Brutal Doom V018

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Hellish
 
Posts: 43
Joined: Fri Jun 08, 2012 8:40 pm
Location: My GF house.

RE: Brutal Doom V016b - Now with Cruelty Achievements

#61

Post by Hellish » Tue Jun 26, 2012 4:49 pm

Southpark2010 wrote: Is it me, or is there less bloodpools now?
No, it's not just you, i noticiated it too.
Well if we're right, Sarge can you add more blood, i mean, like in 9v,
it was blood all over the place. But meh... you're the creator you decide what to do with it.

And it's just me or the gibs look like is in the moon? (Low gravity)
I liked in that way. ( :twisted: ) Oh, last thing, sarge what is confirmed for 17?
WAT THE FOCK :v: ??!!11?1?1eLEven *Dubstep dramatization*
My secret to be badass:
Spoiler: Click here! (Open)
Thanks for the click. You now are officialy trolled by IGOR!
Image

Southpark2010
 
Posts: 84
Joined: Wed Jun 06, 2012 6:28 pm
Location: Hell

RE: Brutal Doom V016b - Now with Cruelty Achievements

#62

Post by Southpark2010 » Tue Jun 26, 2012 6:22 pm

Hellish wrote:
Southpark2010 wrote: Is it me, or is there less bloodpools now?
No, it's not just you, i noticiated *Noticed it too.
Well if we're right, Sarge can you add more blood, i mean, like in 9v,
it was blood all over the place.
Yeah, I think the gib style from any version before V12 should be re-added, or add them together.
Also, V12 reduced the blood, Sarge, can you make a patch so we could have the oceans of blood back? It was awesome to have massive blobs of blood flying everywhere just from decapitating a Shotgunner.
Hellish wrote:Oh, last thing, sarge what is confirmed for 17?
Let's just wait and see whats in store for V17Test1.
Last edited by Southpark2010 on Tue Jun 26, 2012 6:24 pm, edited 1 time in total.
Current Projects:
HELL Vs Marines - Thread

User avatar
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

#63

Post by DevilHunter » Tue Jun 26, 2012 7:21 pm

Southpark2010 wrote:
Shoggy wrote: dope mod man, would this also have its own unique hud as well?
Well, Sarge did make NewschoolClassicHUD.wad. It seems to work really well. It's what I've been using with BD.
If you need said Hud, its Here

Yes I know its late in the thread, and the said file is in 7zip format, Deal W/ It. I just now looked at this, and I was stressed on time because I only got an hour at the library, that and I forgot to zip it the normal way.

If you need it in .zip format, I can change it to that, or if someone else would like to, go ahead.

Southpark2010
 
Posts: 84
Joined: Wed Jun 06, 2012 6:28 pm
Location: Hell

RE: Brutal Doom V016b - Now with Cruelty Achievements

#64

Post by Southpark2010 » Wed Jun 27, 2012 6:25 am

New video:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Last edited by Southpark2010 on Wed Jun 27, 2012 6:39 am, edited 1 time in total.
Current Projects:
HELL Vs Marines - Thread

User avatar
Mr. Chris
 
Posts: 91
Joined: Wed Jun 06, 2012 6:45 pm
Location: Long Island, New York
Contact:

RE: Brutal Doom V016b - Now with Cruelty Achievements

#65

Post by Mr. Chris » Thu Jun 28, 2012 4:39 am

I read that V17 will no longer have the new zombie sounds and will revert back to the classic id ones, I had no issues with them since the new sounds grew on me but I wouldn't care if they disappeared. This would be an opportunity to make a small WAD or PK3 for the new sounds for those who still like them.

Also, with sounds I did submit prior I did make a small WAD for those to test to see how people would like them without BrutalDoom first, which you can check out here: http://www.mediafire.com/?5kdpkwoulekhe5w

PaskaTykki
 
Posts: 30
Joined: Wed Jun 06, 2012 6:47 pm
Location: Finland

RE: Brutal Doom V016b - Now with Cruelty Achievements

#66

Post by PaskaTykki » Thu Jun 28, 2012 2:08 pm

I like those new Zombies sound. Only some sounds need tone bit down. They scream sound like they really suffer. Its too bad if they got original sound back. :( I miss Doom 3 revenant and Cacodemon sound.

User avatar
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

#67

Post by DevilHunter » Thu Jun 28, 2012 2:39 pm

I didn't like the new zombie sounds as much. Just felt like some mashed up voices to me. But one thing I wanna know is.. How do I get secondary ammo to show up on another hud?? I seen it happen on NewSchoolClassicHud, but I can't get it to work on Xen's StatusBar. I got as far as getting "Alt" to show in the middle, but thats it. Can't figure out how to display secondary ammo.

I looked at NewSchoolClassicHud.. (not sure if it was ever updated since I downloaded it back in the day) and well, I'm so confused.. Help me..

User avatar
Mr. Chris
 
Posts: 91
Joined: Wed Jun 06, 2012 6:45 pm
Location: Long Island, New York
Contact:

RE: Brutal Doom V016b - Now with Cruelty Achievements

#68

Post by Mr. Chris » Thu Jun 28, 2012 6:39 pm

Disabling the HeadShotTarget on the zombiemen does NOT improve the framerate at all when I used a test map with 1155 zombies on it, and with them so close they were rarely infighting (Sarge, look into using FastProjectile for the tracer/bullet weapons for zombies to alleviate lack of CQB hitscan infighting)

Sergeant_Mark_IV
 
Posts: 82
Joined: Tue Jun 05, 2012 4:17 am
Location: Brazil

RE: Brutal Doom V016b - Now with Cruelty Achievements

#69

Post by Sergeant_Mark_IV » Thu Jun 28, 2012 10:38 pm

Great news! I made an add-on called "The Janitor", which makes blood and gore disappear after 25 seconds and greatly improves performance. Check first post for Download.

Also, I'm gonna release v17test1 tomorrow.

User avatar
Espio
Forum Regular
Posts: 370
Joined: Sat Jun 02, 2012 8:28 pm
Location: OldWorldBlues.esm

RE: Brutal Doom V016b - Now with Cruelty Achievements

#70

Post by Espio » Thu Jun 28, 2012 11:05 pm

Sergeant_Mark_IV wrote: Great news! I made an add-on called "The Janitor", which makes blood and gore disappear after 25 seconds and greatly improves performance.
Including on the walls? That'd be awesome.
Image
https://youtu.be/qbgpcemxVPA?t=8s "Get the fuck up."
https://www.mediafire.com/?kb7sf1nizgwvqsr My custom music wad for Doom I & II - 166 MEG WARNING

<Dark-Slayer>CorpseGr1nder, get a job
<Konar6>blow*

(09:58:54)<BlueCool>think of all the stuff i couldve done in thoes 5 second
(09:59:05)<BlueCool>1. bake cookies
(09:59:16)<BlueCool>2. eat cookies

Sergeant_Mark_IV
 
Posts: 82
Joined: Tue Jun 05, 2012 4:17 am
Location: Brazil

RE: Brutal Doom V016b - Now with Cruelty Achievements

#71

Post by Sergeant_Mark_IV » Thu Jun 28, 2012 11:19 pm

Espio wrote:
Sergeant_Mark_IV wrote: Great news! I made an add-on called "The Janitor", which makes blood and gore disappear after 25 seconds and greatly improves performance.
Including on the walls? That'd be awesome.

As far as I know, it's impossible to determinate how much time a decal can last. This can be improvised by modifying the cl_maxdecals value.

Hellish
 
Posts: 43
Joined: Fri Jun 08, 2012 8:40 pm
Location: My GF house.

RE: Brutal Doom V016b - Now with Cruelty Achievements

#72

Post by Hellish » Fri Jun 29, 2012 4:48 pm

Sarge, the new video with the new death animations look... just... AWESOME! But (I hate to say but, well...) the animations should don't last long, i mean, imagine yourself doing 20 headshots in 40 imps. while 20 imps attacks you, 20 dead imps keep bleeding and making anoying sounds.

(If it's alot of it, no just 1, and if you don't have a good eye, you can think they are "alive" monsters...)

My point is, keep it, but, make it last 1/0.5 sec for it don't get annoying and lag as hell. Just my opnion and YEYEYEYEYE the "tomorrow" of sarge is "today" can't wait.
Last edited by Hellish on Fri Jun 29, 2012 4:49 pm, edited 1 time in total.
WAT THE FOCK :v: ??!!11?1?1eLEven *Dubstep dramatization*
My secret to be badass:
Spoiler: Click here! (Open)
Thanks for the click. You now are officialy trolled by IGOR!
Image

PaskaTykki
 
Posts: 30
Joined: Wed Jun 06, 2012 6:47 pm
Location: Finland

RE: Brutal Doom V016b - Now with Cruelty Achievements

#73

Post by PaskaTykki » Fri Jun 29, 2012 7:41 pm

Hellish wrote: Sarge, the new video with the new death animations look... just... AWESOME! But (I hate to say but, well...) the animations should don't last long, i mean, imagine yourself doing 20 headshots in 40 imps. while 20 imps attacks you, 20 dead imps keep bleeding and making anoying sounds.

(If it's alot of it, no just 1, and if you don't have a good eye, you can think they are "alive" monsters...)

My point is, keep it, but, make it last 1/0.5 sec for it don't get annoying and lag as hell. Just my opnion and YEYEYEYEYE the "tomorrow" of sarge is "today" can't wait.
Is 1 second or 0,5 second just too short? Maybe 2 second is better?

Hellish
 
Posts: 43
Joined: Fri Jun 08, 2012 8:40 pm
Location: My GF house.

RE: Brutal Doom V016b - Now with Cruelty Achievements

#74

Post by Hellish » Fri Jun 29, 2012 8:48 pm

PaskaTykki wrote: Is 1 second or 0,5 second just too short? Maybe 2 second is better?
Well, my opnion is make it last as shot possible, but, keeping it visible. 0.5/1 secs would be great for long wave/level or something like this
WAT THE FOCK :v: ??!!11?1?1eLEven *Dubstep dramatization*
My secret to be badass:
Spoiler: Click here! (Open)
Thanks for the click. You now are officialy trolled by IGOR!
Image

Sergeant_Mark_IV
 
Posts: 82
Joined: Tue Jun 05, 2012 4:17 am
Location: Brazil

RE: Brutal Doom V016b - Now with Cruelty Achievements

#75

Post by Sergeant_Mark_IV » Fri Jun 29, 2012 9:00 pm

17 test 1 is up
http://www.mediafire.com/?wq9sq2hgzb3z1rz

Changelog inside the zip file

Southpark2010
 
Posts: 84
Joined: Wed Jun 06, 2012 6:28 pm
Location: Hell

RE: Brutal Doom V016b - Now with Cruelty Achievements

#76

Post by Southpark2010 » Sat Jun 30, 2012 8:49 am

Played it and found a few bugs that still needs to be fixed:
-The Imp corpse with his arm off or with both his arm and head off now spawns a second corpse when kicked and the original corpse cannot be kicked.
-It's now really difficult to blow up corpses with the Rocket Launcher, Grenade Launcher or with the Hellish Missile Launcher because of the new psych feature.
-When a Zombie or Imp has a chicken-head death, there's a blood sprite that stays in place.
-The Imp corpse with the leg blown off still spawns infinite gibs when shot.
-Light enemies will disappear when killed by the Belphegor's melee attack.
Spoiler: Is anyone getting this black texture? (Open)
Image
Also, I have only seen one crawling Zombieman out of all the time of playing V16 and couldn't ever find another, but I've have never seen a crawling Shotgunner. Has anyone else seen any of them?
Last edited by Southpark2010 on Sat Jun 30, 2012 9:10 am, edited 1 time in total.
Current Projects:
HELL Vs Marines - Thread

PaskaTykki
 
Posts: 30
Joined: Wed Jun 06, 2012 6:47 pm
Location: Finland

RE: Brutal Doom V016b - Now with Cruelty Achievements

#77

Post by PaskaTykki » Sun Jul 01, 2012 11:22 am

Im not neither see crawling zombies.

V0.16 Zombies suffer scream is v0.17test versio.

Suggest: Chaingunner suffer state is too short. Maybe add more time?
Give Hell Knight, Cacodemon and Baron of hell splash damage.
Give Cyber Demon and Spider Mastermind bigger splash radius.
Give Cyber Demon secondary shot, it shot bounced Grenade Launcher.
Slower Revenant guided missile, (God i hate those guided missile :lol: ) make revenant secondary shot faster.

User avatar
Mr. Chris
 
Posts: 91
Joined: Wed Jun 06, 2012 6:45 pm
Location: Long Island, New York
Contact:

RE: Brutal Doom V016b - Now with Cruelty Achievements

#78

Post by Mr. Chris » Sun Jul 01, 2012 4:37 pm

The black texture is because SUPPORT2 is missing the non-id replacement patch it used for 0.16, which can easily be rectified by editing terrain.wad's TEXTURE2 and PNAMES lumps and removing the replacement texture/patch name so Doom will render it normally. (Easy to do with SLADE if familiar with lump management and editing)

@Paska: An earlier version did have Cyber having a grenade secondary and the shots were far too powerful.
Last edited by Mr. Chris on Sun Jul 01, 2012 4:38 pm, edited 1 time in total.

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: Brutal Doom V016b - Now with Cruelty Achievements

#79

Post by Ænima » Sun Jul 01, 2012 9:01 pm

Sergeant_Mark_IV wrote:
Espio wrote:
Sergeant_Mark_IV wrote: Great news! I made an add-on called "The Janitor", which makes blood and gore disappear after 25 seconds and greatly improves performance.
Including on the walls? That'd be awesome.

As far as I know, it's impossible to determinate how much time a decal can last.
You can modify the decals themselves in DECALDEF to make them fade away after a set amount of time. ;)
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

User avatar
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

#80

Post by DevilHunter » Mon Jul 02, 2012 9:28 pm

Mirrored for Great Justice

BrutalDoomv017test1.zip
JanitorModeForBDV1.zip

I finally got the alot ammo to show. Took a bit, and some help from SkyDriver. (thanks for that text hud that you sent to me via pastebin) Here is a screenshot of it..
Spoiler: BIG IMAGE 1280x1024 (Open)
Image
Ofc, I'm using other stuff, like the hudfaces from zharkys wad, and Hires Font, and numbers from Dansco.. but yea, its pretty kickass heh. Yea, I used to play at 1680x1050, but long story short.. My dad broke his big screen tv, and it was too much for a new screen (1000 bucks, can you belive that?) and well, I had to give up the flatscreen i had.

Now I'm stuck on a dieing old CRT.. yea

Locked