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johnny
Posts: 204
Joined: Wed Jun 02, 2010 5:09 am
Location: pelagiad

Re: BDJ - well I'll be damned, it works with Zand

Post by johnny »

Big C - doubleclick!

Clownman - Yeah I know it's fucked up, you can follow big c's link if you want it fixed now but I'll just upload a new bdj tomorrow that has the sprite names changed since it'll only take me two seconds.
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Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: BDJ - well I'll be damned, it works with Zand

Post by Big C »

johnny wrote:Big C - doubleclick!
!

AHA! :o

...

...

...

Um.

NOW what am I looking for? :stuppor: I do *not* see a SndInfo inside Terrain.wad, unless I am being a ding-dong here and overlooking the obvious.

This is surprisingly fun/educational but SO HAIR-PULLING at the same time, so thank you again for this crash-course in ZDoom editing. It is an enlightening experience, in much the same way that having your legs gnawed off by rabid dogs teaches you to stop hurrying through life and appreciate your immediate surroundings.
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seclongo
Posts: 25
Joined: Wed Feb 15, 2012 5:16 pm

Re: BDJ - well I'll be damned, it works with Zand

Post by seclongo »

So far this is my favorite Brutal Doom reworking. It's fast, fun, varied and it doesn't have that specter of "Trying too hard to be edgy" that the original Brutol Duum had.
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Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: BDJ - well I'll be damned, it works with Zand

Post by Big C »

I had a curious glitch---I fatality'd a minigunner, and got stuck in fatality mode (but able to be hurt) while his buddy kept shooting me to death.
user5124
Posts: 57
Joined: Sun May 25, 2014 6:32 am

Re: BDJ - well I'll be damned, it works with Zand

Post by user5124 »

johnny wrote:
User5124 - Open up slade and go to the LOADACS lump and delete the word "strafetilting" or whatever it is. Then you'll be back to standard walking. Thanks for the compliment man!! It is awesome to hear that.
Worked perfectly. Thanks for helping me to help myself. :D
DeadDawndus
Posts: 9
Joined: Tue Mar 17, 2015 6:25 pm

Re: BDJ - well I'll be damned, it works with Zand

Post by DeadDawndus »

Big C wrote:I had a curious glitch---I fatality'd a minigunner, and got stuck in fatality mode (but able to be hurt) while his buddy kept shooting me to death.
Can confirm. I was playing DV2 earlier with your mod and chaingunners can't prevent your fatality from running its course by stunlocking you.

But I mean, i'm not salty that it was Black Metal or anything. No sir.

HITSCANNERS
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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

Post by Silentdarkness12 »

Well, Johnny, Brutal Doom v20 is out. I loaded it up and the melee injury bug I was experiencing with both your submod and another one wasn't there.
LostFury
Posts: 6
Joined: Fri Feb 06, 2015 7:56 pm

Re: BDJ - well I'll be damned, it works with Zand

Post by LostFury »

Playing the new Brutal Doom and I have to admit (while still enjoying this release) I can't wait until johnny gets a hold of the code and adds his touch. Can't wait until you get started and thank you again for all your previous work which has taken up god knows how many hours and looking to spend more with future releases!! :)
AndehX
Posts: 27
Joined: Mon Aug 16, 2010 3:45 pm

Re: BDJ - well I'll be damned, it works with Zand

Post by AndehX »

I've also just tried BD20, and I have to say, it isn't half as good as Johnny's version. Little things like the excessive recoil and the terrible looking chainsaw in BD20 makes Johnny's version so much better.

The only issues I have with Johnny's version is the buggy movement in GZDoom multiplayer (sometimes it feels stiff and laggy as compared to single player) and the lack of 3rd person viewable weapons, which REALLY adds to the experience.
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Rowsol
Posts: 1000
Joined: Wed Mar 06, 2013 5:31 am
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Re: BDJ - well I'll be damned, it works with Zand

Post by Rowsol »

Well I'll be damned. You did the impossible. You cleaned the code up.

I finally got around to trying this. Great work. Only one issue.

http://postimg.org/image/t4y8jd78t/

The ammo icons are not aligned. I tried modifying

Code: Select all

drawimage ammoicon2, -86, -53;
drawimage ammoicon1, -86, -27;
but it didn't have any effect.
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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

Post by Silentdarkness12 »

Rowsol wrote:Well I'll be damned. You did the impossible. You cleaned the code up.

I finally got around to trying this. Great work. Only one issue.

http://postimg.org/image/t4y8jd78t/

The ammo icons are not aligned. I tried modifying

Code: Select all

drawimage ammoicon2, -86, -53;
drawimage ammoicon1, -86, -27;
but it didn't have any effect.
I'm surprised you're not using the built in NC Hud, and are instead opting for the regular Doom hud.
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Rowsol
Posts: 1000
Joined: Wed Mar 06, 2013 5:31 am
Contact:

Re: BDJ - well I'll be damned, it works with Zand

Post by Rowsol »

Oh, thanks for the heads up. Totally didn't know it was in here. So used to using size 11.
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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

Post by Silentdarkness12 »

In case you're wondering, I updated my GZDoom to today's latest build and the melee injury bug still lives.
Fastclick
Posts: 4
Joined: Tue Sep 24, 2013 2:28 pm

Re: BDJ - well I'll be damned, it works with Zand

Post by Fastclick »

Hello Johnny. I will be short.
A tiny bug. When standing at "teleport destination" (any), you get a massive damage per second (doom2 map02 for example). That's weird.
Can be reproduced on GZdoom and Zandronum.
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WallyTheBoogieBug
Posts: 47
Joined: Sun Apr 22, 2012 6:56 am

Re: BDJ - well I'll be damned, it works with Zand

Post by WallyTheBoogieBug »

Hey Johnny, have you ever noticed that... uh, well

ExplosiveBarrel1's voxels are moving and staring at stuff. They're looking at me.
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