Infernal Doom - mutator for Brutal Doom!

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-Ghost-
Posts: 1789
Joined: Wed Sep 08, 2010 4:58 pm

Re: Infernal Doom - mutator for Brutal Doom!

Post by -Ghost- »

I've gotten this as well, I think it's actually a problem with the Brutal Arsenal too, right?

Other than that though, it seems good so far. The pistol feels a little weird though. Maybe make it a semi-auto to balance out the fact that it's silenced?
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amv2k9
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Location: Southern California

Re: Infernal Doom - mutator for Brutal Doom!

Post by amv2k9 »

-Ghost- wrote:...The pistol feels a little weird though. Maybe make it a semi-auto to balance out the fact that it's silenced?
Or allow the player to add & remove the silencer, and firing the gun w/o the silencer gives a slight boost in rate of fire? Since having a silenced pistol won't do you much good if the level is designed so that most of its monsters wake up after any alerting shot.
Zaero
Posts: 126
Joined: Mon Jan 31, 2011 8:12 am

Re: Infernal Doom - mutator for Brutal Doom!

Post by Zaero »

amv2k9 wrote:
-Ghost- wrote:...The pistol feels a little weird though. Maybe make it a semi-auto to balance out the fact that it's silenced?
Or allow the player to add & remove the silencer, and firing the gun w/o the silencer gives a slight boost in rate of fire? Since having a silenced pistol won't do you much good if the level is designed so that most of its monsters wake up after any alerting shot.
The silenced pistol is designed so it will not alert unaware monsters, regardless of how many shots are fired. The gun is most useful in the beginning of the levels, to take out enemies without attracting suspicion of nearby forces (it's easiest to spot this in the start map of Memento Mori). The level design does not affect the way the gun works. The weapon can be VERY useful in hands of a skilled player.

The silencer cannot be removed for compability reasons: currently the mod will work with both BD frames as well as my Classic Weapon Pack. With silencer-attaching/removal animation it won't.

I also don't think making it semi-auto will balance out things - it could still fire at insane fire rate, when mouse button is tapped fast. In fact, the pistol in my mod, fires much slower, than in BD pistol mutator in semi-auto. What my mod does is reduce fire rate, but makes it automatic so no mouse will be broken by needless rapid tapping.

The "Expected a name but got something else" problem is mentioned in a ReadMe file as a savegame bug. There is a short description how to try to avoid it, but there is no solid solution yet (it's caused by savegame system itself, not by the mod). Yeah, it annoys me greatly as well.. :x
Zaero
Posts: 126
Joined: Mon Jan 31, 2011 8:12 am

Re: Infernal Doom - mutator for Brutal Doom!

Post by Zaero »

Its been a while since I made some update to the mod, both cuz the life took the most of me and cuz for the fact there was no BD version good enough to build upon it. Now, when 20b is released, I can continue my work. Some of you may find v20b compatible version of my mod on Moddb, but Im not the maker of the download, but some other guy (TheBarge) , who didnt even bother to leave the readme intact, not to mention getting my permission. I pm'ed him, will look what he have to say.. Anyway, the biggest change in the upcoming release will be the inventory system, kinda like seen in Powerslave/Exhumed. Lots of new items will be in, everything balanced to avoid overpowering. The second feature will be supply saver, which will allow to not waste resources during pickup. The other things are vanilla-like weapon skins and smooth sounds, not too loud, but nice to the ear. Stay tuned!
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NantoCodd
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Location: The Ultimate DOOUMB

Re: Infernal Doom - mutator for Brutal Doom!

Post by NantoCodd »

Holy shit this must be the greatest bump ever
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TheBarge
Posts: 39
Joined: Tue Jan 26, 2016 8:58 pm
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Re: Infernal Doom - mutator for Brutal Doom!

Post by TheBarge »

Expect great things for the future update as i have cleared up things with Zaero and things are back and running! If you want to check out whats been done so far you may check out this link. http://www.moddb.com/mods/brutal-doom/a ... al-doom-bd This is the newest initial release and the changes are as stated in the desc. However even though this version is updated, it wont be updated on Moddb from now on (only cross promoted if allowed later on), as this mod is Zaeros and not mine and this is the home forum :) For all who like to play it as is but want to play the newest version of BD or PB, just check on the Moddb page for compatable and ironed out bugs (BUT on this forum the main version will be posted with everything new and such when that time comes around) All future posts will be back on here! Unless possibly after its completely finished for v20b/PB 2.03 (or later) with all of what Zaero wants in it, it can be cross promoted on Moddb and made compatable with more versions after its all done unless Zaero says so as said before. Until then! :D
Zaero
Posts: 126
Joined: Mon Jan 31, 2011 8:12 am

Re: Infernal Doom - mutator for Brutal Doom!

Post by Zaero »

I know it's been a while since I posted here, but the new release is still being worked on. It takes some time to design the concept before it gets its final shapes however.. The new version will be made almost entirely from scratch, the code will be clearer, most new actors will inherit from others. There will be "no waste" system for ammo and health pickups, re-usable items carried in inventory, some sort of score system which will unlock new items as the player progress. All this will be made with great care of being balanced, so stronger solutions will come with greater price. I will leave the best BD weapons intact, but I plan to improve some of them with alternate firing modes and such. Also expect some new weapon or two, as well as bullets being physical objects not hitscans. All the features described here had already been implemented to my other project so I just need to rewrite them for the ID mod. I plan to also include some new HUD, but its a bit futher on the priority list.
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Velaron
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Joined: Fri Dec 27, 2013 5:00 am

Re: Infernal Doom - mutator for Brutal Doom!

Post by Velaron »

Hell yeah, that was a while.

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