Brütal Doom v0.18

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
armyman12345
Posts: 278
Joined: Mon Jun 24, 2013 11:39 am
Location: Jabba's Palace

Re: Brütal Doom v0.18

Post by armyman12345 »

It worked for me...
User avatar
Eric_
Posts: 255
Joined: Sat Apr 02, 2011 3:41 pm

Re: Brütal Doom v0.18

Post by Eric_ »

armyman12345 wrote:Actullay 1.8.2 of GZDoom is out. Also, it might only work on normal GZDoom.
This is the latest GZDoom devbuild. According to drdteam.org, it was posted on August 3. GZDoom's last official release was on June 23. As Xangi explained, it's a problem with the ANIMDEFS and has little to do with what version of GZDoom I'm using.

Now, I held back before, but I'll respond properly to your original response now. You said "Your playing a beta". My playing is most definitely not a beta, and in fact it takes great offense to such slander. But grammar am for nerds, and I understood what you wrote well enough. I see this response a lot when alpha or beta releases of mods/games/software in general are criticized. Quite simply, the entire point of releasing a public alpha/beta is so that other people can find issues you may have missed. The "But it's a beta!" excuse is possibly the worst defense against criticism since "You're just jealous because you're not as successful as the author!" or "Stop trolling by making valid criticisms". In fact, by using that excuse to dismiss criticism or bug reports, you're actively trying to stop those issues from being resolved. As it stands, there is a problem in brutalv19finaltests.pk3 with the ANIMDEFS lump that results in a crash when attempting to play doom.wad. I would not call that something minor enough to wave away with a simple "But it's a beta, OF COURSE there's going to be bugs". That's what I would call a serious game-breaking error, the kind that needs reporting as soon as it's found. I'm not entirely sure how Mark forgot that there was a Doom 1 before Doom 2, but he evidently did, because I doubt he would've released the beta if he knew one of the four IWADs that Brutal Doom is meant to be played with crashed before even reaching the titlescreen.

Now, I hope you have a pen and paper handy, because you'll want to write this one down. Never use that pathetic excuse to try to dismiss criticism of a mod ever again. Alphas and betas are released for feedback, not for attention. If Mark did not want bugs reported, he would not have released a test version of his mod. Think before you post.
User avatar
Marrub
 
 
Posts: 1202
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

Re: Brütal Doom v0.18

Post by Marrub »

Eric_ wrote:
armyman12345 wrote:Actullay 1.8.2 of GZDoom is out. Also, it might only work on normal GZDoom.
stuph
Also this problem has been in for a long time (may have been in previous versions, I'm not exactly sure, but I think it was in v15 or so and) only happens when loading doom.iwad.
Just to clarify.
User avatar
Vampocalypse
Posts: 32
Joined: Sat Jan 26, 2013 8:26 pm

Re: Brütal Doom v0.18

Post by Vampocalypse »

older minigun sprites, original nazi's, incompatible with Doom 1.

Almost feels like Mark accidentally uploaded an older version of Brutal Doom. :P
User avatar
Rowsol
Posts: 998
Joined: Wed Mar 06, 2013 5:31 am
Contact:

Re: Brütal Doom v0.18

Post by Rowsol »

Played for a bit and only found one thing that I noticed. When the guy did a last stand he would only face one direction and wouldn't turn to fire at me, just stared at the wall. Also, he was shooting the pistol very slow, I'd figure he was on the verge of death and he should be shooting a lot faster.

Opening the mod I see that the damagefactor is still 1.4 on the 50% extra damage difficulties. Shouldn't that be 1.5? Also it would be nice to have a prompt for the power fantasy difficulty so people know what it's all about and preferably not at the top of the list, implying it's easier than wussy.

TheZombieKiller rewrote your SSG code and it was far better. You should use it. As of now there is a lot of problem with the alt fire not firing if you are holding the button during a reload for example. Just so frustrating to use and not worth it in my opinion.

MP40 doesn't start loaded and the rocketlauncher only has 4 in the clip when found. Also, it's hard to tell when you are reloading the MP40, not sure if you're up for a new reload animation on that though.

Baron still has 2 health lines, one is 1100, other 1000.

That's all I've got for now.
PaskaTykki
Posts: 201
Joined: Wed Jul 11, 2012 5:34 am
Location: Finland

Re: Brütal Doom v0.18

Post by PaskaTykki »

Rowsol wrote:TheZombieKiller rewrote your SSG code and it was far better. You should use it. As of now there is a lot of problem with the alt fire not firing if you are holding the button during a reload for example. Just so frustrating to use and not worth it in my opinion.
This code only problem is, it doesn't work very well Zandronum online play. It missing SSG reload animate. Zandronum Singleplay it work very well.

Bugs what i found.

- Shotgun Zombie doesn't knoc back from kick
- Rifle Zombie doesn't die from falling
- Revenant shoulder rocket launcher primary fire use 2 ammo, alternate fire doesn't use ammo.
- Pump shotgun bug http://www.youtube.com/watch?v=2Gdxe32RKrU
- Cant kill head shot suffering state Rifle and Shotgun Zombie.
- Rifle Zombie doesn't burn from Imp fireball, like Shotgun Zombie and Chaingun Zombie.
User avatar
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

Post by Armaetus »

Didn't Mark mention about not starting a server with the test version?
User avatar
southpark2010
Posts: 215
Joined: Mon Jul 04, 2011 1:24 pm
Location: Hell.

Re: Brütal Doom v0.18

Post by southpark2010 »

Maybe he was mentioning his experience with a previous version.
Blue Shadow
Posts: 5043
Joined: Sun Nov 14, 2010 12:59 am

Re: Brütal Doom v0.18

Post by Blue Shadow »

Eric_ wrote:GZDoom's last official release was on June 23.
Just in case people didn't know, the last GZDoom official release is 1.8.3.
User avatar
Quadruplesword
Posts: 275
Joined: Sat Jul 19, 2008 6:26 pm
Location: Off hunting demons

Re: Brütal Doom v0.18

Post by Quadruplesword »

You can get the latest test version to work with Ultimate Doom if you load DOOM2.wad as a pwad before Brutal Doom.

Also, Mark, you shut me up about a combo system being unnecessary for Doom because I found myself using it all the time in the short time I played. It works pretty dang flawlessly :D . Although, I noticed that sometimes fatalities wouldn't trigger if I was berserked and punched an enemy to death.
User avatar
Rowsol
Posts: 998
Joined: Wed Mar 06, 2013 5:31 am
Contact:

Re: Brütal Doom v0.18

Post by Rowsol »

Quadruplesword wrote:
Also, Mark, you shut me up about a combo system being unnecessary for Doom because I found myself using it all the time in the short time I played. It works pretty dang flawlessly :D . Although, I noticed that sometimes fatalities wouldn't trigger if I was berserked and punched an enemy to death.
That happens if you hit their leg or head.
User avatar
Ghostbreed
Posts: 1114
Joined: Wed Mar 24, 2010 6:19 am

Re: Brütal Doom v0.18

Post by Ghostbreed »

- removed -
Last edited by Ghostbreed on Thu Aug 08, 2013 4:29 pm, edited 3 times in total.
Blue Shadow
Posts: 5043
Joined: Sun Nov 14, 2010 12:59 am

Re: Brütal Doom v0.18

Post by Blue Shadow »

Was it really necessary to say that?
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: Brütal Doom v0.18

Post by Captain J »

i felt little offence for your reply actually, like a betraying or make owner feel bad. but i'm talking about is; advertising the other wad at another thread. maybe that's not count in, but you posted a link. not a name.
User avatar
Hexereticdoom
Posts: 679
Joined: Thu Aug 08, 2013 1:30 pm
Graphics Processor: nVidia with Vulkan support
Location: Spain
Contact:

Re: Brütal Doom v0.18

Post by Hexereticdoom »

Hello everyone!

Just tested and played the last version posted here, and it's really really cool, but there's some differences respect the previous releases that don't convince me... :?

- Why the bullet amount has now decreased to 200 (400 with backpack) like original Doom? I think 300 (600) was A LOT better because prevents you to run out of ammo, specially if there are plenty enemies in some levels.
- Also, the new design in minigun and rocket launcher in previous final test were way cool. I've noted they are not present in this last test version. Will they be in v19 final tomorrow? (By the way, I love the new version of the plasma rifle!)
- A little annoying bug that could be fixed: when you throw a punch and inmediately use kick button, the camera rises up a bit to the ceiling. It's annoying because it makes you have to center the camera in original position each time you do that combination.

I hope these small things don't make a shadow in v19... :wink:

Anyway, praise to your really good work Sergeant Mark! Keep it cool and thank you a thousand times for this astounding Doom mod!

Regards for all... :)
Locked

Return to “Abandoned/Dead Projects”