Brütal Doom v0.18

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Dan50
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Re: Brütal Doom v0.18

Post by Dan50 »

I thought that was its anti cloaking device being destroyed.
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Captain J
 
 
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Re: Brütal Doom v0.18

Post by Captain J »

there's any accessories or cloths for pinky to make 'em invisible? i never saw them but always naked.
IMO, they needs more decent appearing.
LegendaryFalco
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Re: Brütal Doom v0.18

Post by LegendaryFalco »

Well having played through the plutonia experiment on UV with the final test version i have some thoughts about everything added in

The Good:
BFG 9000 may have a little less damage but it behaves just like the vanilla BFG.. no friendly fire and 40 cells per shot with the invisible tracers
Chaingun recoil is pretty much next to nothing when not using secondary. with secondary its actually possible to control unlike V18A
Plasma thrower is an effective weak enemy crowd control weapon
new cacodemon hell knight and baron deaths
blasting monsters apart plasters the room even more so than ever (i think)
DAT CHAINSAW... holy crap ripped apart a mancubus and archvile in like 2 seconds its so powerful now.. love it
melee combos are chill too

The Bad:
The new revenant.. ok i get losing their legs they can crawl at you as a last ditch offensive with less than half their normal health but what i dont get is that they can revive with full health after being "killed" if their body isnt destroyed while on the ground not to mention the hitbox is tiny while they are "dead". also they fire off rockets wayy too fast now.. V19 UV revenants seem more aggressive with their rockets than V18 black metal revenants.. yea

Baron attack animation is little too fast.. they seem twice as fast as a V18 baron or hell knight in general.. like there is almost not time between when the baron starts his arm animation till when his fireball or triple fireball comes out tho this one is minor it is a tad annoying

Plasma Rifle: ok so the reload on this is way too slow it takes like an extra 2 seconds compared to the previous PR and the plasma thrower eats like 3 cells pershot.. i think maybe it could use 2 cells per shot instead without making it broken/OP.. the damage is actually fine cause its meant for close range crowd control

still got stuck on a dead archvile before but it doesnt seem to happen as often

SSG there is something off about this like sometimes after a reload it is stubborn and wont shoot.. was the reload speed slightly increased?

i do not like how the bullet count was changed from 600 to 400.. chaingun eats through ammo soooo fast that this turns into an issue

Minor nitpicking:
seems like last standers only take damage if shot in the head?
chaingun looks like the old model instead of the newer model i seen in the 18B hotfix and earlier V19 tests

overall V19 is shaping up to be the best BD yet and i can't wait for the final public release

well enjoy this pic of a mess hall from plutonia map 28
Image
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Rowsol
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Re: Brütal Doom v0.18

Post by Rowsol »

SSG there is something off about this like sometimes after a reload it is stubborn and wont shoot.. was the reload speed slightly increased?
This issue has been around forever. It's extremely annoying and only occurs when you use the alt fire.

Bug report: Revenant missile launcher uses 2 ammo per shot and only fires one rocket.
LegendaryFalco
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Re: Brütal Doom v0.18

Post by LegendaryFalco »

TBH i been getting the issue with the primary fire not alt fire
PaskaTykki
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Re: Brütal Doom v0.18

Post by PaskaTykki »

LegendaryFalco wrote:The new revenant.. ok i get losing their legs they can crawl at you as a last ditch offensive with less than half their normal health but what i dont get is that they can revive with full health after being "killed" if their body isnt destroyed while on the ground not to mention the hitbox is tiny while they are "dead".
Actually those Revenants whos gonna revive have bigger hitbox, so hitting is easier compare to Revenants corpse whos not gonna revive. This is one way detect Revenant coprse which gonna revive.
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wolf00
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Re: Brütal Doom v0.18

Post by wolf00 »

cant run doom under this last ver of bd... i have latest ver of gzdoom ...
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southpark2010
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Re: Brütal Doom v0.18

Post by southpark2010 »

It's something to do with the ANIMDEFS lump (I think), not your version of (G)ZDoom.
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Xangi
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Re: Brütal Doom v0.18

Post by Xangi »

wolf00 wrote:cant run doom under this last ver of bd... i have latest ver of gzdoom ...
For everyone who's having an issue with Doom 1, here's a fixed version: https://www.dropbox.com/s/y6gngp0yjv4gz ... _DOOM1.pk7
If you want to do it yourself, unzip the pk3 (not this one) and open up ANIMDEFS. Comment out everything with BFALL and SFALL. When it's done you should have gone from this:

Code: Select all

texture BFALL1
pic BFALL1	tics 2
pic BFALL2	tics 2
pic BFALL3	tics 2
pic BFALL4	tics 2

texture BFALL2
pic BFALL1	tics 2
pic BFALL2	tics 2
pic BFALL3	tics 2
pic BFALL4	tics 2

texture BFALL3
pic BFALL1	tics 2
pic BFALL2	tics 2
pic BFALL3	tics 2
pic BFALL4	tics 2

texture BFALL4
pic BFALL1	tics 2
pic BFALL2	tics 2
pic BFALL3	tics 2
pic BFALL4	tics 2 


texture SFALL1
pic SFALL1	tics 2
pic SFALL2	tics 2
pic SFALL3	tics 2
pic SFALL4	tics 2

texture SFALL2
pic SFALL1	tics 2
pic SFALL2	tics 2
pic SFALL3	tics 2
pic SFALL4	tics 2

texture SFALL3
pic SFALL1	tics 2
pic SFALL2	tics 2
pic SFALL3	tics 2
pic SFALL4	tics 2

texture SFALL4
pic SFALL1	tics 2
pic SFALL2	tics 2
pic SFALL3	tics 2
pic SFALL4	tics 2
To this:

Code: Select all

/* texture BFALL1
pic BFALL1	tics 2
pic BFALL2	tics 2
pic BFALL3	tics 2
pic BFALL4	tics 2

texture BFALL2
pic BFALL1	tics 2
pic BFALL2	tics 2
pic BFALL3	tics 2
pic BFALL4	tics 2

texture BFALL3
pic BFALL1	tics 2
pic BFALL2	tics 2
pic BFALL3	tics 2
pic BFALL4	tics 2

texture BFALL4
pic BFALL1	tics 2
pic BFALL2	tics 2
pic BFALL3	tics 2
pic BFALL4	tics 2 


texture SFALL1
pic SFALL1	tics 2
pic SFALL2	tics 2
pic SFALL3	tics 2
pic SFALL4	tics 2

texture SFALL2
pic SFALL1	tics 2
pic SFALL2	tics 2
pic SFALL3	tics 2
pic SFALL4	tics 2

texture SFALL3
pic SFALL1	tics 2
pic SFALL2	tics 2
pic SFALL3	tics 2
pic SFALL4	tics 2

texture SFALL4
pic SFALL1	tics 2
pic SFALL2	tics 2
pic SFALL3	tics 2
pic SFALL4	tics 2 */
Alternatively, you could erase the lines, or load Doom 2 as a PWAD to Doom 1. I hope this helps anyone having problems.
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Ma77
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Re: Brütal Doom v0.18

Post by Ma77 »

hello this is my first time here and i will say this mod rocks face and its very brutal indead
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Rowsol
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Re: Brütal Doom v0.18

Post by Rowsol »

Something that has bugged me but I've failed to mention till now. Blood covering switches. If there is a way could switches be an exception for the blood? Thanks.
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Sergeant_Mark_IV
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Re: Brütal Doom v0.18

Post by Sergeant_Mark_IV »

Blox wrote:But seriously, why would you want an annoying (you can't predict 'last stands' happening, unless it's done in an immediate way instead of the enemy 'dying' and rising) -
pace-breaking (wanna go forward? How about shotgun to the back because that shotgunner didn't want to die?) feature? Just to remind people they shouldn't be playing fast?
It's not unpredictable. The last stands only happens when you take out the arms or legs of a zombie AND he must not die instantly with the attack, and enter the "suffer" state. In RGA2 you see the enemy having a normal death animation, and then coming back few seconds later, after you concluded that he was dead. It's really not fair to compare the Last Stands in Brutal Doom with the last stands in RGA2. But on final version, the chance will be further reduced by 50%
USSRBear wrote:IIt's hypocritical that Mark would put this in with his videos and comments on today's shooters.
Last Stand enemies is not a modern feature. It was first seen in Quake 2, or maybe even earlier.

PaskaTykki wrote:Im always hate that Spectre weird blood spray. It doesn't look good and it annoying obstruct vision.
The effect will be toned down on next version.
And yes, this effect is the "invisible aura powers" dissipating from his dead body.
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Ferguson
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Re: Brütal Doom v0.18

Post by Ferguson »

"Last Stand enemies is not a modern feature. It was first seen in Quake 2, or maybe even earlier."

This has been around a while, even in Duke Nukem 3D where the troopers would seem dead, then jump up and start shooting you in the back. {My God, I'm old}. For me, a random feature like this adds to the game.
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doomquake777
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Re: Brütal Doom v0.18

Post by doomquake777 »

Ferguson wrote:"Last Stand enemies is not a modern feature. It was first seen in Quake 2, or maybe even earlier."

This has been around a while, even in Duke Nukem 3D where the troopers would seem dead, then jump up and start shooting you in the back. {My God, I'm old}. For me, a random feature like this adds to the game.
I couldn't agree more.

Found another Bug: If a revenant gets back up after dying in a liquid it will stand up and then splash and disappear.
Funky Gnoll
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Re: Brütal Doom v0.18

Post by Funky Gnoll »

Ferguson wrote:"Last Stand enemies is not a modern feature. It was first seen in Quake 2, or maybe even earlier."

This has been around a while, even in Duke Nukem 3D where the troopers would seem dead, then jump up and start shooting you in the back. {My God, I'm old}. For me, a random feature like this adds to the game.
It goes back even further than that, actually; Rise of the Triad's Lightning Guards are infamous for trying this tactic, and Low Guards do it, too. It even shows up in Blake Stone: Aliens of Gold--watch out for those S.T.A.R. Troopers!
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