Your Name: Lieutenant John Doom. Your Mission:
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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.
- smartieskittlebass
- Posts: 13
- Joined: Fri May 29, 2015 12:51 am
Re: BDJ - well I'll be damned, it works with Zand
Best Version of v20 I played to date!
What sound.mod did you use?
The pickup- and shooting-sounds are godlike!
Also the voxels!
What standalone-voxel-mod did you use?
And:
Did any of you try playing this online coop?
What sound.mod did you use?
The pickup- and shooting-sounds are godlike!
Also the voxels!
What standalone-voxel-mod did you use?
And:
Did any of you try playing this online coop?
Re: BDJ - well I'll be damned, it works with Zand
Me... Emmmm... I recommend to wait until stable beta-build of Zandronum 3.0 will be released.smartieskittlebass wrote:Best Version of v20 I played to date!
And:
Did any of you try playing this online coop?
Tons of bugs for now. Dont even want to count. Dev progress here: http://zandronum.com/tracker/roadmap_pa ... sion_id=25
Re: BDJ - well I'll be damned, it works with Zand
Yes. I have played it in coop with a friend using GZDoom. It works great except because of the modifcations to the movement that Johnny made in v20, it can get very laggy and stuttering when moving around sometimes. It feels like your feet are stuck in peanut butter moving and stopping.smartieskittlebass wrote: And:
Did any of you try playing this online coop?
Re: BDJ - well I'll be damned, it works with Zand
Excellent Mod. I took a break from Doom for about a year, and this is the first, mod I've used this go around. It's perfect for my current setup. I'm playing on a huge projector screen, and using 3rd party software to get some good work out of my 360 controller. Yes, I know no one approves of playing fps on a controller, but it makes it easier to play from my couch, plus it reminds me of the old days of doom, when I played on a keyboard with no mouse, and it was actually hard to aim, and it made every confrontation terrifying.
Enough about me, let's talk about what I want
There are so many grenades, all the time, and it is so useful to be able to kill from around corners. They seem OP. Maybe it's just because I'm playing on Knee Deep, which I know well and is full of weak enemies, but it seems like I'm practically unkillable with grenades, even playing with a stupid controller.
2 Suggestions:
Uno: I like being able to hold 25, so I wouldn't change that. Maybe grenades should be a rarer item, so that some serious conservation is required to reach 25. I never seem to have fewer than 20 as it is, since they are constantly replenished.
Dos: I play a lot of a shooter called Fistful of Frags, which is free on steam. In this game, there is a dynamite pickup which is very satisfying to use, because of its extreme power, and how difficult it is to use since it has a very long fuse. You have to hold the lit stick for a few seconds if you want it to detonate soon after you throw it. What if you increased the length of the grenade timer and added the ability to "cook" grenades by holding down the toss button before releasing? You would have to decide if the grenade would need more power to compensate for this addition which would make it harder to use. Maybe some close range splash bonus to make it more lethal against tougher enemies.
Thank you for being so open to suggestions from the people who love your work.
PS I love the title screen. God Bless America
Enough about me, let's talk about what I want
There are so many grenades, all the time, and it is so useful to be able to kill from around corners. They seem OP. Maybe it's just because I'm playing on Knee Deep, which I know well and is full of weak enemies, but it seems like I'm practically unkillable with grenades, even playing with a stupid controller.
2 Suggestions:
Uno: I like being able to hold 25, so I wouldn't change that. Maybe grenades should be a rarer item, so that some serious conservation is required to reach 25. I never seem to have fewer than 20 as it is, since they are constantly replenished.
Dos: I play a lot of a shooter called Fistful of Frags, which is free on steam. In this game, there is a dynamite pickup which is very satisfying to use, because of its extreme power, and how difficult it is to use since it has a very long fuse. You have to hold the lit stick for a few seconds if you want it to detonate soon after you throw it. What if you increased the length of the grenade timer and added the ability to "cook" grenades by holding down the toss button before releasing? You would have to decide if the grenade would need more power to compensate for this addition which would make it harder to use. Maybe some close range splash bonus to make it more lethal against tougher enemies.
Thank you for being so open to suggestions from the people who love your work.
PS I love the title screen. God Bless America
Re: BDJ - well I'll be damned, it works with Zand
Well, this is a really unique version of BD for sure.
What I liked:
- Assault rifle sound and effects
- Superior minigun effects
- Superior BFG effects
- Superior revenant launcher sprites
- Love the voxel based sprites you have for weapons and items
- Like the new heat seeking version of the rocket launcher's missiles, although it makes the revenant's launcher a bit redundant.
What I didn't like:
- I find the berserk/call for backup last slot for weapons, unnecessary and not fitting with the rest of the mod. They break regular Brutal Doom's authenticity and introduce a "Russian overkill" element that doesn't belong here. In my opinion, both of those should be given to some new variant of enemies instead.
- The lack of fists and the new kick based fatality system. The text that appears at the bottom left of the screen during the fatality is really cool, but the kicking combo thing really seems out of place (its weaker and lacks the hard hitting weight in Mark's single kick version).
- The grenade setup for the player is inferior to Mark's version. The sprites don't even look as good and I really needed the functionality Mark provided.
- Shooting walls option should be in the options menu. Its very useful for cheap maps that have bullshit traps for the players.
- The chainsaw sprites is a step down from Mark's version. The smoke effect is cool though.
- Duel weapons, fists, grenades and other ommitted weapons should probably be restored because they had important functions and balances.
- Double barreled shotgun sprite is plain ugly and so are the muzzle flashes for it.
- the pistol is somewhat pointless.
- The classic plasma rifle sprite doesn't look as good as the modern one.
What I suggest as good additions:
- With Brutal Doom's new level of absurd damage control (particularly in higher difficulty), I was hoping Sgt Mark would implement a visual timer for items like the radiation suit since levels like Doom 2 level 24 has a lot of them, and one would need to be conservative on their usage. He didn't so I bring it up here. It would be even better if this was something that can be toggled like in Duke Nukem and Blood.
- Scavenger mod needs to be implemented in this. In an intense fight (which is more frequent in these new Brutal Doom versions), I almost always end up picking up large med packs without actually needing them, which is a waste.
- I sent Mark a new fatality for the Baron of Hell a while back and he said he liked them, but so far I don't see them in the game. Would you be interested in them?
What I liked:
- Assault rifle sound and effects
- Superior minigun effects
- Superior BFG effects
- Superior revenant launcher sprites
- Love the voxel based sprites you have for weapons and items
- Like the new heat seeking version of the rocket launcher's missiles, although it makes the revenant's launcher a bit redundant.
What I didn't like:
- I find the berserk/call for backup last slot for weapons, unnecessary and not fitting with the rest of the mod. They break regular Brutal Doom's authenticity and introduce a "Russian overkill" element that doesn't belong here. In my opinion, both of those should be given to some new variant of enemies instead.
- The lack of fists and the new kick based fatality system. The text that appears at the bottom left of the screen during the fatality is really cool, but the kicking combo thing really seems out of place (its weaker and lacks the hard hitting weight in Mark's single kick version).
- The grenade setup for the player is inferior to Mark's version. The sprites don't even look as good and I really needed the functionality Mark provided.
- Shooting walls option should be in the options menu. Its very useful for cheap maps that have bullshit traps for the players.
- The chainsaw sprites is a step down from Mark's version. The smoke effect is cool though.
- Duel weapons, fists, grenades and other ommitted weapons should probably be restored because they had important functions and balances.
- Double barreled shotgun sprite is plain ugly and so are the muzzle flashes for it.
- the pistol is somewhat pointless.
- The classic plasma rifle sprite doesn't look as good as the modern one.
What I suggest as good additions:
- With Brutal Doom's new level of absurd damage control (particularly in higher difficulty), I was hoping Sgt Mark would implement a visual timer for items like the radiation suit since levels like Doom 2 level 24 has a lot of them, and one would need to be conservative on their usage. He didn't so I bring it up here. It would be even better if this was something that can be toggled like in Duke Nukem and Blood.
- Scavenger mod needs to be implemented in this. In an intense fight (which is more frequent in these new Brutal Doom versions), I almost always end up picking up large med packs without actually needing them, which is a waste.
- I sent Mark a new fatality for the Baron of Hell a while back and he said he liked them, but so far I don't see them in the game. Would you be interested in them?
- Crudux Cruo
- Posts: 1171
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
Re: BDJ - well I'll be damned, it works with Zand
No offense here, but BDJ is defined by all the things you dont like, in essence.You can always play vanilla if you don't like the tweaks. Just saying; I find all the things you don't like are reasons i like the mod.
Re: BDJ - well I'll be damned, it works with Zand
Are the duel wielded weapons balanced? I haven't tried Sarge's new Brutal Doom yet, and I have to admit that the duel wielding I saw in the trailer was a turn off. It seemed like double ARs would be too similar to using a minigun to be worth including, and double plasma rifles would just make me too powerful. Honestly, I've been hoping that J would not add duel wielding.
As for the marines, they seem cheap to me too, so I just never use them. And when I see a tied up marine, I put them out of their misery with a chainsaw swing. I'm the only marine on this here spacestation.
As for the marines, they seem cheap to me too, so I just never use them. And when I see a tied up marine, I put them out of their misery with a chainsaw swing. I'm the only marine on this here spacestation.
Last edited by robocop on Mon Jun 08, 2015 12:59 pm, edited 2 times in total.
Re: BDJ - well I'll be damned, it works with Zand
These kinds of responses get on my nerves.No offense here, but BDJ is defined by all the things you dont like, in essence.You can always play vanilla if you don't like the tweaks. Just saying; I find all the things you don't like are reasons i like the mod.
I was giving feedback. Nothing more, nothing less. If you disagree, its fine, but don't go sprouting off this "You can always play vanilla if you don't like the tweaks" nonsense, just because you don't want Jay to make the changes I brought up in my feedback.
Last edited by Kagur on Mon Jun 08, 2015 10:20 am, edited 1 time in total.
- smartieskittlebass
- Posts: 13
- Joined: Fri May 29, 2015 12:51 am
Re: BDJ - well I'll be damned, it works with Zand
may I ask how you played coop with GzDoom?AndehX wrote:Yes. I have played it in coop with a friend using GZDoom. It works great except because of the modifcations to the movement that Johnny made in v20, it can get very laggy and stuttering when moving around sometimes. It feels like your feet are stuck in peanut butter moving and stopping.smartieskittlebass wrote: And:
Did any of you try playing this online coop?
I tried to get it to work like this
http://www.moddb.com/mods/brutal-doom/t ... ulated-lan
but the ZDL-link was broken (got the 404-Error everytime!).
Hope you can help and sorry for this littlebit offtopic!
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: BDJ - well I'll be damned, it works with Zand
There's a pretty good article on [wiki]Multiplayer[/wiki] at the ZDoom wiki that contains some instructions.smartieskittlebass wrote:may I ask how you played coop with GzDoom?
- Crudux Cruo
- Posts: 1171
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
Re: BDJ - well I'll be damned, it works with Zand
This mod was made by johnny as a replication of DCDEMO, and slightly ICD-SE. One thing i've always wanted to do was add in smoking and drinking from DC-DEMO to doom for health/armor boosts. We'll...johnny wrote:I don't know if this will be any help, but here's a project I never finished from 2010ish that's kind of a cross between ICD/DC1. It's not exact and some of the code is awfully hacky, but if you can take anything from it, please do.
https://mega.co.nz/#!9glzlbAb!lZs7-dHo0 ... QWaaLD86bU
Long story short i included this in my combo pack mashing together all my tweaks into one easy drag and drop file. if you dont want that, i have the original included too. Enjoy
http://www.filedropper.com/combopack
Re: BDJ - well I'll be damned, it works with Zand
GZDoom shortcut. Add this to the target: -host 2 -file BDJ20.pk3smartieskittlebass wrote:may I ask how you played coop with GzDoom?AndehX wrote:Yes. I have played it in coop with a friend using GZDoom. It works great except because of the modifcations to the movement that Johnny made in v20, it can get very laggy and stuttering when moving around sometimes. It feels like your feet are stuck in peanut butter moving and stopping.smartieskittlebass wrote: And:
Did any of you try playing this online coop?
I tried to get it to work like this
http://www.moddb.com/mods/brutal-doom/t ... ulated-lan
but the ZDL-link was broken (got the 404-Error everytime!).
Hope you can help and sorry for this littlebit offtopic!
The other person connecting to your server should use: -join <IPADDRESS> -file BDJ20.pk3
Re: BDJ - well I'll be damned, it works with Zand
Tbh, I also disagree with most of the things you dislike, like the chainsaw being worse than the one in Marks BD, the duel weapons and the classic plasma rifle being worse. Honestly, it sounds like Johnny's version is not for you.Kagur wrote:These kinds of responses get on my nerves.No offense here, but BDJ is defined by all the things you dont like, in essence.You can always play vanilla if you don't like the tweaks. Just saying; I find all the things you don't like are reasons i like the mod.
I was giving feedback. Nothing more, nothing less. If you disagree, its fine, but don't go sprouting off this "You can always play vanilla if you don't like the tweaks" nonsense, just because you don't want Jay to make the changes I brought up in my feedback.
- DoomKrakken
- Posts: 3489
- Joined: Sun Oct 19, 2014 6:45 pm
- Location: Plahnit Urff
- Contact:
Re: BDJ - well I'll be damned, it works with Zand
Yes, there's a way to do coop with GZDoom! The only way I know how is with ZDL.
First, every player (except the host) will need to put in the host's IPv4. The host should open his computer's command prompt, then type in "ipconfig" (without quotes, of course). He should then look for a line that says "Wireless LAN Adapter Wireless Network Connection", and look under that for a line that's labelled "IPv4 Address". Then, he should have every non-host player type that address into the "Hostname/IP Address" text box in ZDL. Now It doesn't matter whether or not the host has that IP Address in the textbox, as I just keep it there when I host games, so that I can let other people know what the address is whenever I forget. It's just a good note.
The host should select Coop (or Deathmatch, depending on what he wants to do...) from the "Game Mode" drop-down menu, and select the number of players who are going to be in the game, using the "Players" drop-down menu (ZDL seems to only support up to 8 players). All other joining players must have the exact same game mode selected in the "Game Mode" drop-down menu, and should select "Joining" in the "Players" drop-down menu.
Oh, and of course, be sure you're running the exact same mods (preferably in the exact same order that the host has). When one is ready, click "Launch". The game will not start until all players are connected.
Enjoy!
EDIT: I heard that the ZDL download link is down. If you read further, you are trying to download a beta version of ZDL (3.2.2.3). If you read even further, you'll find the most recent stable version of ZDL (3.2.2.2), whose download link still works. Download that one instead, it's the one that I use, and it works perfectly.
EDIT: You will not see any of the stuff I described on the ZDL main window, unless you click the black triangle button right next to the Launch button.
First, every player (except the host) will need to put in the host's IPv4. The host should open his computer's command prompt, then type in "ipconfig" (without quotes, of course). He should then look for a line that says "Wireless LAN Adapter Wireless Network Connection", and look under that for a line that's labelled "IPv4 Address". Then, he should have every non-host player type that address into the "Hostname/IP Address" text box in ZDL. Now It doesn't matter whether or not the host has that IP Address in the textbox, as I just keep it there when I host games, so that I can let other people know what the address is whenever I forget. It's just a good note.
The host should select Coop (or Deathmatch, depending on what he wants to do...) from the "Game Mode" drop-down menu, and select the number of players who are going to be in the game, using the "Players" drop-down menu (ZDL seems to only support up to 8 players). All other joining players must have the exact same game mode selected in the "Game Mode" drop-down menu, and should select "Joining" in the "Players" drop-down menu.
Oh, and of course, be sure you're running the exact same mods (preferably in the exact same order that the host has). When one is ready, click "Launch". The game will not start until all players are connected.
Enjoy!
EDIT: I heard that the ZDL download link is down. If you read further, you are trying to download a beta version of ZDL (3.2.2.3). If you read even further, you'll find the most recent stable version of ZDL (3.2.2.2), whose download link still works. Download that one instead, it's the one that I use, and it works perfectly.
EDIT: You will not see any of the stuff I described on the ZDL main window, unless you click the black triangle button right next to the Launch button.
- phantombeta
- Posts: 2195
- Joined: Thu May 02, 2013 1:27 am
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Brazil
Re: BDJ - well I'll be damned, it works with Zand
Those are ugly as fuck. I prefer the ones in BDJ.- The chainsaw sprites is a step down from Mark's version.
[edit]I have to agree with Crudux Cruo... The things you dislike about BDJ are what make BDJ what it is.[/edit]
[edit 2]Actually, let's reply to some other stuff...
Spoiler:[/edit 2]
