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).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.
Infernal Doom - mutator for Brutal Doom!
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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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
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Sergeant_Mark_IV
- Posts: 812
- Joined: Wed Feb 02, 2011 12:44 pm
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Re: Boosted Items - Weapons and Powerups mod for Brutal Doom
Sometimes I just read my PMs and forget to reply. I really must stop having this habitZaero wrote: Also asked Sarge Mark if it's ok to release it but got no answer since
Yes, you are ok to release.
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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
LOL, that's a good one!Sergeant_Mark_IV wrote: Sometimes I just read my PMs and forget to reply. I really must stop having this habit
Yes, you are ok to release.
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
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: Boosted Items - Weapons and Powerups mod for Brutal Doom
You should ask here, http://zandronum.com/forum/
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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
Thanks. I have already PM'ed two ST contributors, who are listed as sprites authors: http://www.skulltag.com/stmanual/Ghostbreed wrote:You should ask here, http://zandronum.com/forum/
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
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 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.
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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
The mod is ready to grab (see the first post)!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.
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SuperV1234
- Posts: 11
- Joined: Fri Jun 15, 2012 4:13 am
Re: Infernal Doom - mutator for Brutal Doom!
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
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Zaero
- Posts: 126
- Joined: Mon Jan 31, 2011 8:12 am
Re: Infernal Doom - mutator for Brutal Doom!
The mod is designed for BD .17, GZDoom.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
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
- Posts: 330
- Joined: Sun Nov 02, 2008 11:52 am
Re: Infernal Doom - mutator for Brutal Doom!
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.Zaero wrote:The mod is designed for BD .17, GZDoom.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
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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Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: Infernal Doom - mutator for Brutal Doom!
This is a bug with GZDoom, get the latest SVN build
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Zaero
- Posts: 126
- Joined: Mon Jan 31, 2011 8:12 am
Re: Infernal Doom - mutator for Brutal Doom!
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.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.
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
- Posts: 330
- Joined: Sun Nov 02, 2008 11:52 am
Re: Infernal Doom - mutator for Brutal Doom!
That did it.Ghostbreed wrote:This is a bug with GZDoom, get the latest SVN build
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Zaero
- Posts: 126
- Joined: Mon Jan 31, 2011 8:12 am
Re: Infernal Doom - mutator for Brutal Doom!
Good to hear.Triple S wrote:That did it.
Yay! The mod got over 60 downloads in less than a day since it's release!
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Stale_Meat
- Posts: 5
- Joined: Tue Feb 05, 2013 10:29 pm
Re: Infernal Doom - mutator for Brutal Doom!
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".