Brütal Doom v0.18

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

Post by PaskaTykki »

Valherran wrote:PaskaTykki pretty much found the same bugs I did, except for the alt fire on the Plasma Rifle, that was normal to me.
Plasma Rifle bug i mean that, when you have 1 ammo in magazine. You can use alt fire, it deal full damage from alt fire, cost only 1 ammo. This is more like cheat than bug. :)

I found Hell Knight head spin bug. Here is video: http://www.youtube.com/watch?v=kAU_rEtw ... e=youtu.be
I dont like that Rifle and Pump Shotgun sometime destroy Chaingun Zombie body.
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Mike12
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Mike12 »

Congratulations, and awesome job on the new version so far! Glad to see that crawling Hell Noble and fatality got noted.

As a side-note, here's a gory/grueling version of the Arch-Vile's regular death animation:
Image

Pretty vile way to go.
PaskaTykki
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by PaskaTykki »

Mike12 wrote:Congratulations, and awesome job on the new version so far! Glad to see that crawling Hell Noble and fatality got noted.

As a side-note, here's a gory/grueling version of the Arch-Vile's regular death animation:
Image

Pretty vile way to go.
That is very nice. Great replace old Archvile dead animation. :)
Jinal
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Jinal »

Mike12 wrote:Congratulations, and awesome job on the new version so far! Glad to see that crawling Hell Noble and fatality got noted.

As a side-note, here's a gory/grueling version of the Arch-Vile's regular death animation:
Image

Pretty vile way to go.
I think you should make that death even bloodier like having blood ooze down the floor.

Well once again, I would like to see the original deaths for the Archvile, Hell Knights/Baron of Hells, etc restored.

Also what about a head shot death for the Archvile?
DoomQuaker
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by DoomQuaker »

Congratulations, the award for mod of the year is more than deserved!
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Sergeant_Mark_IV
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Sergeant_Mark_IV »

Your edits are coming out greatly, Mike! Thanks a lot :)
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Mike12
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Mike12 »

Jinal wrote:[
I think you should make that death even bloodier like having blood ooze down the floor.
Having the blood ooze down the floor on the actual sprite would cause the sprite to levitate a bit due to increased height. The mod itself has actual blood pools for that. :P
Sergeant_Mark_IV wrote:Your edits are coming out greatly, Mike! Thanks a lot :)
No problem! Feel free to let me know if you ever need anything specific.
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Gothic
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Gothic »

old sprites are still there when you select the SSG
Spoiler:
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southpark2010
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by southpark2010 »

..And for the Assault Rifle.
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Mike12
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Mike12 »

It's the art of editing clever editing, guys. You tend not to notice this stuff in-game because the similarity in shape and the really high-speed of the weapon switch animation tricks the eyes. :P
That, and all the blood on the screen.

Though, if it really is jarring in-game, all you'd have to do would be to export the weapon's current idle frame and then re-import it over the weapon-switching frames (and re-entering the offsets from before). Of course, i wouldn't recommend this for the pk3 you're using for multiplayer (you'd get a 'different file' error, I think), but if it's for single-player purposes it should do just fine.
PaskaTykki
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by PaskaTykki »

Imp knock back effect have bug. It happen when you kick Imp in the wall, other monster or other solid stuff. Zombies dont have this bug. Video: http://www.youtube.com/watch?v=OetDArtG ... e=youtu.be
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Hellstorm Archon
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Hellstorm Archon »

This is somewhat relevant, but I found something that Mike12 made that can be used as a titlepic or interpic. But then again, there's a whole plethora of images on Mike12's Deviantart page that can be used.
PaskaTykki
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by PaskaTykki »

Little suggestion Mancubus flames what light places. They look same like others flames, so you dont know what flames belongs Mancubus, you dont know what flames must avoid. :D Different graphic Mancubus flames would be nice, and IMO Mancubus flames dont last very long time. Bit bigger life time those flames would be nice too.

When i use self Mancubus weapon, i dont take damage from flames what light places. Is this purpose?
spillblood

Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by spillblood »

One suggestion: How about different player skins? I'm not thinking about other characters, but marines with different armor (denoting different ranks) or special forces would be awesome. This way you could form a real squad in multiplayer. Maybe even introduce some multiplayer player classes with different armaments. I guess stuff like this would be impossible in Vanilla Doom, but maybe you could make it happen in Zandronum and GZDoom. Hehe, a score counter that rewards gruesome killing would also be awesome! BTW, try to fix this fatality bug that when you perform a fatality on a monster, it's ripped apart, but appears very shortly in it's entirety before being dissolved into gore.
Regarding GZDoom: This flicker of textures is annoying and needs to be fixed in the GZDoom-version. It doesn't appear in the Zandronum version.
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Valherran
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Post by Valherran »

I have a request:

Can you implement a knock down effect to Hell Nobles if you jump kick them in the balls? Currently it does nothing, but this would be really useful. They could get knocked down while holding their nuts and get back up. XD
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