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Mav3rick
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Re: <!> Grenades & melee attacking in Brutal & Vanilla Doom

Post by Mav3rick »

Well for what i see, the enemies bar disapears if you change the hub view.. here is a example
Spoiler: full hub
Spoiler: less hub
dunno if this may be your problem Shadez12 ó and i use gzdoom g1.9 just in case ;)
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Shadez12
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Re: <!> Grenades & melee attacking in Brutal & Vanilla Doom

Post by Shadez12 »

Well I finally fixed the the problem by using gzdoom-G1.9pre-828-g60ff6c5. Thanks guys :)
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Carbine Dioxide
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Re: <!> Grenades & melee attacking in Brutal & Vanilla Doom

Post by Carbine Dioxide »

Mav3rick wrote:Well for what i see, the enemies bar disapears if you change the hub view.. here is a example
Spoiler: full hub
Spoiler: less hub
dunno if this may be your problem Shadez12 ó and i use gzdoom g1.9 just in case ;)
Looks like that lost soul has not Brutal DooM flames, do you mind explaining?
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Mav3rick
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Re: <!> Grenades & melee attacking in Brutal & Vanilla Doom

Post by Mav3rick »

Carbine Dioxide wrote: Looks like that lost soul has not Brutal DooM flames, do you mind explaining?
And what it means brutal doom flames?? no idea what do you want me to explain from :?
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Carbine Dioxide
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Re: <!> Grenades & melee attacking in Brutal & Vanilla Doom

Post by Carbine Dioxide »

The effects that come from the Brutal Doom lost soul. You are playing Brutal Doom in that screen shot, yes.
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Mav3rick
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Re: <!> Grenades & melee attacking in Brutal & Vanilla Doom

Post by Mav3rick »

Carbine Dioxide wrote:The effects that come from the Brutal Doom lost soul. You are playing Brutal Doom in that screen shot, yes.
Well as "brutal doom" the normal one, nope, im playing this mod, no idea lost soul have any special effect, maybe Johnny remove that
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johnny
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Re: Grenades & melee attacking in Brutal & Vanilla Doom

Post by johnny »

Glad you got your hud problem fixed Shadez!

Regarding the lost souls, there's no brutal doom flames because that's one of the special souls the last boss spawns. I didn't want to fuck with them and end up breaking a script or something, but now that I think about it I'm sure it'll be fine to change. I've got another update coming in the next hour or so, so I'll take care of the souls too.
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skyrish10
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Re: Grenades & melee attacking in Brutal & Vanilla Doom

Post by skyrish10 »

johnny wrote:Image
Umm Johnny, the title picture is misleading, there are no Gorillas in doom.
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johnny
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Re: Grenades & melee attacking in Brutal & Vanilla Doom

Post by johnny »

I know this--he is merely showing his approval for this mod I have assembled.

NEW VERSION and probs the last version til the next brutal doom comes out. That's gonna be a bitch to update all of this to. Anyways, I redid a lot of things in this version, namely the plasma rifle, ally radio, tracers, and a lot of sounds. I ditched the old plasmagun sprites in favor of some vanilla(ish) ones because a couple people said they didn't like them, plus they didn't mesh well with the other guns. It also beeps now before it overheats so you have a better idea of when it's going to happen. It can fire ten more shots before overheating if you want to just spam it, and if you lay off the spamming, the ready state cools the gun down twice as fast now. Also fixed a bug where after overheating you could instantly fire the secondary mode without having to power it up first.

Allies... I shut them up quite a bit. They only had a 10 or so percent chance to talk before but somehow that was still too much, so now it's waaay way lower to the point where they'll speak up only on rare occasions. I mean like 1.5% of the time. They also spawn a lot more reliably now, as they would sometimes spawn under the floor or something and just not appear. They radio fails less now too, and allies will spawn as different colors depending on what gun they have.

Tracers are cooler now, and I don't really know how to explain it better beyond that. I slowed them down a little so you can see them fucking up the bad guys and there's a couple new bullet whizzing sounds ripped from conker's bad fur day. A big chunk of the new sounds came from that game actually.

That's the main stuff, I can't remember the smaller tweaks but they're good ones. KDIZD got a few little fixes and updates too, as well as the imp randomizer. Check the OP for a full changelog and new filezzzzzzz thanks dudes

EDIT: OH YEAH and fatalities are a tad different. The imp grenades thing is no more--instead ALL fatalities give you +1 grenade, in addition to whatever the normal bonus is. Zombies still have a chance (albeit lower than before) to drop ONE grenade instead of two, too.
Last edited by johnny on Sun Dec 21, 2014 12:09 am, edited 1 time in total.
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skyrish10
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Re: Grenades & melee attacking in Brutal & Vanilla Doom

Post by skyrish10 »

johnny wrote:I know this--he is merely showing his approval for this mod I have assembled.

NEW VERSION and probs the last version til the next brutal doom comes out. That's gonna be a bitch to update all of this to. Anyways, I redid a lot of things in this version, namely the plasma rifle, ally radio, tracers, and a lot of sounds. I ditched the old plasmagun sprites in favor of some vanilla(ish) ones because a couple people said they didn't like them, plus they didn't mesh well with the other guns. It also beeps now before it overheats so you have a better idea of when it's going to happen. It can fire ten more shots before overheating if you want to just spam it, and if you lay off the spamming, the ready state cools the gun down twice as fast now. Also fixed a bug where after overheating you could instantly fire the secondary mode without having to power it up first.

Allies... I shut them up quite a bit. They only had a 10 or so percent chance to talk before but somehow that was still too much, so now it's waaay way lower to the point where they'll speak up only on rare occasions. I mean like 1.5% of the time. They also spawn a lot more reliably now, as they would sometimes spawn under the floor or something and just not appear. They radio fails less now too, and allies will spawn as different colors depending on what gun they have.

Tracers are cooler now, and I don't really know how to explain it better beyond that. I slowed them down a little so you can see them fucking up the bad guys and there's a couple new bullet whizzing sounds ripped from conker's bad fur day. A big chunk of the new sounds came from that game actually.

That's the main stuff, I can't remember the smaller tweaks but they're good ones. KDIZD got a few little fixes and updates too, as well as the imp randomizer. Check the OP for a full changelog and new filezzzzzzz thanks dudes
And what about the title picture above, why there is gorilla thumbs up, there are no gorillas in Doom, change it
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wildweasel
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Re: Grenades & melee attacking in Brutal & Vanilla Doom

Post by wildweasel »

skyrish10 wrote:And what about the title picture above, why there is gorilla thumbs up, there are no gorillas in Doom, change it
And what about your avatar, why is there a space marine from 40K? There are no 40K marines in Doom, change it.

(I hope that, by mimicking your post, I have demonstrated how unreasonable you are being.)
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johnny
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Re: <!> Grenades & melee attacking in Brutal & Vanilla Doom

Post by johnny »

Wait, we're being serious here? I thought you were trying to be funny by pointing out something obvious all snarky-like. But lol no, go away
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Carbine Dioxide
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Re: <!> Grenades & melee attacking in Brutal & Vanilla Doom

Post by Carbine Dioxide »

The "winners don't use drugs" thing isn't that realistic in Doom either. I am sure Doom Guy got blazed during his breaks from killing demons. :P
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johnny
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Re: <!> Grenades & melee attacking in Brutal & Vanilla Doom

Post by johnny »

Nor is it realistic in real life (LOLZ). This entire mod was possible because drugs!
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Devianteist
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Location: Creating a SPACE HULK conversion!

Re: <!> Grenades & melee attacking in Brutal & Vanilla Doom

Post by Devianteist »

An issue I have litterally just run into; I just donwloaded the latest version of your mod, and for some reason, when I start up a game, it immediately crashes/gives me a fatal error and closes.

I get no errors at startup, and I am using the last 1.9 (G)ZDoom git/SVN build. What could be the issue? :(

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