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Re: Brutal Doom Lite - Version 0.13 - bugfix V2
Posted: Fri Dec 09, 2011 1:26 pm
by Sergeant_Mark_IV
Yes, but as already said, I can't make a new player class, or it will bug with most weapon mods, because almost all of them uses new player classes too

Re: Brutal Doom Lite - Version 0.13 - bugfix V2
Posted: Fri Dec 09, 2011 10:06 pm
by Zombieguy
Been waiting for this. I'll try it now.
Re: Brutal Doom Lite - Version 0.13 - bugfix V2
Posted: Sat Dec 10, 2011 5:37 pm
by BlueFireZ88
Just tried V2. And well....I kinda hated it.
There are some glaring issues with this mod that I must address:
1.The chainsaw is broken.
-Whenever I try to kill Zombiemen, Imps, or any other enemies of this type with a chainsaw, somehow I lose 80 to 70 percent of my health. Sometimes I just die for no reason right when I kill these types of enemies with the chainsaw. It's very infuriating. Doesn't help with Entryway when your trying to conserve ammo. That and the chainsaw is the first weapon you pick up.
2.Difficulty in regards to original weapons.
-Is completely unbalanced. The AI for the monsters should have been left alone, as I'm starting to have memories of BD V.9 where I couldn't even get past the first level in Ultimate Doom, even on normal. The original weapons are essentially useless where originally they came in handy. Why you felt the difficultly needed to be ramped up without the balanced weapons of Brutal Doom, I have no idea.
Besides these problems, graphics wise it's great. But the problems I just stated just completely kill for me.
Also, what's up with the Autoaim in regards to corpses? I know they can be destroyed, but isn't there a way via DECORATE that can fix this for original Doom gameplay?
Re: Brutal Doom Lite - Version 0.13 - bugfix V2
Posted: Sat Dec 10, 2011 6:17 pm
by Zombieguy
BlueFireZ88 wrote:Just tried V2. And well....I kinda hated it.
There are some glaring issues with this mod that I must address:
1.The chainsaw is broken.
-Whenever I try to kill Zombiemen, Imps, or any other enemies of this type with a chainsaw, somehow I lose 80 to 70 percent of my health. Sometimes I just die for no reason right when I kill these types of enemies with the chainsaw. It's very infuriating. Doesn't help with Entryway when your trying to conserve ammo. That and the chainsaw is the first weapon you pick up.
2.Difficulty in regards to original weapons.
-Is completely unbalanced. The AI for the monsters should have been left alone, as I'm starting to have memories of BD V.9 where I couldn't even get past the first level in Ultimate Doom, even on normal. The original weapons are essentially useless where originally they came in handy. Why you felt the difficultly needed to be ramped up without the balanced weapons of Brutal Doom, I no idea.
Besides these problems, graphics wise it's great. But the problems I just stated just completely kill for me.
Also, what's up with the Autoaim in regards to corpses? I know they can be destroyed, but isn't there a way via DECORATE that can fix this for original Doom gameplay?
Yes, please fix these issues. Those two issues completely destroy the fun.
Re: Brutal Doom Lite - Version 0.13 - bugfix V2
Posted: Sat Dec 10, 2011 6:37 pm
by -Ghost-
For the chainsaw issue it' may be the whole "exploding heads causes damage to player" thing. Cause I noticed that when I chainsaw an enemy, there's a pretty good chance it'll gib their head as well, causing a huge loss of health/armor.
Re: Brutal Doom Lite - Version 0.13 - bugfix V2
Posted: Sat Dec 10, 2011 8:47 pm
by jpalomo
-Ghost- wrote:For the chainsaw issue it' may be the whole "exploding heads causes damage to player" thing. Cause I noticed that when I chainsaw an enemy, there's a pretty good chance it'll gib their head as well, causing a huge loss of health/armor.
I adjusted the explosion radius from a headshot to be smaller, and the only time I took damage was from no-clipping into the enemy. I don't think decreasing the explosion radius should affect the monsters in any way.
Re: Brutal Doom Lite - Version 0.13 - bugfix V2
Posted: Sat Dec 10, 2011 11:26 pm
by Ribo Zurai
I just figured out that the Cyberdemons weren't firing anything on Russian Overkill. The heck is going on?

Re: Brutal Doom Lite - Version 0.13 - bugfix V2
Posted: Sun Dec 11, 2011 7:05 am
by Blox
jpalomo wrote:I adjusted the explosion radius from a headshot to be smaller, and the only time I took damage was from no-clipping into the enemy. I don't think decreasing the explosion radius should affect the monsters in any way.
It happens by running into the monster after head-sawing them.
Hm..
Edit: Seems like it's not so much the fault of the explosion, since I for some reason
still die even after making the "headshot" a A_CustomBulletAttack coming from inside the monster. (Thus hitting it, and not you.)
Re: Brutal Doom Lite - Version 0.13 - bugfix V2
Posted: Sun Dec 11, 2011 8:57 am
by Steve1664
Ribo Zurai wrote:I just figured out that the Cyberdemons weren't firing anything on Russian Overkill. The heck is going on?

I think this might be the problem of the "CyberRocket" actor being absent in this version, at least as far as I can see. I tried to find it so I can tweak the rocket speed to be a bit slower, but I don't see it anywhere. Also, I had a problem with the firing sounds for the chaingun in the mod I was using (as in they wouldn't play when the weapon was firing) until I went into the SNDINFO file and tweaked it to the original DSPISTOL sound effect and got rid of the minigun sounds (don't forget to change the commando's firing sound accordingly).
Edit: Trying adding this to the Cyberdemon section in Brutal Lite's "Bosses" file:
ACTOR CyberRocket replaces Rocket
{
Speed 30
}
Re: Brutal Doom Lite - Version 0.13 - bugfix V2
Posted: Sun Dec 11, 2011 9:03 am
by Ethril
I'm pretty sure that taking damage from the headshot explosions happens because sometimes the (non-solid) headshot actor sticks around for a split second after the main (solid) actor dies, which means that if you're pushing forward with the chainsaw (which you most likely will be) you can end up killing the headshot actor one last time after you step onto the dying monster and therefore get within the headshot range.
possible solutions not involving a custom playerclass being immune to the damagetype:
-make the main monster actor forcibly remove any lingering headshot actors in the first frame of its death state, so the player can't hurt himself on the "leftovers"
-have the explosion do 1 damage but have it do a damagetype that the monster has a huge vulnerability to. that way they still take the regular massive amounts of damage but if the player gets "splashed" they wont really notice much unless they're already about to die, in which case you probably shouldn't be using melee damage to begin with.
-do away with the explosion altogether and just use stuff like [wiki]A_DamageMaster[/wiki]
Re: Brutal Doom Lite - Version 0.13 - bugfix V2
Posted: Mon Dec 12, 2011 1:07 am
by XutaWoo
Re: Brutal Doom Lite - Version 0.13 - bugfix V2
Posted: Mon Dec 12, 2011 3:12 am
by Zero X. Diamond
I don't know if that's something I'd be proud of...
Re: Brutal Doom Lite - Version 0.13 - bugfix V2
Posted: Mon Dec 12, 2011 7:35 am
by Big C
I am playing this with Perkistran's smooth weapon animations and zombiemen don't drop extra clips when they die. Is this supposed to happen?
Re: Brutal Doom Lite - Version 0.13 - bugfix V2
Posted: Mon Dec 12, 2011 8:00 am
by Steve1664
You should probably try going into the zombieman file and replacing the Drop.Item with "Clip". That worked for me. There's a lot of stuff that needs tweaking or replacing because of the weapon and enemy changes carried over from full Brutal.
Re: Brutal Doom Lite - Version 0.13 - bugfix V2
Posted: Mon Dec 12, 2011 8:04 am
by Big C
Ah, got it.
Also, are the Lite zombiemen supposed to rapid-fire like they do in Brutal DooM proper? I was expecting them to pop off single shots per attack like their vanilla brethren.