No prob. Keep a bookmark to that link, I will always be posting the most recent test/beta versions there first.Doomer wrote:That was the problem. I had used the old dropbox link to download UDV. Thanks for helping me.saegiru wrote:And you grabbed the latest version from https://mega.co.nz/#F!9MtVUC6Q!Y8sC4sDyc3LxRcb0Wn_yfg ?Doomer wrote:Nope:Spoiler:Code: Select all
OS: Windows 7 (NT 6.1) Build 7601 Service Pack 1 M_LoadDefaults: Load system defaults. Using program directory for storage Gameinfo scan took 0 ms W_Init: Init WADfiles. adding D:/Brutal_Doom/gzdoom.pk3, 607 lumps adding D:/Brutal_Doom/doom2.wad, 2919 lumps adding D:/Brutal_Doom/SBrightmaps.pk3, 759 lumps adding D:/Brutal_Doom/lights.pk3, 4 lumps adding D:/Brutal_Doom/BDJ20.pk3, 7935 lumps adding D:/Brutal_Doom/BDJ20.pk3:terrain.wad, 260 lumps adding D:/Brutal_Doom/BDJ20.pk3:titlemapworks.wad, 88 lumps adding D:/Brutal_Doom/dhtp.pk3, 711 lumps adding D:/Brutal_Doom/A_Fx_Sounder.wad, 77 lumps adding D:/Brutal_Doom/A_Metal_Doom.wad, 64 lumps adding D:/Brutal_Doom/UDVA1.pk3, 1413 lumps adding D:/Brutal_Doom/UDVA1.pk3:xhairs.wad, 94 lumps adding D:/Brutal_Doom/UDVB1.pk3, 5 lumps adding D:/Brutal_Doom/UDVC1.pk3, 19 lumps adding D:/Brutal_Doom/UDVC2.pk3, 18 lumps adding D:/Brutal_Doom/UDVC3.pk3, 154 lumps I_Init: Setting up machine state. CPU Speed: 1647 MHz CPU Vendor ID: AuthenticAMD Name: AMD E-450 APU with Radeon(tm) HD Graphics Family 20 (20), Model 2, Stepping 0 Features: MMX MMX+ SSE SSE2 SSE3 SSSE3 I_InitSound: Initializing FMOD FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009. Loaded FMOD version 4.44.52 V_Init: allocate screen. S_Init: Setting up sound. ST_Init: Init startup screen. Checking cmd-line parameters... S_InitData: Load sound definitions. G_ParseMapInfo: Load map definitions. Texman.Init: Init texture manager. ParseTeamInfo: Load team definitions. LoadActors: Load actor definitions. Bad hex number: no Tried to register class 'NoPrimary' more than once. Tried to register class 'NoSecondary' more than once. Attempt to get invalid state Death.TriteFatalityMarine from actor Doomer. Script error, "UDVB1.pk3:actors/udvradar.txt" line 303: Parent type 'Marine_Shotgun' not found in Marine_Shotgun_UDV Script error, "UDVB1.pk3:actors/udvradar.txt" line 303: Replaced type 'Marine_Shotgun' not found for Marine_Shotgun_UDV Script error, "UDVB1.pk3:actors/udvradar.txt" line 314: Parent type 'Marine_SSG' not found in Marine_SSG_UDV Script error, "UDVB1.pk3:actors/udvradar.txt" line 314: Replaced type 'Marine_SSG' not found for Marine_SSG_UDV Script error, "UDVB1.pk3:actors/udvradar.txt" line 325: Parent type 'Marine_Minigun' not found in Marine_Minigun_UDV Script error, "UDVB1.pk3:actors/udvradar.txt" line 325: Replaced type 'Marine_Minigun' not found for Marine_Minigun_UDV Script error, "UDVB1.pk3:actors/udvradar.txt" line 336: Parent type 'Marine_Plasma' not found in Marine_Plasma_UDV Script error, "UDVB1.pk3:actors/udvradar.txt" line 336: Replaced type 'Marine_Plasma' not found for Marine_Plasma_UDV Script error, "UDVB1.pk3:actors/udvradar.txt" line 347: Parent type 'Marine_Rocket' not found in Marine_Rocket_UDV Script error, "UDVB1.pk3:actors/udvradar.txt" line 347: Replaced type 'Marine_Rocket' not found for Marine_Rocket_UDV Execution could not continue. 5 errors while parsing DECORATE scripts
Your Name: Lieutenant John Doom. Your Mission:
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: BDJ - well I'll be damned, it works with Zand
No prob. Keep a bookmark to that link, I will always be posting the most recent test/beta versions there first.Doomer wrote:That was the problem. I had used the old dropbox link to download UDV. Thanks for helping me.saegiru wrote:And you grabbed the latest version from https://mega.co.nz/#F!9MtVUC6Q!Y8sC4sDyc3LxRcb0Wn_yfg ?Doomer wrote:Nope:Spoiler:
Re: BDJ - well I'll be damned, it works with Zand
I did so (it's the Aspects part, right?) and the same footsteps STILL showed up in KDIZDJ. Were KDIZD's footsteps supposed to sound this hyperactive? They go FAST.johnny wrote:Big C - I cut out all the footsteps sound code from Kdizdj so what you're dealing with now is the bdj footsteps. You can probably cut that out of the sndinfo lump (should be towards the bottom) in bdj too to get your new footsteps to work.
Anyway, I still can't get the 'old' footsteps out of KDIZDJ edition for some reason.
Sorry for sounding so picky about this, but the 'default' KDIZD footsteps are so rapid it sounds like you're running even when you're walking, and TZK's footsteps slow down or speed up appropriately depending on whether you're holding down the sprint key.
- Crudux Cruo
- Posts: 1171
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
New Tweakpack up!
Here's the new tweakpack, enjoy kiddiesCrudux Cruo wrote:
NEW
OLD
here's a little video reviewing my mods so you can get a preview, and showing off the new ads sprites i whipped up, which are subject to change. enjoy
3 mods: Glock pistol replacement, rifle enhancement (with ads sprites), and auto shotgun secondary. you dont have to run them all together unless you want to.Code: Select all
http://www.filedropper.com/cc-tweakpack_1
More Changes:
-made zoom on rifle full auto
-nerfed mag to 30
-made glock secondary full auto
-more recoil for secondary, less for primary
-made shotgun full auto
-less ammo cap (6)
-more looted ammo (3 instead of 2)
-shotgun is more inaccurate as result.
-added zoomed semi-auto fire, more accurate, slower.
changes:
-added angle recoil as well as tweaking pitch recoil
-rifle much more accurate, but heavy recoil unless you're in secondary mode. plays like Counterstrike
-glock has more recoil and is more accurate, so you'll want to aim your shots most of the time.
-shotgun has much more recoil to compensate for the semi auto feature.
also. possible bug with zombies idle animation.
- ArtVandelay
- Posts: 22
- Joined: Wed Feb 25, 2015 11:10 pm
Re: BDJ - well I'll be damned, it works with Zand
I don't know why I ever doubted you. <3 Pls forgibe.johnny wrote:ArtVandelay - I'm working on it, I'm still fiddling with getting it to display right. And smoothdoomj is getting the full new melee treatment this weekend too. You know how the newer BD tests have the purist player class that you can choose? I'm gonna have smoothdoomerj replace that. Smoothdoomj will still exist, but I'm also gonna integrate it into BDJ as well. Also, yeah, the sprites are still missing. I kinda forgot about that part. You can actually disable voxels ingame by typing r_drawvoxels 0 in the console instead of deleting them (I'll make this a cvar). BUT for the actual BD20 version I'll have the sprites all there. This last version was just kinda rushed out the door because the version before it was gross and bad and I wanted to get rid of it.
THE. JOHNNY. IS. TOO. HOT. I cannot wait for the finished product.
- Silentdarkness12
- Posts: 1555
- Joined: Thu Aug 15, 2013 5:34 pm
- Location: Plains of Pride
Re: BDJ - well I'll be damned, it works with Zand
GAHK
The problem is back with getting injured by the blood. I had accidentally left "Enable Brutal Doom Options" off. Turning it on brings back the acid blood problem.
The problem is back with getting injured by the blood. I had accidentally left "Enable Brutal Doom Options" off. Turning it on brings back the acid blood problem.
Re: BDJ - well I'll be damned, it works with Zand
Big C - You gotta get rid of all the references to footsteps within the terrain.wad sndinfo too. Really I think you could delete the terrain.wad altogether.
Silentdarkness12 - see first sentence
Silentdarkness12 - see first sentence
johnny wrote:I'm good on bug squashing though, for reasons I've previously mentioned. Plus I played 25ish maps today punching the shit out of everything and I could never get anything to go wrong, so I'm 100% okay with things working only 99% of the time. Extremely rare bug fixing is for versions that are going to last longer than 5 more days. Just open the console, type resurrect, then go about your business. It's not that bad.
- Silentdarkness12
- Posts: 1555
- Joined: Thu Aug 15, 2013 5:34 pm
- Location: Plains of Pride
Re: BDJ - well I'll be damned, it works with Zand
Are you sure that Enable Brutal Doom Options was on?.....johnny wrote:Big C - You gotta get rid of all the references to footsteps within the terrain.wad sndinfo too. Really I think you could delete the terrain.wad altogether.
Silentdarkness12 - see first sentencejohnny wrote:I'm good on bug squashing though, for reasons I've previously mentioned. Plus I played 25ish maps today punching the shit out of everything and I could never get anything to go wrong, so I'm 100% okay with things working only 99% of the time. Extremely rare bug fixing is for versions that are going to last longer than 5 more days. Just open the console, type resurrect, then go about your business. It's not that bad.
I tried another submod that has the newer blood options just like yours, and the same problem cropped up.
Re: BDJ - well I'll be damned, it works with Zand
We'll see if it's still a problem in the full BD20 and go from there. This is a pointless conversation dude
Re: BDJ - well I'll be damned, it works with Zand
I removed the Aspects Floor Sounds and the Terrain.wad and got this error:
I have no idea what I am doing wrong at this point and it is driving me nuts.Execution could not continue.
Script error, "BDJ20.pk3:animdefs" line 22:
Unknown texture FHDS01
Re: BDJ - well I'll be damned, it works with Zand
Okay I have no idea why I said you could delete it all, this is why I shouldn't post or think or do anything at work. The terrain lump has the textures for the warping water/slime/lava (that's what your error is) as well as a bunch of other shit like splashes. You need terrain.wad. Just get rid of the footstep stuff from the sndinfo lump inside it, as well as the sndinfo inside bdj.
Re: BDJ - well I'll be damned, it works with Zand
Meaning the sndinfo lumps inside KDIZDJ *and* BDJ?
I just want to be *absolutely* certain before I try this again.
(Also, thank you so very very much for being patient with me through this.)
I just want to be *absolutely* certain before I try this again.
(Also, thank you so very very much for being patient with me through this.)
Re: BDJ - well I'll be damned, it works with Zand
I already took care of the footstep stuff in the kdizdj sndinfo. Bdj has a sndinfo, and terrain.wad has its own sndinfo as well. So there's three total, one is already done. I think you already said you got rid of all the references to footsteps in the bdj root directory sndinfo, now you just need to get rid of the references from the sndinfo within terrain.wad. Redownload bdj so you get the terrain wad that you deleted back, then open bdj, double click terrain, find sndinfo, backspace out all the footspace stuff, save, save all, done.
No problem man. I've been editing doom stuff since the 90's when a program called wintex was the premier shit, so I've been doing this for awhile. I remember being like 11 years old and swapping the pistol and shotgun sounds so I could finally have my chaingun sound as badass as the heavy weapon dude's. I know how confusing and frustrating it all is though, it took me probably 5 years of trial and error with decorate and the other special lumps before things finally started making some sense. Slade is really fucking handy now. Things used to just crash and give no or very little indication of why or how.
No problem man. I've been editing doom stuff since the 90's when a program called wintex was the premier shit, so I've been doing this for awhile. I remember being like 11 years old and swapping the pistol and shotgun sounds so I could finally have my chaingun sound as badass as the heavy weapon dude's. I know how confusing and frustrating it all is though, it took me probably 5 years of trial and error with decorate and the other special lumps before things finally started making some sense. Slade is really fucking handy now. Things used to just crash and give no or very little indication of why or how.
Re: BDJ - well I'll be damned, it works with Zand
...
...
...
Okay so uh
In Slade
How do I open the terrain.wad in a human-readable format?
It gives me two options: TEXT (it's a brief blurb consisting of PWAD EOT SOH) and HEX (*sound of Big C sobbing in the corner at the sight of actual code*).
...
...
Okay so uh
In Slade
How do I open the terrain.wad in a human-readable format?
It gives me two options: TEXT (it's a brief blurb consisting of PWAD EOT SOH) and HEX (*sound of Big C sobbing in the corner at the sight of actual code*).
Re: BDJ - well I'll be damned, it works with Zand
I'm trying to play this with the edited KDiZD you made but my rifle keeps disappearing one tic when I fire. Is this normal?
Re: BDJ - well I'll be damned, it works with Zand
Johnny has addressed this and provided a fix here.Clownman wrote:I'm trying to play this with the edited KDiZD you made but my rifle keeps disappearing one tic when I fire. Is this normal?
