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Re: Brütal Doom v0.18
Posted: Tue Feb 26, 2013 3:57 am
by PaskaTykki
Its about time to get rid random damage like Half-Life 1 & 2 and Doom 3 did.
Re: Brütal Doom v0.18
Posted: Tue Feb 26, 2013 4:19 am
by twinkieman93
PaskaTykki wrote:Its about time to get rid random damage like Half-Life 1 & 2 and Doom 3 did.
While normally I'd say "be quiet you're a silly doo-doo head"(not really), given that Brutal Doom has actual hitboxes for headshots and stuff I feel like the random damage is a bit archaic. If this was any other mod, though, you would most certainly be called a silly doo-doo head(again, not really).
Re: Brütal Doom v0.18
Posted: Tue Feb 26, 2013 1:05 pm
by Crudux Cruo
Loving this version, and feedback wise...
a.) i meantioned this back in vs 10, but that bright red neon lightning that shoots out when you kill a pinkie looks shitty. i'd just like to reiterate that, perhaps noone else seems to notice but to me its tacky, i'll probably be finding that in the code and removing it myself one of these days.
b.) shotgun reload is rediclous, i suggested a doom3 style reload where 2 shells are reloaded in intervals, it looks better and in the last version i had a partially functioning version of that, but it never counted shells right.
c.) plasma deaths are really graphically intensive, at least for me. the smoke lags me out. also those little 3 pixel particles aren't cutting the mustard
d.) the frame with the imp keeled over with his guts hanging out and his ass up in the air... not destroyable, looks a little funny, but i can live with it.
e.) pinkies seem to take 2 pump shells to kill, or a kick and a shot to the face. meh... i'd rather one shot it.
suggestion wise:
1.) dunno if this is already planned but... auto fucking shotgun please. i played around with the code to make the shotgun semi auto and it was SOOOOO fun. and gory
2.) knife, throwing knife, anything but bare fists. i really would like to be able to find a knife or something for close combat, and be able to throw them at people. zombie knife deaths... yummy.
Otherwise... looking foward to the brutal arsenal, everything is fantastic. oh, and i'm still rubbing my nips in anticipation for the next brutal hexen release

Re: Brütal Doom v0.18
Posted: Tue Feb 26, 2013 2:35 pm
by drfrag
About my previous complaits on game speed.. may be it's a matter of getting used to.
doomer1 wrote:Loving this version, and feedback wise...
suggestion wise...
Right the opposite to everything you've said.
A couple of gzdoom nasty bugs, may be not related to brutal doom:
Can't play two levels with more than a certain number of monsters in a row since there's some kind of memory corruption, all flats dissapear when a lower floor linedef is triggered, may be all or at least lower to 8 above nearest floor. Must quit the game.
Another one happens when you're killed next to a wall and then resurrect, you remain stuck and can only move by jumping for a while and your invisible corpse remains solid.
Re: Brütal Doom v0.18
Posted: Tue Feb 26, 2013 3:21 pm
by leileilol
Correcting a fact...
Ghostbreed wrote:No one cried as much when the Soldier of Fortune series came out, where you could blow corpses to bits, slice their stomachs open letting the guts pour out etc etc.
Actually, there was
quite a bit of uproar especially since it came so soon after a certain video game stigmatizing massacre, also including high profile video game magazines raising issues about it and counting it
against their review scores.
Brutal Doom's issue with the gore has more to do with deriving from photographs of actual gore, and that was put behind everything else already. Sadly this is an issue that affects one of the greatest UT2004 mods of all time, Ballistic Weapons....
Re: Brütal Doom v0.18
Posted: Tue Feb 26, 2013 3:22 pm
by drfrag
Yes, apparently all lower floor actions when previous level contains more than 400 monsters approximately.
Re: Brütal Doom v0.18
Posted: Tue Feb 26, 2013 3:44 pm
by Sergeant_Mark_IV
leileilol wrote:Correcting a fact...
Brutal Doom's issue with the gore has more to do with deriving from photographs of actual gore
You know that all the real gore stuff have been put in a separated wad, and nothing in the official file is related to it, right?
Re: Brütal Doom v0.18
Posted: Wed Feb 27, 2013 11:36 am
by Sergeant_Mark_IV
This is a test version for the upcoming v18b. The update will be necessary to fix some stuff that I forgot to fix before the official release.
http://www.mediafire.com/?l310lgkqsmqkkew
Changelog:
- Improved water particles.
- Fixed a clipping issue causing barrels to hover over the water.
- New sprites for the Chaingun.
- Reduced the Chaingun recoil.
- Reduced the volume of some loud sounds.
- Improved the flames spawned by Mancubus fireballs. They now also deal some damage before
vanishing.
- Fixed a bug that could make the player get stuck on third person camera when doing a "barrel
roll".
- Fixed a bug that caused the smoke-ish blood trails to not spawn when causing an extreme
death.
- Reduced the size of the ash particles spawned by the new plasma deaths.
- Reverted the Rifle's sights back to the one used on v17, with some improvements.
- Fixed a bug with big blood pools spawning on liquid surfaces.
- Fixed a bug with Chaingunner not droping his weapon when killed by plasma.
- Added the new plasma death to players.
- Reduced the effect of power dissipation when a Spectre dies.
Re: Brütal Doom v0.18
Posted: Wed Feb 27, 2013 11:43 am
by TheDoomGuy
I have to say... those Chaingun sprites are sexy.
Re: Brütal Doom v0.18
Posted: Wed Feb 27, 2013 12:15 pm
by Cream-of-Plenty
Call me crazy, but I actually really liked the V18 ironsights for the rifle. The v18b are kind of underwhelming--if you're going to give something ironsights, you might as well go whole-hog and make them look correct.
Re: Brütal Doom v0.18
Posted: Wed Feb 27, 2013 1:38 pm
by RikohZX
Cream-of-Plenty wrote:Call me crazy, but I actually really liked the V18 ironsights for the rifle. The v18b are kind of underwhelming--if you're going to give something ironsights, you might as well go whole-hog and make them look correct.
Man, the ironsights are quite a 'love it or hate it' kinda thing in more ways than one, huh? I'm indifferent to them, but the Chaingun's new sprites definitely pretty awesome. I think the reduced plasma death bits also help in clarity, yeah.
Re: Brütal Doom v0.18
Posted: Wed Feb 27, 2013 1:50 pm
by Dortold
Just gonna put my voice in regarding the circular rifle ironsight: No sir, I don't like it. Happy that it's gone back to the more open sights in the latest test build.
2) Chaingun is cool (seems more accurate in spun-up mode as well?).
3) I know it's made for GZDoom, but I can't launch the new PK3 with ZDoom (I get
this error message). Still works fine in GZDoom with
vid_renderer 0, though.
Everything else:

Re: Brütal Doom v0.18
Posted: Wed Feb 27, 2013 1:53 pm
by Sergeant_Mark_IV
Vict wrote:I've been getting really weird framerate fluctuations on some maps with 18a, Cchest4's Map 05 and Back to Saturn X's map 06 are examples. I'm using Zandronum.
I played Back to Saturn X's map 06 now, and the giant lag spike happens because suddenly over 200 barrels explodes at the exact same time. Its something like 10x Doom 2's Map 23, and there is nothing that I can do about it. So, I suppose that it must be the same thing with Cchest4 map05.
Re: Brütal Doom v0.18
Posted: Wed Feb 27, 2013 2:40 pm
by Dayve
Do you intend to implement the HD Sprites you're making in Brutal Doom once it reached it's first rc1?
Re: Brütal Doom v0.18
Posted: Wed Feb 27, 2013 3:43 pm
by Mav3rick
Why the chaingun dont have reload animation??