Brütal Doom v0.18

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Woolie Wool
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Woolie Wool »

Is there a chance you could bring back the green gore for the Barons and Hell Knights, at least as a mutator?
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Matt
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Matt »

QuickShotGunman wrote:But I don't know man :?
It doesn't make any mechanical sense, but my impression too was that it was by design. :V

Green baron gore might be workable if it's like a pukey off-green that doesn't get translated.
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USSRBear
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by USSRBear »

I understand the handy reload and fire thing you can do with the Pump, but, meh, it still frustrates me to use. Thankfully Mark added the noreload mutator. It's so cash.
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Ghostbreed
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Ghostbreed »

Woolie Wool wrote:Is there a chance you could bring back the green gore for the Barons and Hell Knights, at least as a mutator?
Wasn't there a palette issue when the blood was green?
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Blox
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Blox »

It could probably be done by making the baron stuff external, the problem with that would be that it'd require some very complicated offsetting.
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BlueFireZ88
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by BlueFireZ88 »

Ghostbreed:

It's due to palette translation. Basically, since the default skin color for the marine is green, and that ZDoom uses that green as a basis for custom colors (under player options) this also applies to anything that comes into the players sprite range (i.e. the fatalities). So if my marine character was blue and I performed a fatality on a Baron, the gore that'd come out of it's body would be blue, not green, due to how the baron and player characters share sprites in the same animation (the marine would be color translated along with the Baron in that animation).
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Ghostbreed
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Ghostbreed »

Very informative. Thanks Blue
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southpark2010
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by southpark2010 »

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

Post by PaskaTykki »

Nice stuff. :mrgreen: So next versio crawling Rifle Zombie and Shotgun Zombie is fixed right?

Couple suggestion:

- When kick suffering enemy head. It head fly instead explode.
- Execution give bonus health.
- When enemy have low hp. It start bleeding like player.
- Make addon shells stay forever and bulletholes too. Why even bulletholes vanish? They are not very heavy run.
- Another addon where blood stay forever.
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Hellstorm Archon
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Hellstorm Archon »

Looks like killing zombies and imps is going to get a lot more interesting.

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southpark2010
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by southpark2010 »

Cool, I wonder how a Mancubus can dodge a rocket/BFG-Ball?
"The next step is to make enemies respond to the player's taunts." It'll be funny to see a Zombieman flip you off after you taunt him. :lol:
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twinkieman93
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by twinkieman93 »

Interesting? More like annoying. There's a reason that the only enemies in video games I've ever seen do something similar are called Elites. Because that's some serious skill those things have for cannon fodder mooks. Leave the moving around like a crazy person to the actual humans and not the ones who are possessed by the souls of the damned, okay?
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Woolie Wool
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Woolie Wool »

twinkieman93 wrote:Interesting? More like annoying. There's a reason that the only enemies in video games I've ever seen do something similar are called Elites. Because that's some serious skill those things have for cannon fodder mooks. Leave the moving around like a crazy person to the actual humans and not the ones who are possessed by the souls of the damned, okay?
If you think that's annoying, you should fight the special forces marines (coincidentally, called Elites in the DECORATE files) in Mutiny. They dodge and weave like maniacs and are armed with fully-automatic assault rifles. They're absolutely terrifying! :twisted:

Through them I've conditioned Bashe to have a Pavlovian fear response to General Darian's taunts from Rise of the Triad.

BTW, list of enemies who can do that that I can think of:
* Strike Team guards from Rise of the Triad
* Skaarj from Unreal
* Elite Guards from Return to Castle Wolfenstein
* Numerous enemies from the Jedi Knight series (they dodged hitscans!)
* Several enemies from Wolfenstein 2009
* Pretty much any soldier mook from a game after 2004

Back on topic, I hope this is some sort of optional flag because enemies dodging like that is a serious potential game breaker. Make sure they don't dodge until about half a second after you fire so they're not psychic.
Last edited by Woolie Wool on Mon Dec 24, 2012 11:05 am, edited 4 times in total.
PaskaTykki
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by PaskaTykki »

That it is interesting. I dont know is that annoying or good. Need test myself first.
Funky Gnoll
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Funky Gnoll »

does this mean you can trick them into jumping off of things, and if so will they suffer falling damage? :P
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