Brütal Doom v0.18

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DooM13GR
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Re: Brütal Doom v0.18

Post by DooM13GR »

Reapums wrote:Umm... You might want to turn down the amount of teeth that can be kicked out of a zombieman...

Image
TEEF! (And that was just one zambie.)
OMG!! That's almost 40 teeth!
PaskaTykki
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Re: Brütal Doom v0.18

Post by PaskaTykki »

Reapums wrote:Umm... You might want to turn down the amount of teeth that can be kicked out of a zombieman...
Spoiler:
TEEF! (And that was just one zambie.)
Nice amount, but sadly they vanish in short time. They should stay forever. Teeths have very minimal stress to CPU.
Last edited by PaskaTykki on Wed May 01, 2013 3:49 am, edited 1 time in total.
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Captain J
 
 
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Re: Brütal Doom v0.18

Post by Captain J »

Reapums wrote:
Spoiler:
TEEF!
Many teeths are too realistic, but i think some teeth ACTORs are must be a few combined teeths with chunk of gummies.
i never saw so many count of teeths are falling like a cookie crumbles after zombie's head are blow up.

and make sure do a bloody SPOILER! get rid of those double same pics! :cry:
Blazko
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Re: Brütal Doom v0.18

Post by Blazko »

I have noticed that the bodies of certain enemies (e.g. grunts and imps) are gibbable whereas those of pinkies and cacos are not. I would like to have those gibbable as well, especially the caco-bodies because they are so big. In many situations it makes a real gameplay difference. Also enemies should not be able to shoot through the bodies but rather hit them and (unintentionally) gib them.
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Hornetzero
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Re: Brütal Doom v0.18

Post by Hornetzero »

I still want to know how we can get the Railgun, Grenade launcher, Alternate BFG and Nazi machinegun without using IDKFA cheat or the console...

Were those weapons not intended to be used in blackmetal gameplay?
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Captain J
 
 
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Re: Brütal Doom v0.18

Post by Captain J »

i got a three ways how we can get a skulltag weapons.

first, spawn them with a console.
second, of course, do a cheat.
three, reDECORATE brutal doom to make them appear(randomspawners.).

without that, i really have no idea. :P
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Ctrl+Alt+Destroy
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Re: Brütal Doom v0.18

Post by Ctrl+Alt+Destroy »

Hornetzero wrote:I still want to know how we can get the Railgun, Grenade launcher, Alternate BFG and Nazi machinegun without using IDKFA cheat or the console...

Were those weapons not intended to be used in blackmetal gameplay?
The MP40 is dropped by the Wolfenstein SS guards. And I think the railgun, grenade launcher, and BFG 10K are intended for Zandronum multiplayer.
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Max Dickings
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Re: Brütal Doom v0.18

Post by Max Dickings »

I play with v16 zombie sound mutators, and I hear the marines making zombie sounds once in a while.
"I... smell... human." .... That's nice. You gonna turn on me buddy?
And sometimes they make vanilla zombie sounds.
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Hotze
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Re: Brütal Doom v0.18

Post by Hotze »

I like very much the Assault Rifle because it's the weapon Vanilla Doom really needed. But since Brutal Doom has a new pistol in its files, why do you have to start with the Assault Rifle? I've modified my BD configuration, so you start with the Pistol, but as soon as you pick up an Assault Rifle from a fallen zombieman, the 1 slot switches between them, just like Shotgun and SSG. I've also reduced the accuracity and damage of the pistol bullets. I think this way the gameplay experiencie is better: you start with a poor weapon (just like Vanilla Doom) but you're happy to find a zombieman for the first time because you want his rifle so bad.
I'd also like to add another modification, but I am not sure how: when you try to fire an empty weapon and you don't have ammo for it the marine automatically switches really fast to the pistol. Anyone thinks it would be a good idea?
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Mike12
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Re: Brütal Doom v0.18

Post by Mike12 »

Mike12 wrote:So, here's something I threw together - a little GFX addon wad for Brutal Doom with all of the gore/death tweaks from my gore/death sheet (for the ones that i could replace/update, anyways), the updated Lost Soul holding/throwing graphics, new rifle, updated Imp meatshield sprites, and the finished version of the new Revenant Cannons:

http://files.drdteam.org/index.php/file ... m12-v1.zip

And of course, feel free to use any of this in the mod if it works well.
Oh, and additionally, the revenant cannon sprites are scaled down a a little bit; here's the sprites at their original resolution:
Image

I'm pretty sure there's a way to scale down HUD sprites without losing detail through decorate or some other lump, but i'm not quite sure how to do that myself.
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Ghostbreed
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Re: Brütal Doom v0.18

Post by Ghostbreed »

Sexy!
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Hotze
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Re: Brütal Doom v0.18

Post by Hotze »

I've just noticed since V18 there are not blood stains on the chainsaw anymore. Am I the only one with this problem?
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Mike12
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Re: Brütal Doom v0.18

Post by Mike12 »

Hotze wrote:I've just noticed since V18 there are not blood stains on the chainsaw anymore. Am I the only one with this problem?
If I'm not mistaken, replacing the BLOODSPLASH lump with the larger one from 0.18 fixes both that and the screenblood not appearing anymore - at least that's what i did, since i never had any glitches or issues with the screen blood myself.
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Hotze
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Re: Brütal Doom v0.18

Post by Hotze »

Thanx, Mike! That solved the problem right away.
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DooM13GR
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Re: Brütal Doom v0.18

Post by DooM13GR »

I've got an idea! If someone can, make Brutal DooM with Assault Rifle and Pistol! That will make Brutal DooM super!
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