Brutal Doom V018

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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PaskaTykki
 
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RE: Brutal Doom V016b - Now with Cruelty Achievements

#121

Post by PaskaTykki » Wed Sep 05, 2012 12:00 pm

- When Mancubus, Imp, Arachnotron or Cacodemon set tree on fire. It never extinguished.
- Rifle Zombie and Shotgun Zombie leave ammo from direct hit Rocket Launcher. But if they die with corpse flying death animation. Then they dont leave ammo.
- Corpse and limbs block monster teleporting.
Last edited by PaskaTykki on Wed Sep 05, 2012 12:01 pm, edited 1 time in total.

Southpark2010
 
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RE: Brutal Doom V016b - Now with Cruelty Achievements

#122

Post by Southpark2010 » Thu Sep 06, 2012 6:11 am

PaskaTykki wrote: - Grenade Launcher direct hit doesn't gib Rifle Zombie, Shotgun Zombie, etc,
I don't think the Grenade Launcher is supposed to do that.
PaskaTykki wrote: - When Mancubus, Imp, Arachnotron or Cacodemon set tree on fire. It never extinguished.
No, you don't say?
Last edited by Southpark2010 on Thu Sep 06, 2012 6:13 am, edited 1 time in total.
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Boko
 
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RE: Brutal Doom V016b - Now with Cruelty Achievements

#123

Post by Boko » Thu Sep 06, 2012 6:39 am

Hmm quick FYI, if you're still using v16b, might want to use v17test6. No longer is st actors needed.

and if its needed... mark linked, now I shall.. http://boko.fathax.com/brutalv017test6.pk3

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RE: Brutal Doom V016b - Now with Cruelty Achievements

#124

Post by DevilHunter » Thu Sep 06, 2012 10:58 pm

You know, I find it funny that you are well imfromed about BrutalDoom updates, yet I don't even see Sgt Mike post any updates in quite some time. Not that its bad or anything, its just werid that you post updates, and any other info.

That being said, I wonder.. Is the brightmaps still in 17test? I go back to using 16 or 15, they are there, but in the new one, I almost never see them, just the ones for switches. So.. if st actors/data is no longer needed, what resources are being used for the minigun and other st weapons? Are there any new sprites being used?

This is about the only mod I use when playing Map Packs heh, that and SST/Mercs.

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RE: Brutal Doom V016b - Now with Cruelty Achievements

#125

Post by Famardy » Fri Sep 07, 2012 3:24 am

This is the best thing that happened to Doom ever!

Oh and btw, will you keep the Doomguy's and Zombieman's new voices on version 17 please?
Last edited by Famardy on Fri Sep 07, 2012 5:10 am, edited 1 time in total.
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Southpark2010
 
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RE: Brutal Doom V016b - Now with Cruelty Achievements

#126

Post by Southpark2010 » Fri Sep 07, 2012 8:33 pm

phpBB [video]
The [video] tag is deprecated, please use the [media] tag
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RE: Brutal Doom V016b - Now with Cruelty Achievements

#127

Post by Sergeant_Mark_IV » Fri Sep 07, 2012 8:35 pm

@DevilHunter, no I have removed the brightmaps by request since they were ruining some wads with texture replacements and causing bugs with some gpus. You can get a pack with all brightmaps used in the early versions at the zdoom forums.

@Famardy, the zombieman's new have been removed due massive complaints. But I will release an optional addon with these voices.


New video:
http://www.youtube.com/watch?v=S_zqSyL948g&feature=plcp


EDIT: uh, Southpark was faster than me.
Last edited by Sergeant_Mark_IV on Fri Sep 07, 2012 8:36 pm, edited 1 time in total.

Boko
 
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RE: Brutal Doom V016b - Now with Cruelty Achievements

#128

Post by Boko » Sat Sep 08, 2012 4:36 am

DevilHunter wrote: You know, I find it funny that you are well imfromed about BrutalDoom updates, yet I don't even see Sgt Mike post any updates in quite some time. Not that its bad or anything, its just werid that you post updates, and any other info.
Well I ask Sgt Mark about updates every couple of days. Marks usually busy like me working all the time so he probably doesn't feel like posting every update.

Anyway v17test7 is out.

http://boko.fathax.com/brutalv017test7.pk3

OOPS typo'd!

http://boko.fathax.com/brutalv017test7.zip
Last edited by Boko on Sun Sep 09, 2012 4:22 am, edited 1 time in total.

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RE: Brutal Doom V016b - Now with Cruelty Achievements

#129

Post by Valherran » Sat Sep 08, 2012 7:34 am

Error 404 on the file.

Southpark2010
 
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RE: Brutal Doom V016b - Now with Cruelty Achievements

#130

Post by Southpark2010 » Sat Sep 08, 2012 10:35 am

Valherran wrote: Error 404 on the file.
This.
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RE: Brutal Doom V016b - Now with Cruelty Achievements

#131

Post by Synert » Sat Sep 08, 2012 11:28 am

He mistyped it, it's a zip. 'ere

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RE: Brutal Doom V016b - Now with Cruelty Achievements

#132

Post by Hellish » Sat Sep 08, 2012 11:59 am

Hey Mark, this new update is awesome! The F*** voice is now clearly, and you can really hear it. The new "Taunts/One-Liners" are good too, they sound better too. But i came here to talk about the roll thing, man, that is so helpful when you're fighting a cyber or any projectile monster. But hey, anyone can please tell me, the full change log of 16b to test 7?
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PaskaTykki
 
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RE: Brutal Doom V016b - Now with Cruelty Achievements

#133

Post by PaskaTykki » Sat Sep 08, 2012 4:23 pm

I test that newest versio and you fixed some bugs. Great work. Keep working and eliminate all bugs. :biggrin:

There is the list. I add couple new bugs.

- Rifle Zombie and Shotgun Zombie vanish from air kick. Happen when they are not alerted
- Rifle Zombie and Shotgun Zombie vanish when kick with berserk pack. Happen when they are not alerted. It seem like player perfom silent kill. I cant move while, i hear only silent kill sounds.
- Plasma Rifle alt fire drain magazine and pocket ammo.
- Hell Knight body parts destroy very easily from explosion.
- Grenade Launcher direct hit doensn't gibb Rifle Zombie, Shotgun Zombie, Imp, Pinky and Chaingun Zombie like Rocket Launcher. (Pinky seems sometime explode pieces from direct hit.)
- Pinky vanish from Hell Knight melee attack.
- Spider Mastermind have problem hitting small enemys, like Rifle Zombie, Shotgun Zombie, Imp, Pinky and Chaingun Zombie. (Now Spidermastermind hit pinkys better but have little problem hitting smaller enemys Rifle Zombie, Shotgun Zombie and Chaingun Zombie, but its not very bad anymore.)
- Spider Mastermind get stuck pretty easily, and can damage self when fly hight. Cyberdemon have same self damage problem like Spider Mastermind. There is video: http://www.youtube.com/watch?v=0jKRBO-wYVM
- Chaingun Zombie and Shotgun Zombie dont have knockback effect from explosion, like Rifle Zombie and Imp. (You add this to Shotgun Zombie. Will this come to Chaingun Zombie too?)
- Chaingun Zombie suffer state is too short.
- When Mancubus, Imp, Arachnotron or Cacodemon set tree on fire. It never extinguished.
- Rifle Zombie and Shotgun Zombie leave ammo from direct hit Rocket Launcher. But if they die with corpse flying death animation. Then they dont leave ammo. (This is fixed.)
- Corpse and limbs block monster teleporting. (I didnt test this yet)
- Crawling Rifle Zombie come rarely
- Crawling Shotgun Zombie never come
- Grenade Launcher projectile teleport
- Bounced Grenade Launcher projectile dont explode when it sink to water
- Kick sound missing

Seems like Sarge nerf GL direct hit damage. Well old GL direct hit damage bit too much. :biggrin:
Southpark2010 wrote: I don't think the Grenade Launcher is supposed to do that.
Is it bit strange GL direct hit doesn't explode small enemys pieces but close hits will explodes pieces? :surprised:
Southpark2010 wrote: No, you don't say?
This confused me. :rolleyes:

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RE: Brutal Doom V016b - Now with Cruelty Achievements

#134

Post by DevilHunter » Sat Sep 08, 2012 7:22 pm

Boko wrote:
DevilHunter wrote: You know, I find it funny that you are well imfromed about BrutalDoom updates, yet I don't even see Sgt Mike post any updates in quite some time. Not that its bad or anything, its just werid that you post updates, and any other info.
Well I ask Sgt Mark about updates every couple of days. Marks usually busy like me working all the time so he probably doesn't feel like posting every update.
I understand that. I myself haven't been able to do much cept for just work on my HUD, and play around with brutaldoom. I would of have constant net by now but.. stupid shit came up. If anything, I was able to fix the Beta Brutaldoom (V16 i believe it started to happen) to where it will work with Ultimate Doom Again..

All I did really, was I went to the Anidefs Lump, commented out the Slime Bit, and huzzah it started, despite of the regular errors I get.

Sgt Mark, I have no clue why this started happening in the new brutaldoom versions, but it is rather annoying, and you should look into it. Somehow, Ultimate Doom Does not have the slime textures, and Zandro refuses to start unless I go to uncomment the lines out that contain Slime##.

Can you give me a direct link to the post, or rather the "pack" of the brightmaps? I don't browse the Zdoom Forums enough to find anything, that unless the search works there.

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RE: Brutal Doom V016b - Now with Cruelty Achievements

#135

Post by Famardy » Sun Sep 09, 2012 12:45 am

Hey Sgt. Mark, will you fix the Assault Rifle's ammo reloading problem and will you also make some HD sprites of the Demons and Doomguy as well?

Oh and also, the current version of Brutal Doom V 0.16 doesn't support Zandronum. Is there a way to fix it?
Last edited by Famardy on Sun Sep 09, 2012 12:47 am, edited 1 time in total.
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Cerebus
 
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RE: Brutal Doom V016b - Now with Cruelty Achievements

#136

Post by Cerebus » Sun Sep 09, 2012 12:54 am

Famardy wrote: Oh and also, the current version of Brutal Doom V 0.16 doesn't support Zandronum. Is there a way to fix it?
Are you using the Stable Release or one of the Alphas? If that's not the problem, any chances are you are not loading skulltag_actors.pk3 with it?
Last edited by Cerebus on Sun Sep 09, 2012 12:55 am, edited 1 time in total.
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RE: Brutal Doom V016b - Now with Cruelty Achievements

#137

Post by DevilHunter » Sun Sep 09, 2012 12:58 am

Famardy wrote:
Oh and also, the current version of Brutal Doom V 0.16 doesn't support Zandronum. Is there a way to fix it?
If it says something about "minigun not found in.." put Skulltag_data.pk3 and Skulltag_Actors.pk3 (is that even needed? I still load with it anyhow) into the load order.. make sure skulltag_data is on top, and all should work

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RE: Brutal Doom V016b - Now with Cruelty Achievements

#138

Post by Famardy » Sun Sep 09, 2012 1:58 am

Well this it what it said everytime I load up ver. 0.16b on to Zandronum:

"Execution could not continue.

Script error, "brutaldoomv016b.pk3:stgrenadelaunch" line 8:
Replaced type 'GrenadeLauncher' not found in Grenade_Launcher"

So can you guys tell me what to do? I really don't get on how to edit that skulltag file though.
Last edited by Famardy on Sun Sep 09, 2012 2:01 am, edited 1 time in total.
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Boko
 
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RE: Brutal Doom V016b - Now with Cruelty Achievements

#139

Post by Boko » Sun Sep 09, 2012 4:27 am

Famardy wrote: Well this it what it said everytime I load up ver. 0.16b on to Zandronum:

"Execution could not continue.

Script error, "brutaldoomv016b.pk3:stgrenadelaunch" line 8:
Replaced type 'GrenadeLauncher' not found in Grenade_Launcher"

So can you guys tell me what to do? I really don't get on how to edit that skulltag file though.
Thats because Zandronum removed and is removing all ST related material, and the older v16b relies heavy on skulltag resources. You need to load up skulltag_actors.pk3.
V17test6 no longer needs st actors.


Basically when you run brutaldoom, (not sure what program you use to launch it) include skulltag_actors.pk3 FIRST.
Last edited by Boko on Sun Sep 09, 2012 4:30 am, edited 1 time in total.

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RE: Brutal Doom V016b - Now with Cruelty Achievements

#140

Post by Famardy » Sun Sep 09, 2012 5:34 am

Ok so how do I make it do that?
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