Brütal Doom v0.18

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Ghostbreed
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Ghostbreed »

Found a bug (GASP!)
If you let the captured marines slaughter everything in "Dead Simple" of Doom 2, the stairs to the exit switch won't raise.
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wildweasel
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by wildweasel »

Gonna give the predictable response here and say, I hope you've got your credits in order for that M60 (hint: I am not the only person to have worked on those sprites!).
Devourer

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Devourer »

I'd like to see the SSG get a refined skin soon.
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Sergeant_Mark_IV
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Sergeant_Mark_IV »

wildweasel wrote:Gonna give the predictable response here and say, I hope you've got your credits in order for that M60 (hint: I am not the only person to have worked on those sprites!).
I am actually not sure if I am going to keep that sprite, since that was the first weapon to be made in the pack and I changed a lot of concepts since then, but if I decide to keep that weapon, I will contact you and Xaser to ask for authorization.
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wildweasel
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by wildweasel »

Well, as far as credit where credit's due, though Xaser and I made significant changes to said graphics, the original was drawn by Kronos on the Doomworld forums, and there are some elements (the bipod, left hand, and bullet chains) from Powerslave's M60 as well.

I do not mind you borrowing the weapon graphics at all, actually (though I will be mildly miffed if you dragged in my code from ww-terror... =P)
mckracken
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by mckracken »

should i start playing BD now? or wait for the final?
did Sarge ever say mention a to-do list until he stops working on BD? Any timeframe?
Dan50
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Dan50 »

Final version was released today.
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Ghostbreed
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Ghostbreed »

Uh.. no? Final version is 1.0 and will be released by the end of the year.
Dan50
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Dan50 »

Oh my bad I thought he meant of the Beta versions of 0.17 sorry
Vict
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Vict »

Mr. Chris wrote:I altered my copy to have more "classic" behavior (normal aggression, standard projectile speed, health, no triple shot for zombie, etc) and I will post the Zandronum version later if Mark doesn't mind. This version makes doing any video recording easier as you won't be killed as quickly from the onslaught of damage.
Sounds good to me, I was looking around for something like this. I hope Mark is alright with it.
Exo
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Exo »

I ran into a rather weird bug with this mod and gzdoom 1.5.06.
Certain item light sources seem to clip and flicker a lot during movement.
Here is a video of what I'm talking about:
http://www.youtube.com/watch?v=4Jz0iogeA4Q

Maybe you guys can help me out with this one if you've encountered something similar before :)
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Ghostbreed
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Ghostbreed »

Ghostbreed wrote:Found a bug (GASP!)
If you let the captured marines slaughter everything in "Dead Simple" of Doom 2, the stairs to the exit switch won't raise.
But ahh... yeah!
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BoraxKid
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by BoraxKid »

is there a way to make the monster's eyes glow in the dark with Brightmaps?
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Ghostbreed
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Ghostbreed »

BoraxKid wrote:is there a way to make the monster's eyes glow in the dark with Brightmaps?
Check this out:
http://forum.drdteam.org/viewtopic.php?f=22&t=5306
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SyntherAugustus
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by SyntherAugustus »

http://www.pcgamer.com/2012/11/01/bruta ... od-update/

Congrats.

Also bug. Using the no reload mutator I pick up a rocket launcher and it tries to find the reload animation, but instead it glitches away. Doing "give weapons" "fixes" the problem though.

edit: I think the offending code is

Code: Select all

	Ready:
        TNT1 A 0 A_PlaySound("RLANDRAW")
        MISS ABCD 1
        TNT1 AAAAA 0
        TNT1 A 0 A_JumpIfInventory("RocketRounds",1,2)
        Goto Reload
        TNT1 AAAA 0
Locked

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