Brutal Doom V018

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
M3X
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RE: Brutal Doom V018

#361

Post by M3X » Sat Mar 30, 2013 1:52 am

questions about shadows.
Brutaldoom uses negative dynamic lights as shadows just like in Risen3D. Is there a way to use this feature in other wads when I do not use Brutaldoom? I am not sure if this feature is "built in" in zandronum and just needs to be switched on manually or is it part of the Brutaldoom addon? If it's a part of the addon I think it might be possible to "isolate" only the shadows part and use it when playing plain doom. Can anyone help me in this matter please?
In case the question was too confusing - here's the simple version?
How can I turn on shadows in zandronum? In case it's not possible, is there an addon which does ONLY that?


Sergeant Mark: in case you read this - congratulations! In almost 20 years of doom I did not encounter a single addon for doom which I liked! You are the first one who truly seems to understand the game and not messing it up. It is the first addon which truly deserves the name "enhancement".
There are many things I can think of to make it even more interesting but I am sure you will continue doing the right things....

Just one thing... I have not followed the discussions - maybe this has already been mentioned often before... but the clipping problem when performing a fatality or dying is a REAL dealbreaker problem. It would be on top of my personal todo list and I would not continue working on a single thing until it is issue fixed perfectly. This problem makes this otherwise great addon still look like a buggy testrelease at times. I guess most people just got used to it by now... but you GOT TO find a way to fix it ; ) - once this is done it all will look so much more professional!! ; )+
Thanks for reading

suchka
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RE: Brutal Doom V018

#362

Post by suchka » Thu Apr 04, 2013 4:53 pm

Hello!

I'm using Brutal Doom with zandronum. But I don't seem to get all the weapons. Nowadays whenever I press 1 or scroll mouse buttons I cannot get fists. When I picked up a chainsaw, I didn't get it. When I got the plasma gun, changed back to shotgun and then wanted to change back to plasma, I didn't had plasma anymore (it still had ammo). Also its by pure luck that I can actually change between shotgun and super shotgun.

Is that a known bug? Any idea whats causing it?

Thanks

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Mr. Chris
 
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RE: Brutal Doom V018

#363

Post by Mr. Chris » Thu Apr 04, 2013 7:35 pm

Speaking of mancubus heads..
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
:lol:

Has anyone kicked a head and set off barrels with it before?

PaskaTykki
 
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RE: Brutal Doom V018

#364

Post by PaskaTykki » Thu Apr 04, 2013 8:05 pm

suchka wrote: Hello!

I'm using Brutal Doom with zandronum. But I don't seem to get all the weapons. Nowadays whenever I press 1 or scroll mouse buttons I cannot get fists. When I picked up a chainsaw, I didn't get it. When I got the plasma gun, changed back to shotgun and then wanted to change back to plasma, I didn't had plasma anymore (it still had ammo). Also its by pure luck that I can actually change between shotgun and super shotgun.

Is that a known bug? Any idea whats causing it?

Thanks
Go to Zandronum folder and open file: Zandronum-(your name, computer name what ever it is.)
Check Doom bindings it have all these

[Doom.Bindings]
1=slot 1
2=slot 2
3=slot 3
4=slot 4
5=slot 5
6=slot 6
7=slot 7
8=slot 8
9=slot 9
0=slot 0

suchka
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RE: Brutal Doom V018

#365

Post by suchka » Thu Apr 04, 2013 10:52 pm

I seem to have fixed the issue.

The problem was I was running the game via the mod's *.pk3 file and not the zandronum.exe
Last edited by suchka on Thu Apr 04, 2013 10:58 pm, edited 1 time in total.

Callum
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RE: Brutal Doom V018

#366

Post by Callum » Fri Apr 05, 2013 12:25 am

M3X wrote: questions about shadows.
Brutaldoom uses negative dynamic lights as shadows just like in Risen3D. Is there a way to use this feature in other wads when I do not use Brutaldoom? I am not sure if this feature is "built in" in zandronum and just needs to be switched on manually or is it part of the Brutaldoom addon?
Yeah it's part of the mod. ZDoom never had that. EDGE another source-port did have shadows on actors though. Since lights are client side I guess it could be made into a feature that's compatible with regular doom in the future with toggle on/off option.

[id]Angel
 
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RE: Brutal Doom V018

#367

Post by [id]Angel » Fri Apr 12, 2013 12:31 am

I Like version 0.18 but the Rifle looks like shit, Revert it back to the pre 0.18 skin, And the iron sights too, Looks like it was a reskinned MW2 M4A1 on Iron Sights, And please bring back ricocheting bullets.
[spoiler]Image[/spoiler]
Find me ingame as [id]Angel

dwango433
 
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RE: Brutal Doom V018

#368

Post by dwango433 » Fri Apr 12, 2013 7:10 pm

i have a bug on brutal doom 18a when h completed a level on doom in second level i don't move i have tried with skulltag actors.pk3 and nothing help me! please! :(
Noob Engieneer: :idea: Bulid a Sentry!
"engie buliding sentry"
"Me sapping his sentry in continuation"
Noob Engieneer Has Suicided.


MORAL:Noob engie sucks

This have NONSENSE.

???

[id]Angel
 
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RE: Brutal Doom V018

#369

Post by [id]Angel » Sat Apr 13, 2013 6:51 am

What we need on the next update:
Old Rifle Sprites (Revert it back to the pre-0.18 skin)
Old Rifle iron sight Sprites
Pre 0.18 Rifle rate of fire
Bring back the bullet splash damage please
Much louder noises
Non Vanilla DOOM player speed
Iron sights for the Rocket Launcher
Custom or Improved BFG 1000 Sprites
Last edited by [id]Angel on Sat Apr 13, 2013 6:54 am, edited 1 time in total.
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goldun
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RE: Brutal Doom V018

#370

Post by goldun » Tue Apr 23, 2013 3:14 am

On Brutalv018a.pk3, doom.wad, and on Survival mode, if the map goes through the Survival 10 second countdown at the start of a map, walking near a hostage soldier will crash your client as well as anyone else's in the game. This however will not happen if you transition to the next map because there is no 10 second countdown until you die again.

pro_zealot
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RE: Brutal Doom V018

#371

Post by pro_zealot » Thu Apr 25, 2013 12:46 pm

in new version of BD you should bring back old weapons from original doom

Southpark2010
 
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RE: Brutal Doom V018

#372

Post by Southpark2010 » Thu Apr 25, 2013 5:42 pm

pro_zealot wrote: in new version of BD you should bring back old weapons from original doom
No. Why should that happen? If you want to use the Vanilla Doom weapons, then you should use either BD-Lite (which isn't being updated anymore), or Ketchup. http://zandronum.com/forum/showthread.php?tid=2277
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LivingWithGames
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RE: Brutal Doom V018

#373

Post by LivingWithGames » Thu Apr 25, 2013 10:19 pm

Southpark2010 wrote:
pro_zealot wrote: in new version of BD you should bring back old weapons from original doom
No. Why should that happen? If you want to use the Vanilla Doom weapons, then you should use either BD-Lite (which isn't being updated anymore), or Ketchup. http://zandronum.com/forum/showthread.php?tid=2277
Actually, I've played a bit of Brutal Doom recently and there's a pack of Vanilla Weapons from Brutal Doom version 18.I founds this in here: http://forum.zdoom.org/viewtopic.php?f=19&t=33169 (I hope posting links that lead to the forum of ZDoom isn't forbidden, in case it is, let me know.).We don't know if those will work for the next version whose SgtMarkIV is making.Hopefully he'll think about that.Or maybe see my post in here about it.
Last edited by LivingWithGames on Thu Apr 25, 2013 11:52 pm, edited 1 time in total.

Submerge
 
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RE: Brutal Doom V018

#374

Post by Submerge » Thu Apr 25, 2013 10:28 pm

Mike12 wrote: A little something I've been working on sporadically over the last couple months or so (shouldn't take too much longer now, though, just need to update the other couple bullet-belt frames):

Image

Credits: Eriance, Snarboo, Uboa, Midway Studios
That should go into Brutal Doom's core package. It matches the other weapons pretty well.
Image

Southpark2010
 
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RE: Brutal Doom V018

#375

Post by Southpark2010 » Fri Apr 26, 2013 6:03 am

Submerge wrote:
Mike12 wrote: A little something I've been working on sporadically over the last couple months or so (shouldn't take too much longer now, though, just need to update the other couple bullet-belt frames):

Image

Credits: Eriance, Snarboo, Uboa, Midway Studios
That should go into Brutal Doom's core package. It matches the other weapons pretty well.
It has. http://forum.zdoom.org/viewtopic.php?f= ... 30#p681411
Current Projects:
HELL Vs Marines - Thread

Submerge
 
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RE: Brutal Doom V018

#376

Post by Submerge » Fri Apr 26, 2013 6:55 am

Oh, nice! And a new rocket launcher, too :)

I wonder if there will be a new grenade launcher and BFG9000.
Image

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President People
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RE: Brutal Doom V018

#377

Post by President People » Fri Apr 26, 2013 7:18 am

Submerge wrote:I wonder if there will be a new grenade launcher and BFG9000.
But the Grenade Launcher is awesome as it is! (Sprite-wise, at the very least)
Image
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Cabal
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RE: Brutal Doom V018

#378

Post by Cabal » Sat Apr 27, 2013 6:58 am

I've been trying to get Skulltag resources to work in Zandronum and with Brutal Doom. It all mostly works- runes, maps, etc. The issue, though, is when I try to use the Skulltag weapons- I can't seem to switch to them without manually editing the KEYCONF file to rename the weapons it calls for (Grenade_Launcher to GrenadeLauncher, etc). However, this only gives me the regular Skulltag weapons- not the Brutal Doom versions.

Not sure why I'm having this issue- AFAIK Brutal Doom was made to work with Skulltag.

Some info:
-Yes, I'm loading it all in proper order (skulltag_actors.pk3>skulltag_data_126.pk3>brutalv018a.pk3).
-I'm using ZDL.
-I've tried both skulltag_data and skulltag_data_126.

I posted this problem over in this thread http://zandronum.com/forum/showthread.php?tid=1655, but I feel it's more of a Brutal Doom problem.

Southpark2010
 
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RE: Brutal Doom V018

#379

Post by Southpark2010 » Sat Apr 27, 2013 9:03 am

I don't think you're supposed to run skulltag_actors/data with Brutal Doom, although if it did, I don't think we would be having these problems because I remember playing Invasion with the ST weapons and monsters.
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Coolster
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RE: Brutal Doom V018

#380

Post by Coolster » Sun Apr 28, 2013 4:06 pm

the only thing that i personally think requires a rework, is the Rifle Reload sprite, tried the 0.19 Test 1 and it doesn't fit the other sprites anymore

PS. The new minigun and rocket launcher are looking extremely awesome.
Last edited by Coolster on Sun Apr 28, 2013 4:07 pm, edited 1 time in total.

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