Brütal Doom v0.18

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
BlueFireZ88
Posts: 1087
Joined: Tue Jan 18, 2011 9:04 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
Location: Tallon IV
Contact:

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by BlueFireZ88 »

Had mine early on in the threads to the point where I dared them to ban me. They didn't, and I got over it. Still, I glad I got over that awkward period and I've been ok ever since.
User avatar
Hellstorm Archon
Posts: 1176
Joined: Sun Oct 24, 2010 7:37 pm
Preferred Pronouns: They/Them
Location: 404 Error- Location of User Not Found
Contact:

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Hellstorm Archon »

Since my dad has been advising me to develop apps for Apple-related devices, and has even got me a MacBook Pro, and since I was considering video game development, how would you guys feel about playing Brutal Doom on the iPhone, iPad, iPod Touch, etc.?
User avatar
BlueFireZ88
Posts: 1087
Joined: Tue Jan 18, 2011 9:04 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
Location: Tallon IV
Contact:

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by BlueFireZ88 »

Wouldn't GZDoom need to be ported first?
User avatar
QuickShotGunman
Posts: 379
Joined: Tue Jul 17, 2012 11:41 am
Location: Roscoe Street Station

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by QuickShotGunman »

The source code for Doom has already been made,so making a Brutal Doom iOS edition would'nt be such a big problem.
Speaking of iOS Doom,we have Freedoom and Hacx already on it.
User avatar
insightguy
Posts: 1730
Joined: Tue Mar 22, 2011 11:54 pm

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by insightguy »

Hellstorm Archon wrote:Since my dad has been advising me to develop apps for Apple-related devices, and has even got me a MacBook Pro, and since I was considering video game development, how would you guys feel about playing Brutal Doom on the iPhone, iPad, iPod Touch, etc.?
If you manage to port GZDoom into the android, i will worship you.
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Contact:

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Matt »

insightguy wrote:
Hellstorm Archon wrote:iBullshit
If you manage to port GZDoom into the android, i will worship you.
This.
User avatar
insightguy
Posts: 1730
Joined: Tue Mar 22, 2011 11:54 pm

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by insightguy »

P.S. if you need a tester for android. I have a Samsung galaxy note up for testing (rest of the family uses apple only except me! Not a single apple product I own.)
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Captain J »

insightguy wrote:P.S. if you need a tester for android. I have a Samsung galaxy note up for testing (rest of the family uses apple only except me! Not a single apple product I own.)
oh my goodness.
android is really good thing.
but we're using a original smart phone.
i don't know it's good or something, my dad, and sister is using this(and doom1, 2 was worked as hell.).
not just bought it because it's cheap.
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by The Zombie Killer »

Hellstorm Archon wrote:Since my dad has been advising me to develop apps for Apple-related devices, and has even got me a MacBook Pro, and since I was considering video game development, how would you guys feel about playing Brutal Doom on the iPhone, iPad, iPod Touch, etc.?
Image
User avatar
Hellser
Global Moderator
Posts: 2786
Joined: Sun Jun 25, 2006 4:43 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Manjaro Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Citadel Station

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Hellser »

Hellstorm Archon wrote:Since my dad has been advising me to develop apps for Apple-related devices, and has even got me a MacBook Pro, and since I was considering video game development, how would you guys feel about playing Brutal Doom on the iPhone, iPad, iPod Touch, etc.?
Illegal as all hell due to this... mod using graphics from the original game. Meaning, you have to take the FreeDoom approach to even be able to 'sell' the product.. and even then, I'm sure Apple wants you to create the product your self. The engine might be free, but not the graphics.

If you try to even bring up the fact that 'why are we using the graphics here on this website?', because it's DooM, id Software doesn't mind you using their graphics so much for their own games.

Also, game development means, well; that. Development of a game. Not porting an already successful game that others has done to other platforms.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by wildweasel »

And before anyone suggests that you could load Brutal Doom as a mod, Apple doesn't like App Store apps to be able to load arbitrary code. A Commodore game compilation was once removed from the App Store because it had C64 Basic hidden in it.
User avatar
Ghostbreed
Posts: 1114
Joined: Wed Mar 24, 2010 6:19 am

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Ghostbreed »

The Real Gore mod should be implemented into the Mutator pack. Just saying, Sarge :)
User avatar
USSRBear
Posts: 63
Joined: Tue Dec 11, 2012 3:20 pm

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by USSRBear »

I'm thinking that the Assault Rifle could use a burst fire mechanism when you aim with it. Maybe a 4 round burst at 1800 RPM or even a bit higher. It and the Shotgun, at least to me, are overshadowed by theMinigun and SSG respectively. I think the SG should have a reload gimmick to where you load 2 or 3 shells to top it off, like Resident Evil 4 if any of you have played that. Those are really the only concerns that I have for Brutal Doom that keep me for enjoying it completely, though I enjoy 95% of it right now. The dodge keys were really appreciated, too, I use them quite a bit.
User avatar
QuickShotGunman
Posts: 379
Joined: Tue Jul 17, 2012 11:41 am
Location: Roscoe Street Station

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by QuickShotGunman »

Since the shotgun has that bug where is PUMPS at any time by RELOADING with it FULL.
The mod should have a JAMMING FUNCTION.
But I don't know man :?
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Big C »

That's not a bug, not when it lets you get instant style points at any time. :P
Locked

Return to “Abandoned/Dead Projects”