[WIP/Release] Brutal Doom SE
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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Re: Brutal Doom v19 SE
can you please post a youtube video of the additions/changes you made to the regular Brutal Doom ? I'd love to seem them! : )
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Re: Brutal Doom v19 SE
Really hard, yes... Not like it either.Patriot1776 wrote:Why is it so, so hard to chainsaw Mancubi and Revenant corpses to get their weapons now?
In fact, in BD19 releases it's easier to obtain their weapons throwing rockets or explosive barrels at them... If you're lucky to crush them into pieces!
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Re: Brutal Doom v19 SE
Make the Mancubus/Revenant corpse hitbox bigger? Also, sawed up mancubi corpses get cloned.
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Re: Brutal Doom v19 SE
Playing Doom the way id did with this mod right now and damn i can't go back to neither normal v19 or Enhanced Edition after playing this. The chainsaw change in particular is what makes this mod great, now it feels like you are cutting the enemies instead of tickling them. I only miss head kicking and corpse kicking in this version but that's a really minor thing (i've also noticed there is no cruelty achievements anymore but maybe that's for the better considering some weapons are now a lot stronger).
Also from what i read on facebook page of Brutal Doom, we will get old hitboxes as mutator (along with few other things), so no more not being able to shoot them for me ^_^
Also from what i read on facebook page of Brutal Doom, we will get old hitboxes as mutator (along with few other things), so no more not being able to shoot them for me ^_^
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Re: Brutal Doom v19 SE
Head kicking and corpse kicking has been fixed, and cruelty bonuses are still intact but silent. You just don't get a big message every time you get one. Head kicking could be a little trickier, since the I've moved the bit that does the damage over to where your foot should be on your screen, so to kick the head of a dying guy, aim just above and to the left of his head.
EDIT: I probably misunderstood what you meant by head kicking. If you're talking about the severed heads lying around the floor, that too has been fixed recently. You can now kick heads around like a ball as usual. Any updates/fixes are added to the file in the download link of the original post, so be sure to check that from time to time.
EDIT: I probably misunderstood what you meant by head kicking. If you're talking about the severed heads lying around the floor, that too has been fixed recently. You can now kick heads around like a ball as usual. Any updates/fixes are added to the file in the download link of the original post, so be sure to check that from time to time.
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Re: Brutal Doom v19 SE
Looking mighty fine, though I still can't stand the pace-shattering mess that are the reloading mechanics. I hear people speak of mutators -- is no reloading at all an option?
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Re: Brutal Doom v19 SE
Any mutators for the base Brutal Doom would likely cause problems with SE since the tweaks and changes are pretty extensive, so the most sensible thing for me to do would be to implement those mutators in a SE-friendly version that doesn't break or overwrite any tweaks. So yeah, it's going to be an option. I've already provided some SE mutators within the main download, but I ought to make it a separate pack later.le_L wrote:Looking mighty fine, though I still can't stand the pace-shattering mess that are the reloading mechanics. I hear people speak of mutators -- is no reloading at all an option?
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Re: Brutal Doom v19 SE
This looks amazing, any chance for Zandronum compatibility soon? ever?
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Re: Brutal Doom v19 SE
Maybe by headkicking he meant kicking the head of an injured zombie/imp?SigFloyd wrote:Head kicking and corpse kicking has been fixed, and cruelty bonuses are still intact but silent. You just don't get a big message every time you get one. Head kicking could be a little trickier, since the I've moved the bit that does the damage over to where your foot should be on your screen, so to kick the head of a dying guy, aim just above and to the left of his head.
EDIT: I probably misunderstood what you meant by head kicking. If you're talking about the severed heads lying around the floor, that too has been fixed recently. You can now kick heads around like a ball as usual. Any updates/fixes are added to the file in the download link of the original post, so be sure to check that from time to time.
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- Posts: 33
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Re: Brutal Doom v19 SE
Having put my head in the insides of the (original) mod, one thing I strongly recommend, assuming it hasn't already been done, is to unify all the BD weapons through one dummy weapon actor...
...and give that core actor a Kick state. That way, the Kick state doesn't have to be rewritten over and over and can be tinkered with easily. You'd have to rewrite the inherited specifics of each weapon, but they take less space and less work.
On another note, "sperglord" has probably got to go.
Code: Select all
ACTOR BrutalWeapon : Weapon
ACTOR BrutalShotgun : BrutalWeapon
On another note, "sperglord" has probably got to go.
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- Posts: 8
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Re: Brutal Doom v19 SE
Please, Help Board.
I want to change some skins in the game, but i cant find the correct shotgun and ssg folder. Where is it, and how can i change theese skins, considering that i already have theese. Simply replacing the previous?
up.
I solved my problem, but there was another, the last one.
Now i have the sound problem. Point is that i replaced minigun shoot sounds ("DSMINSLW" and "minifast") with my own, but then i realised that if u start to fire minigun in "fast" mode, sounds starting to replace eachother, and starting sound mess... Then i decided to place instead of "minifast" sound just a silent .wav file which is the same length as the original. But the sound of "DSMINSLW" is not like the original file leight. So there is the problem, heavy weapon dude, which is probably using the same .wav shooting sould file as me, starting to make this terrible mess. My question is: "Can i make somehow individual audio file for his shooting sound?
up.
I realise something
When they fire, there is like bullets holding this sound 0_0. Wtf? How can i get rid of it?
I want to change some skins in the game, but i cant find the correct shotgun and ssg folder. Where is it, and how can i change theese skins, considering that i already have theese. Simply replacing the previous?
up.
I solved my problem, but there was another, the last one.
Now i have the sound problem. Point is that i replaced minigun shoot sounds ("DSMINSLW" and "minifast") with my own, but then i realised that if u start to fire minigun in "fast" mode, sounds starting to replace eachother, and starting sound mess... Then i decided to place instead of "minifast" sound just a silent .wav file which is the same length as the original. But the sound of "DSMINSLW" is not like the original file leight. So there is the problem, heavy weapon dude, which is probably using the same .wav shooting sould file as me, starting to make this terrible mess. My question is: "Can i make somehow individual audio file for his shooting sound?
up.
I realise something
When they fire, there is like bullets holding this sound 0_0. Wtf? How can i get rid of it?
Last edited by LowBrown on Sat Nov 16, 2013 11:49 am, edited 1 time in total.
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Re: Brutal Doom v19 SE
On a side note, when is Sargeant Mark's ban going to expire?
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Re: Brutal Doom v19 SE
What's the proper way to remove bound allied marines? In regular/enhanced Brutal Doom, I'd kick them free. Now it kills them.
Chainsawing them seems to, but it also seems to hurt them, too.
Chainsawing them seems to, but it also seems to hurt them, too.
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Re: Brutal Doom v19 SE
He's been permabanned, so he won't be coming back. Ever.Caleb13 wrote:On a side note, when is Sargeant Mark's ban going to expire?
Anyway, loving this modception! Can't wait for future updates!
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Re: Brutal Doom v19 SE
Why was he banned anyway?Hellstorm Archon wrote:He's been permabanned, so he won't be coming back. Ever.