Brutal Doom V018
RE: Brutal Doom V016b - Now with Cruelty Achievements
There's a bug I noticed playing online:
Hell Knights have something wrong with their step height because they can walk right out of their teleporter-spawn-trap in map02 of Hell Revealed 2.
Hell Knights have something wrong with their step height because they can walk right out of their teleporter-spawn-trap in map02 of Hell Revealed 2.
RE: Brutal Doom V016b - Now with Cruelty Achievements
I like this mod very much, but I must nit pick about a couple of aesthetics that I don't care for.
1. Baron and Knight blood and gore should be green.
2. I liked the classic cacodemon death anim. It would be perfect for death by assault rifle or shotgun, with blood spraying out. I love the one where his jaw is blown off too, but I would save that for more severe impacts... during which it could definitely stand to make more of a mess. Maybe make chunks of teeth one of the caco's gib pieces. God knows he has those to spare.
1. Baron and Knight blood and gore should be green.
2. I liked the classic cacodemon death anim. It would be perfect for death by assault rifle or shotgun, with blood spraying out. I love the one where his jaw is blown off too, but I would save that for more severe impacts... during which it could definitely stand to make more of a mess. Maybe make chunks of teeth one of the caco's gib pieces. God knows he has those to spare.
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- Posts: 84
- Joined: Wed Jun 06, 2012 6:28 pm
- Location: Hell
RE: Brutal Doom V016b - Now with Cruelty Achievements
Wouldn't this break the fatality sprites? The Baron's/Hell Knight's blood would be the same colour as the Player's colour.Submerge wrote: 1. Baron and Knight blood and gore should be green.
RE: Brutal Doom V016b - Now with Cruelty Achievements
Therein lies the problem. He'd have to change ALL of the sprites. I'm not saying it needs to be done. I can live with red just fine.Southpark2010 wrote:Wouldn't this break the fatality sprites? The Baron's/Hell Knight's blood would be the same colour as the Player's colour.Submerge wrote: 1. Baron and Knight blood and gore should be green.
RE: Brutal Doom V016b - Now with Cruelty Achievements
Sweet Brutal Doom 0.17 might come out this Saturday!!! :D
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- New User
- Posts: 7
- Joined: Sun Oct 14, 2012 6:40 am
RE: Brutal Doom V016b - Now with Cruelty Achievements
Does this mod work with Zandronum If so how do you get it to work, Every time I try to play it it says that grenade launcher Isn't there
[spoiler]OS: Windows Vista 6.0 (Build 6002)
Service Pack 2
M_LoadDefaults: Load system defaults.
W_Init: Init WADfiles.
adding D:/program files/Zandronum/zandronum.pk3 (536 files)
adding c:/program files/steam/SteamApps/common/ultimate doom/base/doom.wad (2306 lumps)
adding D:/program files/Zandronum/announcer/ZanACG.pk3 (104 files)
adding D:/program files/Zandronum/announcer/ZanGeneric.pk3 (105 files)
adding D:/program files/Brutal Doom/brutaldoomv016b.pk3 (4599 files)
adding D:/program files/Brutal Doom/brutaldoomv016b.pk3:terrain.wad (304 lumps)
I_Init: Setting up machine state.
CPU Speed: 2394 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz
Family 6, Model 15, Stepping 11
Features: MMX SSE SSE2 SSE3 SSSE3
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
Texman.Init: Init texture manager.
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ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script warning, "" line 0:
Icon 'RIF' for 'RifleAmmo' not found
Script warning, "" line 0:
Icon 'RIF' for 'ShotgunAmmo' not found
Script warning, "" line 0:
Icon 'RIF' for 'RocketRounds' not found
Script warning, "" line 0:
Icon 'RIF' for 'PlasmaAmmo' not found
Execution could not continue.
Script error, "brutaldoomv016b.pk3:stgrenadelaunch" line 8:
Replaced type 'GrenadeLauncher' not found in Grenade_Launcher[/spoiler]
Edit: Sorry I'm just a noob
[spoiler]OS: Windows Vista 6.0 (Build 6002)
Service Pack 2
M_LoadDefaults: Load system defaults.
W_Init: Init WADfiles.
adding D:/program files/Zandronum/zandronum.pk3 (536 files)
adding c:/program files/steam/SteamApps/common/ultimate doom/base/doom.wad (2306 lumps)
adding D:/program files/Zandronum/announcer/ZanACG.pk3 (104 files)
adding D:/program files/Zandronum/announcer/ZanGeneric.pk3 (105 files)
adding D:/program files/Brutal Doom/brutaldoomv016b.pk3 (4599 files)
adding D:/program files/Brutal Doom/brutaldoomv016b.pk3:terrain.wad (304 lumps)
I_Init: Setting up machine state.
CPU Speed: 2394 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz
Family 6, Model 15, Stepping 11
Features: MMX SSE SSE2 SSE3 SSSE3
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
Texman.Init: Init texture manager.
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ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script warning, "" line 0:
Icon 'RIF' for 'RifleAmmo' not found
Script warning, "" line 0:
Icon 'RIF' for 'ShotgunAmmo' not found
Script warning, "" line 0:
Icon 'RIF' for 'RocketRounds' not found
Script warning, "" line 0:
Icon 'RIF' for 'PlasmaAmmo' not found
Execution could not continue.
Script error, "brutaldoomv016b.pk3:stgrenadelaunch" line 8:
Replaced type 'GrenadeLauncher' not found in Grenade_Launcher[/spoiler]
Edit: Sorry I'm just a noob
Last edited by DraigoDragon on Sun Oct 14, 2012 7:05 am, edited 1 time in total.
- Torr Samaho
- Lead Developer
- Posts: 1543
- Joined: Fri May 25, 2012 6:03 pm
- Location: Germany
RE: Brutal Doom V016b - Now with Cruelty Achievements
This has been discussed on the previous page. You need to load skulltag_actors.pk3 and skulltag_data.pk3.
-
- Posts: 84
- Joined: Wed Jun 06, 2012 6:28 pm
- Location: Hell
RE: Brutal Doom V016b - Now with Cruelty Achievements
Test9 has been released:
http://www.mediafire.com/?px0f32cnbxqncsa
http://www.mediafire.com/?px0f32cnbxqncsa
RE: Brutal Doom V016b - Now with Cruelty Achievements
Things I have seen so far in your latest test version (also forwarded to ZDoom Forums):
1. Hellknight cannot be awakened by punches.
2. Chaingun Zombie death animation is glitchy, if he is shot during the animation of him falling to the ground with him riddles with holes, it will restart the animation repeatedly till his corpse will explode if you keep hitting him.
3. Unable to headshot Rifle Zombie during his new animation of his jaw being missing.
4. Pinkys still cannot bite the player when crouching.
5. Picking up shotgun ammo when firing both barrels of the SSG cause the weapon to be magicaly reloaded.
6. The upper half corpse part of the Revenant gets squished when walking over/near it, preventing the player from taking it's weapon via Chainsaw.
7. Hitting more than 5 monsters with 1 shotgun blast from the Pump Shotgun causes the firing and pump sounds to mute untill you fire the next shot.
8. Unloading the Minigun at point blank range into 3 or more monsters causes the weapon to louder in volume untill you kill the target.
9. Rolling animation on Doomguy only displays him with the Assault Rifle in hand.
10. MP40 sprites are messed up. (as seen above)
11. Mancubus fatality corpse disappears when you damage it with the chainsaw to extract his weapon from it, normal corpse works fine though.
12. Nazi hit boxes are half way under the floor, but the sprite is still normal.
13. secondary Nazi death animation be screwed up, when they die their legs go missing and they are in the firing stance and then appear laying on their back dead as usual.
14. Because of #13, Nazis cannot be head shotted.
The rolling is a nice feature, however it could be better. If this roll could send the player 3 times the distance more and twice as fast, then it would be much more useful. Currently it is just faster to strafe to one side then to roll.
1. Hellknight cannot be awakened by punches.
2. Chaingun Zombie death animation is glitchy, if he is shot during the animation of him falling to the ground with him riddles with holes, it will restart the animation repeatedly till his corpse will explode if you keep hitting him.
3. Unable to headshot Rifle Zombie during his new animation of his jaw being missing.
4. Pinkys still cannot bite the player when crouching.
5. Picking up shotgun ammo when firing both barrels of the SSG cause the weapon to be magicaly reloaded.
6. The upper half corpse part of the Revenant gets squished when walking over/near it, preventing the player from taking it's weapon via Chainsaw.
7. Hitting more than 5 monsters with 1 shotgun blast from the Pump Shotgun causes the firing and pump sounds to mute untill you fire the next shot.
8. Unloading the Minigun at point blank range into 3 or more monsters causes the weapon to louder in volume untill you kill the target.
9. Rolling animation on Doomguy only displays him with the Assault Rifle in hand.
10. MP40 sprites are messed up. (as seen above)
11. Mancubus fatality corpse disappears when you damage it with the chainsaw to extract his weapon from it, normal corpse works fine though.
12. Nazi hit boxes are half way under the floor, but the sprite is still normal.
13. secondary Nazi death animation be screwed up, when they die their legs go missing and they are in the firing stance and then appear laying on their back dead as usual.
14. Because of #13, Nazis cannot be head shotted.
The rolling is a nice feature, however it could be better. If this roll could send the player 3 times the distance more and twice as fast, then it would be much more useful. Currently it is just faster to strafe to one side then to roll.
-
- New User
- Posts: 4
- Joined: Sun Oct 14, 2012 3:24 pm
RE: Brutal Doom V016b - Now with Cruelty Achievements
Hey guys. Been playing Brutal Doom since a few versions back. Finally decided to stop lurking after I found a few bugs while I was trying out the newest test version. I thought I'd post them to help improve the best mod in the world further:
- Pressing the reload button when the pump shotgun is fully loaded will play the pump animation as usual but no sound effect will play.
- If you have no spare ammunition for the pump shotgun, pressing the reload button will play the pump animation but afterwards you won't be able to iron-sight until you fire off a shot.
- I haven't been able to produce this one more than once on purpose but the f**k yourself taunt will sometimes be really loud if it's repeated a few times. It hurts my ears. :(
- Some of the newer death animations make the corpse impervious to harm, such as when the zombieman drops his jaw or when the shotgun guy has his neck opened up like a toothpaste tube.
- When kicking the captured marines, they turn into a static zombieman sprite until kicked again. They turn into the normal marine ally after the second kick.
- Pressing the reload button when the pump shotgun is fully loaded will play the pump animation as usual but no sound effect will play.
- If you have no spare ammunition for the pump shotgun, pressing the reload button will play the pump animation but afterwards you won't be able to iron-sight until you fire off a shot.
- I haven't been able to produce this one more than once on purpose but the f**k yourself taunt will sometimes be really loud if it's repeated a few times. It hurts my ears. :(
- Some of the newer death animations make the corpse impervious to harm, such as when the zombieman drops his jaw or when the shotgun guy has his neck opened up like a toothpaste tube.
- When kicking the captured marines, they turn into a static zombieman sprite until kicked again. They turn into the normal marine ally after the second kick.
Last edited by Antagonist on Sun Oct 14, 2012 3:44 pm, edited 1 time in total.
-
- Posts: 82
- Joined: Tue Jun 05, 2012 4:17 am
- Location: Brazil
RE: Brutal Doom V016b - Now with Cruelty Achievements
Keep reporting all bungs you find.
Version 0.17 is confirmed for Oct 31.
http://www.youtube.com/watch?v=BTWP3wvAUuQ
Version 0.17 is confirmed for Oct 31.
http://www.youtube.com/watch?v=BTWP3wvAUuQ
RE: Brutal Doom V016b - Now with Cruelty Achievements
Pretty awesome video Mark, and nice chioce of music HeXeN baby YEAH!Sergeant_Mark_IV wrote: Keep reporting all bungs you find.
Version 0.17 is confirmed for Oct 31.
http://www.youtube.com/watch?v=BTWP3wvAUuQ
Well i need help, i donwloaded the test9 and puted into my skin folder, when i open zandronum, it came vanilla doom. I tryied all the ways, draging into the icon of zand's and clicking into the brutal doom pk3 itself! Help please!
WAT THE FOCK
??!!11?1?1eLEven *Dubstep dramatization*
My secret to be badass:

My secret to be badass:
Spoiler: Click here! (Open)
RE: Brutal Doom V016b - Now with Cruelty Achievements
If you are down to your last 5 shots on the railgun and use them, you aren't able to switch between any weapons until you die or find more ammo.
On the charge of playing the Sega Saturn port of Doom, I find myself guilty as charged LOL
- President People
- Forum Regular
- Posts: 394
- Joined: Tue Jun 05, 2012 8:12 am
RE: Brutal Doom V016b - Now with Cruelty Achievements
I am officially re-interested in Brütal DooM. Excellent trailer, can't wait for Halloween now!Sergeant_Mark_IV wrote:Version 0.17 is confirmed for Oct 31.
http://www.youtube.com/watch?v=BTWP3wvAUuQ

***MARATHON SKINS PACK V1.0.7***
I have been Roland, Beowulf, Achilles, Gilgamesh.
I have been called a hundred names and will be called
a thousand more before the world goes dim and cold.
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- Forum Regular
- Posts: 129
- Joined: Wed Jun 13, 2012 7:08 pm
- Location: Bainbridge Island, WA
- Contact:
RE: Brutal Doom V016b - Now with Cruelty Achievements
I've got some good music suggestions for v0.18 trailer...
Warbringer - Living Weapon
Sybreed - Machine Gun Messiah
Daniel Tidwell - Knee Deep in The Dead (Yeah, another Doom themed song... what did you expect?)
Warbringer - Living Weapon
Sybreed - Machine Gun Messiah
Daniel Tidwell - Knee Deep in The Dead (Yeah, another Doom themed song... what did you expect?)
Last edited by Camo Yoshi on Mon Oct 15, 2012 5:30 am, edited 1 time in total.
50+GB of WADs and counting: http://camoy.sdf.org/wads/
Ask your doctor if Zandrama is right for you. Side effects include butthurt, loss of sleep, loss of ego, embarrassment, and social withdrawal.
Ask your doctor if Zandrama is right for you. Side effects include butthurt, loss of sleep, loss of ego, embarrassment, and social withdrawal.
RE: Brutal Doom V016b - Now with Cruelty Achievements
I wish there was some server flag you could include that would give people berserk on spawn. I just...Damn.
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- New User
- Posts: 7
- Joined: Sun Oct 14, 2012 6:40 am
RE: Brutal Doom V016b - Now with Cruelty Achievements
Will the weapons ever have a secondary fire attack instead of aim?
"I know Some of the weapons do have secondary fire but some don't as well"
"I know Some of the weapons do have secondary fire but some don't as well"
RE: Brutal Doom V016b - Now with Cruelty Achievements
For the V0.17 release, please, and I mean PLEASE, remove auto switch to fists when picking up the Berserk Pack.
RE: Brutal Doom V016b - Now with Cruelty Achievements
Make a wad with this:Xenaero wrote: I wish there was some server flag you could include that would give people berserk on spawn. I just...Damn.
Code: Select all
#include "zcommon.acs"
#library "coolguyBerserk"
script 998 ENTER
{
if (GetCvar("sv_spawnBerserk"))
GiveInventory("Berserk");
}
script 999 Respawn
{
if (GetCvar("sv_spawnBerserk"))
GiveInventory("Berserk");
}
You would need to open up the server console or Rcon and do "Set sv_spawnBerserk 1"
Last edited by Llewellyn on Mon Oct 15, 2012 2:42 pm, edited 1 time in total.
- DevilHunter
- Zandronum Tester
- Posts: 635
- Joined: Sun Jun 17, 2012 12:58 am
- Location: Alaska, USA
- Contact:
RE: Brutal Doom V016b - Now with Cruelty Achievements
Ugh.. Wish someone could upload this to some other site, other then Mediafire so i can grab the new test version :/