Brutal Doom Platinum v3.1 release! GZ focused Brutal Fork!

Projects that alter game functions but do not include new maps belong here.
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.
User avatar
MentzWolf
Posts: 48
Joined: Wed May 25, 2016 6:47 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

Re: Brutal Doom Platinum v1.1 release! GZ focused brutal for

Post by MentzWolf »

For some reason sprinting doesn't make your character move faster, pretty frustrating for getting past crusher hallways in some levels (like in MAP02 of Plutonia), also there's a minor graphical glitch with grabbing on a ledge whilst sprinting, otherwise great work as usual!
Bobby
Posts: 103
Joined: Sun Mar 03, 2019 11:59 am

Re: Brutal Doom Platinum v1.1 release! GZ focused brutal for

Post by Bobby »

Congrats on the release. I have one question to ask. I remember seeing a pipe-bomb weapon that could change modes. Is this still in the game?
User avatar
EmeraldCoasttt
Posts: 38
Joined: Wed Sep 30, 2020 2:35 pm

Re: Brutal Doom Platinum v1.1 release! GZ focused brutal for

Post by EmeraldCoasttt »

Bobby wrote:Congrats on the release. I have one question to ask. I remember seeing a pipe-bomb weapon that could change modes. Is this still in the game?
Yep! The pipe bomb is one of four grenade types
To select it, press the Swap Grenades key at any time, or press dual wield while grenades are selected
Bobby
Posts: 103
Joined: Sun Mar 03, 2019 11:59 am

Re: Brutal Doom Platinum v1.1 release! GZ focused brutal for

Post by Bobby »

EmeraldCoasttt wrote:
Bobby wrote:Congrats on the release. I have one question to ask. I remember seeing a pipe-bomb weapon that could change modes. Is this still in the game?
Yep! The pipe bomb is one of four grenade types
To select it, press the Swap Grenades key at any time, or press dual wield while grenades are selected
Thank you very much.
User avatar
RaZZoR
Posts: 51
Joined: Sun Jan 17, 2021 2:30 pm

Re: Brutal Doom Platinum v1.1 release! GZ focused brutal for

Post by RaZZoR »

That nuke!
User avatar
EmeraldCoasttt
Posts: 38
Joined: Wed Sep 30, 2020 2:35 pm

Re: Brutal Doom Platinum v1.1 release! GZ focused brutal for

Post by EmeraldCoasttt »

Nuke definitely needs a rework
It only spawns in the test level and some mapsets, but I plan on also having it avaliable as a bfg spawn in the Addons section
User avatar
mamaluigisbagel
Posts: 521
Joined: Wed Jul 09, 2014 7:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

Re: Brutal Doom Platinum v1.1 release! GZ focused brutal for

Post by mamaluigisbagel »

Compared to the latest version of Dox's addon, (which I already loved and was my go-to addon) I love the changes. (though I kinda wish sprinting was toggleable just because when using the 'Ultimate Doom Visor' HUD mod with this, sprinting does nothing but make the screen bob more) I don't know why, but my favorite thing so far is the tweaked Rifle. I just love how it looks compared to the usual sprite (which I've seen used countless times) and I REALLY love the reload animations for some reason. So from what I played, this may be my go-to addon whenever I feel like playing BD!

Also THANK YOU for keeping the secret reloading animations :P
User avatar
Vordenko
Posts: 51
Joined: Thu Mar 29, 2012 7:21 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Location: Clonka Minkus

Re: Brutal Doom Platinum v1.1 release! GZ focused brutal for

Post by Vordenko »

Haven't seen much of the code from the inside, but just asking here for future reference: Are there any plans to port over the headshot / limbshot system over to ZScript? iirc the old Decorate implementation was quite the resource hog on mapsets with more than 400 monsters, given that the headshot / limbshot targets hitboxes were actors, that spawned alongside each and every single enemy in a level.
User avatar
EmeraldCoasttt
Posts: 38
Joined: Wed Sep 30, 2020 2:35 pm

Re: Brutal Doom Platinum v1.1 release! GZ focused brutal for

Post by EmeraldCoasttt »

Vordenko wrote:Haven't seen much of the code from the inside, but just asking here for future reference: Are there any plans to port over the headshot / limbshot system over to ZScript? iirc the old Decorate implementation was quite the resource hog on mapsets with more than 400 monsters, given that the headshot / limbshot targets hitboxes were actors, that spawned alongside each and every single enemy in a level.
That's one of my main priorities next to a zscript port of brutalweapon
I actually have another mod that has zscript headshots, it just takes some time to port it over

When that happens, some weapons will also have better headshot bonuses than others (pistol, smg, mp40, rifle, railgun)
User avatar
Vordenko
Posts: 51
Joined: Thu Mar 29, 2012 7:21 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Location: Clonka Minkus

Re: Brutal Doom Platinum v1.1 release! GZ focused brutal for

Post by Vordenko »

Nice! Looking forward to that then! I always wanted to play around Brutal Doom and it's mechanics without the resource intensiveness, so this is definitely a plus so far.

As for the different headshot bonuses: That sounds really neat, actually. Perhaps "higher caliber" guns can deal the most headshot damage, and even have a chance of blowing the monster's heads up? Though, completely your call, just throwing a few ideas here :P
User avatar
Crudux Cruo
Posts: 1165
Joined: Mon Apr 10, 2006 8:43 pm
Location: California

Re: Brutal Doom Platinum v1.1 release! GZ focused brutal for

Post by Crudux Cruo »

So tried sunlust out with this, great mapset, but it breaks the sprites in this mod. i reported this and it was sort of a mystery, but sunlust includes a full sprite set of doom monsters and other doom wad content things for whatever reason.
User avatar
EmeraldCoasttt
Posts: 38
Joined: Wed Sep 30, 2020 2:35 pm

Re: Brutal Doom Platinum v1.1 release! GZ focused brutal for

Post by EmeraldCoasttt »

Crudux Cruo wrote:So tried sunlust out with this, great mapset, but it breaks the sprites in this mod. i reported this and it was sort of a mystery, but sunlust includes a full sprite set of doom monsters and other doom wad content things for whatever reason.
Have you tried loading platinum after sunlust?
User avatar
Spaceman333
Posts: 622
Joined: Thu Oct 13, 2016 8:40 pm

Re: Brutal Doom Platinum v1.1 release! GZ focused brutal for

Post by Spaceman333 »

---Chainsaw---
-Primary: Swing
-Secondary: Saw forward
-Dual Wield: Throw chainsaw
:o :D
This sounds awesome, it was the tipping point to download the mod!
User avatar
mamaluigisbagel
Posts: 521
Joined: Wed Jul 09, 2014 7:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

Re: Brutal Doom Platinum v1.1 release! GZ focused brutal for

Post by mamaluigisbagel »

Just thought of a feature request: Could there be text that appears to let you know what grenade you selected? (ie you press Switch Grenade and you get a message in the center saying "Cryo Grenade Selected") The reason is this would help for people that like using custom HUDs like the Visor mods, HXRTC Hud, etc. Currently you can use them, but its impossible to know what grenade you have without throwing them, and I imagine this would be a lot easier than having each HUD author or other modders add support for the grenade types.
User avatar
EmeraldCoasttt
Posts: 38
Joined: Wed Sep 30, 2020 2:35 pm

Re: Brutal Doom Platinum v1.1 release! GZ focused brutal for

Post by EmeraldCoasttt »

mamaluigisbagel wrote:Just thought of a feature request: Could there be text that appears to let you know what grenade you selected? (ie you press Switch Grenade and you get a message in the center saying "Cryo Grenade Selected") The reason is this would help for people that like using custom HUDs like the Visor mods, HXRTC Hud, etc. Currently you can use them, but its impossible to know what grenade you have without throwing them, and I imagine this would be a lot easier than having each HUD author or other modders add support for the grenade types.
Good point, I'll go ahead and add that

Return to “Gameplay Mods”