How to mod Brutal Doom

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Stroyed
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Joined: Mon Aug 29, 2016 3:08 pm

How to mod Brutal Doom

Post by Stroyed »

I don't plan on pumping out high quality mods just yet. But for the future, how would I mod Brutal Doom? I can tell it gas a lot of changes especially with animations. It just seems quite overwhelming and anyone who can tell me how it works and such would be a great help.
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amv2k9
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Location: Southern California

Re: How to mod Brutal Doom

Post by amv2k9 »

Stroyed wrote:I don't plan on pumping out high quality mods just yet. But for the future, how would I mod Brutal Doom? I can tell it gas a lot of changes especially with animations. It just seems quite overwhelming and anyone who can tell me how it works and such would be a great help.
To understand how BD works, you have to understand how mods work, period. It also doesn't help that BD may present the wrong, or at least, the hacky/outdated, way to do certain things. EX: At one point (this may still be true) BD's monsters handled headshots by spawning a pseudo-monster in the space where the head would be. This actor would exist for a few tics. Today, you'd do that with A_Warp, eliminating the need to continuously respawn the 'head'. Though, it should be noted that this method would not be available to you if you're looking for Zandronum compatability.

Have you looked at WildWeasel's Gunlabs Tutorials? Probably the best place to start. It is missing a few more recent additions; notably, anonymous functions, which have effectively deprecated the old 'zero tic' trick. Also the wealth of Decorate expressions that have been added lately, as well as overlays, but those are more advanced concepts. It's still a good source for beginners.
Last edited by amv2k9 on Wed Sep 07, 2016 7:21 pm, edited 5 times in total.
Stroyed
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Re: How to mod Brutal Doom

Post by Stroyed »

Thanks for the help. This is actually a great start for me. But how about with like the blood and the wounded monsters?
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amv2k9
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Location: Southern California

Re: How to mod Brutal Doom

Post by amv2k9 »

Stroyed wrote:But how about with like the blood and the wounded monsters?
What do you mean, exactly? Keep in mind I haven't kept up w/BD, and may not be able to give more than educated guesses on the way it does things.
Stroyed
Posts: 41
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Re: How to mod Brutal Doom

Post by Stroyed »

No I haven't actually. They sound interesting though. I'll be sure to check them out. I'll be honest I'm quite new to Doom's modding scene so this helps me out a lot.

EDIT: Just saw the new alert, I'm talking about all the decals, dripping blood, and with the monsters I'm talking about if you damage them enough and in the right way they'll sit on the ground in a sort of wounded state and eventually die.
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amv2k9
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Location: Southern California

Re: How to mod Brutal Doom

Post by amv2k9 »

Stroyed wrote: I'm talking about all the decals, dripping blood
The monster is projecting actors that, in their Death states, spawn decals to the walls, and then persist for a while and spawn the blood droplets. It should be noted that the Death, XDeath and Crash states have special uses when applied to projectiles & puffs. For projectiles, they'll enter their Death state when hitting level geometry or non-bleeding actors. They'll enter their XDeath state if they hit a bleeding actor. And they'll enter their Crash state if they hit non-bleeding actors; that way, if you want different effects when the projectile hit a wall or, say a robot, you can still do that. The rules are a little different for puffs, if I remember correctly.
with monsters I'm talking about if you damage them enough and in the right way they'll sit on the ground in a sort of wounded state and eventually die.
This is done through damage types, but also through checking health. I'll cover the damagetypes first. Let's say you want a stun gun.

Code: Select all

ACTOR StunGun:Pistol
{
 DamageType "Stun"
}

ACTOR Zombieman2:Zombieman
{
 PainChance "Stun",256
 States
 {
 Pain.Stun:
  POSS A 70 A_Pain
  POSS A 70 A_Pain
  POSS A 70 A_Pain
  Goto See
 }
}
The PainChance property on Zombieman2 ensures that this monster will always, upon being damaged by a hitscan, rail or projectile that does "Stun" damage, enter the painstate linked to that damagetype. This also works for Death and XDeath states.

Earlier, I mentioned checking health. If I had to guess, BD does something like this:

Code: Select all

 Pain:
  MONS F 0 A_JumpIf(health<=15,"Critical") // Today, you could use the GetSpawnHealth variable; it's pretty great.
  Goto Super::Pain
 Critical:
  TNT1 A 0 A_PlaySound("monster/criticalmoan",CHAN_VOICE)
  MONS XYZXYZ 5
  MONS XYZXYZ 5
  Loop
 }
}
Stroyed
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Re: How to mod Brutal Doom

Post by Stroyed »

Very interesting. Thanks. You've been a big help.
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