Infernal Doom - mutator for Brutal Doom!

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Zaero
Posts: 126
Joined: Mon Jan 31, 2011 8:12 am

Re: Boosted Items - Weapons and Powerups mod for Brutal Doom

Post by Zaero »

Ghostbreed wrote:Awesome Zaero, good to hear :)
I hope the last few stops will be outta your way soon, can't wait to try this out.
It depends mostly on how fast I will be able to get in touch with ST's sprites author (I don't even know the nickname now, since ST wiki is closed) - Sarge is pretty easy to reach via PM (but ATM he's probably busy with all the new "Brutal" projects).
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Sergeant_Mark_IV
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Re: Boosted Items - Weapons and Powerups mod for Brutal Doom

Post by Sergeant_Mark_IV »

Zaero wrote: Also asked Sarge Mark if it's ok to release it but got no answer since
Sometimes I just read my PMs and forget to reply. I really must stop having this habit :P

Yes, you are ok to release.
Zaero
Posts: 126
Joined: Mon Jan 31, 2011 8:12 am

Re: Boosted Items - Weapons and Powerups mod for Brutal Doom

Post by Zaero »

Sergeant_Mark_IV wrote: Sometimes I just read my PMs and forget to reply. I really must stop having this habit :P

Yes, you are ok to release.
LOL, that's a good one! :D
THX Sarge!

Now only one to go: does somebody knows who should I contact to get the permission to use Skulltag's sprites?
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Ghostbreed
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Re: Boosted Items - Weapons and Powerups mod for Brutal Doom

Post by Ghostbreed »

You should ask here, http://zandronum.com/forum/
Zaero
Posts: 126
Joined: Mon Jan 31, 2011 8:12 am

Re: Boosted Items - Weapons and Powerups mod for Brutal Doom

Post by Zaero »

Ghostbreed wrote:You should ask here, http://zandronum.com/forum/
Thanks. I have already PM'ed two ST contributors, who are listed as sprites authors: http://www.skulltag.com/stmanual/
Now I'm waiting for their reply.
To be honest, I don't want to go to Zandronum forum, since I don't use the port and signing in just to ask a single question seems a bit odd IMHO.
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wildweasel
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Re: Boosted Items - Weapons and Powerups mod for Brutal Doom

Post by wildweasel »

Zaero wrote:To be honest, I don't want to go to Zandronum forum, since I don't use the port and signing in just to ask a single question seems a bit odd IMHO.
I wouldn't be too concerned over that; I'm sure the folks over there would actually be refreshed to find someone registering to actually ask questions, whether they use the port or not.
Zaero
Posts: 126
Joined: Mon Jan 31, 2011 8:12 am

Re: Boosted Items - Weapons and Powerups mod for Brutal Doom

Post by Zaero »

Ghostbreed wrote:Awesome Zaero, good to hear :)
I hope the last few stops will be outta your way soon, can't wait to try this out.
The mod is ready to grab (see the first post)! :wink:
SuperV1234
Posts: 11
Joined: Fri Jun 15, 2012 4:13 am

Re: Infernal Doom - mutator for Brutal Doom!

Post by SuperV1234 »

Is the pistol bugged? It stops working and disallows me from switching weapons. I tried using brutal doom 17, 18, and both Zandronum and GZDoom
Zaero
Posts: 126
Joined: Mon Jan 31, 2011 8:12 am

Re: Infernal Doom - mutator for Brutal Doom!

Post by Zaero »

SuperV1234 wrote:Is the pistol bugged? It stops working and disallows me from switching weapons. I tried using brutal doom 17, 18, and both Zandronum and GZDoom
The mod is designed for BD .17, GZDoom.
Did you used any other mutators?
Please explain what did you mean by "stops working" so I can track the problem.
Each weapon slot have two weapons bound to it (see Help/Credits screens for details).
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Triple S
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Re: Infernal Doom - mutator for Brutal Doom!

Post by Triple S »

Zaero wrote:
SuperV1234 wrote:Is the pistol bugged? It stops working and disallows me from switching weapons. I tried using brutal doom 17, 18, and both Zandronum and GZDoom
The mod is designed for BD .17, GZDoom.
Did you used any other mutators?
Please explain what did you mean by "stops working" so I can track the problem.
Each weapon slot have two weapons bound to it (see Help/Credits screens for details).
Attempting to switch away from the pistol causes it to move slightly to the left and down. You then cannot fire it, or change weapons.
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Ghostbreed
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Re: Infernal Doom - mutator for Brutal Doom!

Post by Ghostbreed »

This is a bug with GZDoom, get the latest SVN build
Zaero
Posts: 126
Joined: Mon Jan 31, 2011 8:12 am

Re: Infernal Doom - mutator for Brutal Doom!

Post by Zaero »

Triple S wrote: Attempting to switch away from the pistol causes it to move slightly to the left and down. You then cannot fire it, or change weapons.
I tried to replicate the problem but it does not occur for me. Anyway, it's probably caused by some keyconf file which is loaded after the one included in the mod.
So I must ask you: Do you have any mods loaded AFTER InfernalDoom.pk7? If so, check if they contain keyconf file.
If not, try to open my mod and remove the KEYCONF.txt extension, so it reads "KEYCONF" only.
You can also try Ghostbreed's solution, since it works perfectly fine for me.

Let me know if it helped.
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Triple S
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Re: Infernal Doom - mutator for Brutal Doom!

Post by Triple S »

Ghostbreed wrote:This is a bug with GZDoom, get the latest SVN build
That did it.
Zaero
Posts: 126
Joined: Mon Jan 31, 2011 8:12 am

Re: Infernal Doom - mutator for Brutal Doom!

Post by Zaero »

Triple S wrote:That did it.
Good to hear.

Yay! The mod got over 60 downloads in less than a day since it's release! :D
Stale_Meat
Posts: 5
Joined: Tue Feb 05, 2013 10:29 pm

Re: Infernal Doom - mutator for Brutal Doom!

Post by Stale_Meat »

I believe I have found a nasty bug. If the player picks up a Backpack, you won't be able to load any saves made after picking it up. Attempting to do so causes the console to pop up the message "Expected a name but got something else".

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