There's a difference between fullbright and brightmaps. Brightmaps make only certain parts of an image bright, whilst fullbright - unsurprisingly - makes the whole sprite bright.Average wrote:How is it that lamps glow in the dark and the imp fireballs can be seen in the dark? Is there something special about these objects?
Brütal Doom v0.18
Re: Brütal Doom v0.18
Re: Brütal Doom v0.18
Well what your probably talking about is 'Brightmaps' which are indeed an Opengl only feature of right now, will it ever be added to software users? Don't know? will they do it? Doubtful imo, but however that doesn't apply when the sprite / frame(s) have 'Bright' enabled via decorate which will render the entire sprite at its maximum light value, which would not work if you were just trying to get the eyes from an imp to glow and only the eyes instead of its entire body heh.
Re: Brütal Doom v0.18
i have this bug at gzdoom startup ,fields for reloading & for kick are empty[bd section in control menu] ,must them set manualy .... this is not depends on gzdoom builds....
- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: Brütal Doom v0.18
Same problem here. My problem is also that the controls switches back to default in the BD section if I ever should've changed themwolf00 wrote:i have this bug at gzdoom startup ,fields for reloading & for kick are empty[bd section in control menu] ,must them set manualy .... this is not depends on gzdoom builds....
- Hellstorm Archon
- Posts: 1176
- Joined: Sun Oct 24, 2010 7:37 pm
- Preferred Pronouns: They/Them
- Location: 404 Error- Location of User Not Found
- Contact:
Re: Brütal Doom v0.18
Time to face a new monster. And to clarify something, I am not the author of "Beyond Hell and Earth".
- Phantom Allies
- Posts: 67
- Joined: Fri May 31, 2013 7:26 am
Re: Brütal Doom v0.18
I've been using the Brutal Doom Final Test version (v0.19) for a little while and I've been to ask as to why was Gibbing made much more difficult? I read around that there was a blocking issue with Bodies but I never found that to be the issue in 0.19 Test 3 Modified.
With Fatalities, didn't SgtMarkIV say he was using Hexen's Coding to deal with that? So I didn't believe that he'd replace fatalities.
So, I was confused about the latest release from SgtMarkIV.
With Fatalities, didn't SgtMarkIV say he was using Hexen's Coding to deal with that? So I didn't believe that he'd replace fatalities.
So, I was confused about the latest release from SgtMarkIV.
Re: Brütal Doom v0.18
http://puu.sh/35BAw
People, This is a feature, not a glitch. Remember it! And Sgt. Don't take this out.
People, This is a feature, not a glitch. Remember it! And Sgt. Don't take this out.
-
- Posts: 201
- Joined: Wed Jul 11, 2012 5:34 am
- Location: Finland
Re: Brütal Doom v0.18
Corpse and limbs teleport blocking issue is all versio. Sarge seem make corpses smaller, so enemys have more room teleport. This still doesn't fix teleport issue. Corpses still block teleport.Phantom Allies wrote:I've been using the Brutal Doom Final Test version (v0.19) for a little while and I've been to ask as to why was Gibbing made much more difficult? I read around that there was a blocking issue with Bodies but I never found that to be the issue in 0.19 Test 3 Modified.
Spidermastermind damage seems kinda weak. Its direct hit only deal 8-15 damage.
Edit: Is there possible set telefrag priority? So if corpses and limbs have low priority, monsters and players have hight priority, and monsters can telefrag low priority things. So corpses and limbs have low priority and get telefragged. If this feature doesn't found gzdoom engine. Can this feature add to gzdoom engine?
- Armaetus
- Posts: 1256
- Joined: Fri Mar 13, 2009 3:55 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: New York State
- Contact:
Re: Brütal Doom v0.18
I've noticed a couple times with the sticking gibs at the floor start spinning like the heads used to. This is with 0.19 Test 3.
- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: Brütal Doom v0.18
Noticed a bug today, Doomguy doesn't make a sound when getting shot at. Not even when dying. I was using the v16 zombie sounds mutator but that shouldn't be the case right?
Last edited by Ghostbreed on Sat Jun 01, 2013 2:56 pm, edited 1 time in total.
- Max Dickings
- Posts: 225
- Joined: Thu Feb 28, 2013 12:27 am
Re: Brütal Doom v0.18
I think he said he fixed that when he released v19finaltest?Mr. Chris wrote:I've noticed a couple times with the sticking gibs at the floor start spinning like the heads used to. This is with 0.19 Test 3.
Re: Brütal Doom v0.18
will be bad idea to have a list of what is been fixed and what need to be done? it will have a better control of what may be broken or acting weird
Re: Brütal Doom v0.18
NPC Marines seem to have some animation bugs when playing on Brutal or Black Metal difficulties. They appear to...Skate, for lack of a better term. Oddly, dying makes them move normally again.
- The Zombie Killer
- Posts: 1528
- Joined: Thu Jul 14, 2011 12:06 am
- Location: Gold Coast, Queensland, Australia
Re: Brütal Doom v0.18
Heh, I found that and reported it ages ago. Don't worry, it won't be fixed too soon, since the only way to fix it isn't compatible with Zandronum.Reapums wrote:http://puu.sh/35BAw
People, This is a feature, not a glitch. Remember it! And Sgt. Don't take this out.
-TZK
-
- Posts: 201
- Joined: Wed Jul 11, 2012 5:34 am
- Location: Finland
Re: Brütal Doom v0.18
These looks very nice. Can you make Nazi own death animations too? Sarge didn't give to Nazi news death animations. Would be good if Nazi have suffer states and amputated legs/hands.southpark2010 wrote:I've been attempting to brutalize Skulltag's Dark Imp using the unused Dark Imp sprites hidden inside BD.
This is what I've done so far:Spoiler: ScreenshotSpoiler: Added a hitbox for his head.Spoiler: Gave him his own head for us to kick around.Spoiler: Gave him his own gibs (still working on an SSG/Smash Death for him).What do you guys think?