I see you're using 1.8.10. I haven't used that in awhile. That's the final version of that branch I think. 2.0.0.5 is the latest stable version. I'm using the January development build myself. If you look in that starter pack thing that was uploaded for brutal doom at moddb, Sargeant MarkIV was using a December development build to release with. So, I'd say first you want to get a newer version of GZDoom. The link is on the first page of this thread under Necessary components.Skrell wrote:I tried EXACTLY the order and mods you have listed here and it did not work. What version of GzDoom are you using? Also, i'm wondering if the version of my doom2.wad is causing it. What version of doom2.wad are you using this with?zedas wrote: This was my load order for testing:
[doom.doom2.commercial.Autoload]
Path=lights.pk3
Path=brightmaps.pk3
Path=Addon\DoomMetalVol4.wad
Path=Addon\BP V8.pk3
Path=Addon\BD_Voxel_Patch.pk3
Apart from all that stuff, I'm not sure what to tell you.
[Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2016)
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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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Re: [Release] Brutal Doom Voxel Patch 3.1 (Updated 01/09/201
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Re: [Release] Brutal Doom Voxel Patch 3.1 (Updated 01/09/201
Ok so I just tried the latest gzdoom and got the exact same problem. This MUST be related to my doom2 wad. I BELIEVE i'm using the ultimate doom version of doom2 but not really sure. Can you please post your MD5 for doom2.wad ? Mine is 30e3c2d0350b67bfbf47271970b74b2fzedas wrote: I see you're using 1.8.10. I haven't used that in awhile. That's the final version of that branch I think. 2.0.0.5 is the latest stable version. I'm using the January development build myself. If you look in that starter pack thing that was uploaded for brutal doom at moddb, Sargeant MarkIV was using a December development build to release with. So, I'd say first you want to get a newer version of GZDoom. The link is on the first page of this thread under Necessary components.
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Re: [Release] Brutal Doom Voxel Patch 3.1 (Updated 01/09/201
I'm not sure how to look at the checksum, but by my filesize I have the 1.9 version Wiki entry on WADsSkrell wrote:Ok so I just tried the latest gzdoom and got the exact same problem. This MUST be related to my doom2 wad. I BELIEVE i'm using the ultimate doom version of doom2 but not really sure. Can you please post your MD5 for doom2.wad ? Mine is 30e3c2d0350b67bfbf47271970b74b2fzedas wrote: I see you're using 1.8.10. I haven't used that in awhile. That's the final version of that branch I think. 2.0.0.5 is the latest stable version. I'm using the January development build myself. If you look in that starter pack thing that was uploaded for brutal doom at moddb, Sargeant MarkIV was using a December development build to release with. So, I'd say first you want to get a newer version of GZDoom. The link is on the first page of this thread under Necessary components.
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Re: [Release] Brutal Doom Voxel Patch 3.1 (Updated 01/09/201
@Skrell
Your doom2.wad is extremely outdated. You have 1.666. There's an IWAD updater somewhere, you should be able to find it.
Your doom2.wad is extremely outdated. You have 1.666. There's an IWAD updater somewhere, you should be able to find it.
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Re: [Release] Brutal Doom Voxel Patch 3.1 (Updated 01/09/201
Thank you! I will try to remedy this!phantombeta wrote:@Skrell
Your doom2.wad is extremely outdated. You have 1.666. There's an IWAD updater somewhere, you should be able to find it.
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Re: [Release] Brutal Doom Voxel Patch 3.1 (Updated 01/09/201
I'll be pushing an update soon for the Brutal Doom Voxel Patch and the vanilla patch. Not a very big one, but I think they are some nice touches.
Preview Collage
Preview Collage
Spoiler:
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Re: [Release] Brutal Doom Voxel Patch 3.1 (Updated 01/09/201
Can't wait!!!!! BTW i FINALLY got everything working!zedas wrote:I'll be pushing an update soon for the Brutal Doom Voxel Patch and the vanilla patch. Not a very big one, but I think they are some nice touches.Spoiler:
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Re: [Release] Brutal Doom Voxel Patch 3.2 (Updated 01/16/201
Thanks for your work on this. Unfortunately the voxel switches only appear in the map test level. Am using BFG wads with only Brutal Doom V20b and Voxel Patch 3.2. Tried with Dos wads also.
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Re: [Release] Brutal Doom Voxel Patch 3.2 (Updated 01/16/201
The voxel switches are just there as an example of what's possible. Currently implementing them on the maps isn't possible in an easy non-hacky way. My hope would be that someday the guys that make GZdoom/Zdoom will add in a feature that lets you to assign a voxel to wall textures and flats with offsets, scale and rotation. The same way you can now define voxels for sprites. I can think of some really neat stuff I could do with that ability. Until then example switches is what they will remain.Fandango wrote:Thanks for your work on this. Unfortunately the voxel switches only appear in the map test level. Am using BFG wads with only Brutal Doom V20b and Voxel Patch 3.2. Tried with Dos wads also.

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Re: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2
Minor Update: Ultimate Doom Visor was updated making the extra patch redundant. The UDV files have been merged into the main patch.
I also created voxels for the Ultimate Doom Visor HEV suits.

I also created voxels for the Ultimate Doom Visor HEV suits.

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Re: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2
Looks awesome!! How about voxel trees?zedas wrote:Minor Update: Ultimate Doom Visor was updated making the extra patch redundant. The UDV files have been merged into the main patch.
I also created voxels for the Ultimate Doom Visor HEV suits.

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Re: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2
ty for the updates keep up the awesome and brutal work
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Re: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2
Experiments in "bright mapped" voxels. Why? Because I hate myself apparently. Not pictured: They're also animated.
If anyone reads this and knows a good way to get rid of a spawned actor when the actor that spawned it is removed and not before, that'd be real handy to know. I could use a pointer in the right direction. Edit: I think I've got the problem solved.



Last edited by zedas on Sat Jan 23, 2016 6:54 pm, edited 1 time in total.
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Re: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2
If its any consolation we don't hate you, and we appreciate your work to boot!zedas wrote: Because I hate myself apparently.

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Re: [Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2
I like this project. Can you add Rocket Launcher shell casing?