted the link in a very... weird (to say the least) thread in 4chan. This thread contained links to many stuff in Mediafire, and one of these links was to a zip with premium porn movies of an important French porn movie studio. And looks like the owner of that porn studio requested to everything in that thread to be deleted. Yeah, it's weird and awkward, isn't it?


Well, anyway, I already uploaded the files, and I am just waiting for Moddb's admins approval. This will only take some few minutes...
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Ghostbreed
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Ghostbreed »

LOL

Can't wait
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RV-007
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by RV-007 »

Trollin'! That's what happened.
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Sergeant_Mark_IV
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Sergeant_Mark_IV »

Files are there. Just waiting to be approved.
Image
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Valherran
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Valherran »

Can't wait! Thanks for the hard work Sarge, this is gonna be a fun night. ^^
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Sergeant_Mark_IV
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Sergeant_Mark_IV »

Moddb admins must be asleep. Fuck this.
Download the Zandronum version here
http://www.mediafire.com/?gbx7m94i77a2xj0

Go into the moddb page later to download the mutators and gzdoom version.
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Djiel
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Djiel »

Thanks for the quick extra link Sarge.

Had a quick go, the stealth kill bug I posted before still exists. Not a big issue for me, I only rarely use it on map01/02 (not much chance anywhere else really :D ) but well, it's still a bug.

Anyway, awesome. Will be trying more tomorrow.
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