Brutal Doom V018

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Southpark2010
 
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RE: Brutal Doom V018

#341

Post by Southpark2010 » Thu Feb 21, 2013 11:03 am

I think 25 HP would be enough. I don't like FPS games which regenerates your health back to full HP, because you hide around a corner every time you're hit, then wait, then you continue, and that's what it is for the rest of the game. I think they should of used health kits in Wolfenstein 2009.
Last edited by Southpark2010 on Thu Feb 21, 2013 11:05 am, edited 1 time in total.
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Valherran
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RE: Brutal Doom V018

#342

Post by Valherran » Thu Feb 21, 2013 8:32 pm

Southpark2010 wrote: I think 25 HP would be enough. I don't like FPS games which regenerates your health back to full HP, because you hide around a corner every time you're hit, then wait, then you continue, and that's what it is for the rest of the game. I think they should of used health kits in Wolfenstein 2009.
Actualy I take that back, I just tried the version in that link, and damn... He regenerates FAST, and to 100 HP, I couldn't be killed. :lol:

Anthrax
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RE: Brutal Doom V018

#343

Post by Anthrax » Thu Feb 21, 2013 9:37 pm

trying to play over the lan...
Connecting to 10.0.0.1:10666
Failed connect. Your version uses outdated network code.
Please check http://www.zandronum.com/ for updates.
Is there a switch to use compatible protocol?? how do I know that my version suits?

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Medicris
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RE: Brutal Doom V018

#344

Post by Medicris » Thu Feb 21, 2013 11:14 pm

Valherran wrote:
Southpark2010 wrote: I think 25 HP would be enough. I don't like FPS games which regenerates your health back to full HP, because you hide around a corner every time you're hit, then wait, then you continue, and that's what it is for the rest of the game. I think they should of used health kits in Wolfenstein 2009.
Actualy I take that back, I just tried the version in that link, and damn... He regenerates FAST, and to 100 HP, I couldn't be killed. :lol:
In that case, what the hell are health kits even around the maps for? Are they just made useless, or?

At least Halo 1 did it right, where you had a slowly recharging shield and a fragile health bar underneath that which could only be healed by medkits placed by the map designers.

doomwolf555
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RE: Brutal Doom V018

#345

Post by doomwolf555 » Fri Feb 22, 2013 5:17 pm

https://www.youtube.com/watch?v=GdKdd1S7Dbg
A new brutal video with this mod

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Valherran
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RE: Brutal Doom V018

#346

Post by Valherran » Fri Feb 22, 2013 7:43 pm

Medicris wrote:
Valherran wrote:
Southpark2010 wrote: I think 25 HP would be enough. I don't like FPS games which regenerates your health back to full HP, because you hide around a corner every time you're hit, then wait, then you continue, and that's what it is for the rest of the game. I think they should of used health kits in Wolfenstein 2009.
Actualy I take that back, I just tried the version in that link, and damn... He regenerates FAST, and to 100 HP, I couldn't be killed. :lol:
In that case, what the hell are health kits even around the maps for? Are they just made useless, or?

At least Halo 1 did it right, where you had a slowly recharging shield and a fragile health bar underneath that which could only be healed by medkits placed by the map designers.
I think it was better before with the old regeneration mutator that regenerated your HP slowly to 30. It got you up there just enough to take the bleeding red screen away so you can see where you are going. lol

massacrebosco
 
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RE: Brutal Doom V018

#347

Post by massacrebosco » Sun Feb 24, 2013 4:56 pm

I found a minor bug.
When you beat a dying imp with no arm (DyingImpNoArm) after completely dead by using fist, it appears 2 imps' corpses.
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dwango433
 
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RE: Brutal Doom V018

#348

Post by dwango433 » Sun Feb 24, 2013 10:50 pm

doomwolf555 wrote: http://www.mediafire.com/?87yqkkjyocaaz8z
Here is the link for new arsenal addon with health regeneration and new weapons
is a good mod: Cool: good work: Biggrin:
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.

???

PaskaTykki
 
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RE: Brutal Doom V018

#349

Post by PaskaTykki » Mon Feb 25, 2013 8:54 am

I cant select fist from number 1 key anymore, and customize control dont have fist key bind. How i can set fist back to 1 key? Another problem is chat key what was it T also doens't work.

Submerge
 
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RE: Brutal Doom V018

#350

Post by Submerge » Mon Feb 25, 2013 11:06 am

I'm enjoying the new iteration of brutal doom quite a lot, but I have one problem.

The mancubus arm cannon severely underperforms when it comes to killing hordes of weenies. I'm not sure if it's lacking in splash damage or what, but enemies that were already on fire seemed to take no damage from the fireballs. If I may suggest something: have it so that enemies that are running around on fire detonate violently in a burning fireball when hit again by the incendiary gun. This would fix matters adequately. That or increase the amount of flames left laying around by projectile impact.
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Mr. Chris
 
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RE: Brutal Doom V018

#351

Post by Mr. Chris » Mon Mar 04, 2013 9:41 pm

Something is really pissing me off because after a half a dozen to ten deaths and reloading with the use key with Zandronum makes me crash and unable to load that savegame again. I know this may not be Brutal Doom's fault but I am suspecting it might be Zandronum and happened with Skulltag too in the earlier days.

I bring this to attention because this especially troubling while recording a multi-level WAD, leaving my only hope to load it via an autosave.

Has this happened with anyone else after dying a whole bunch of times then loading it causes a crash to desktop and loading that savegame only boots you back to desktop?
Last edited by Mr. Chris on Mon Mar 04, 2013 9:42 pm, edited 1 time in total.

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Popsoap
 
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RE: Brutal Doom V018

#352

Post by Popsoap » Mon Mar 04, 2013 10:12 pm

Mr. Chris wrote: Something is really pissing me off because after a half a dozen to ten deaths and reloading with the use key with Zandronum makes me crash and unable to load that savegame again.
Is it perchance, similar to this?

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Valherran
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RE: Brutal Doom V018

#353

Post by Valherran » Tue Mar 05, 2013 2:29 am

Mr. Chris wrote: Something is really pissing me off because after a half a dozen to ten deaths and reloading with the use key with Zandronum makes me crash and unable to load that savegame again. I know this may not be Brutal Doom's fault but I am suspecting it might be Zandronum and happened with Skulltag too in the earlier days.

I bring this to attention because this especially troubling while recording a multi-level WAD, leaving my only hope to load it via an autosave.

Has this happened with anyone else after dying a whole bunch of times then loading it causes a crash to desktop and loading that savegame only boots you back to desktop?
I only had this happen to me if I use the Arsenal MOD, but it's rare that it does happen. Also it will happen often if I use a map pack that isn't vanilla Doom with the Arsenal MOD.
Last edited by Valherran on Tue Mar 05, 2013 2:30 am, edited 1 time in total.

Anthrax
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RE: Brutal Doom V018

#354

Post by Anthrax » Tue Mar 05, 2013 4:53 am

Mr. Chris wrote: Something is really pissing me off because after a half a dozen to ten deaths and reloading with the use key with Zandronum makes me crash and unable to load that savegame again. I know this may not be Brutal Doom's fault but I am suspecting it might be Zandronum and happened with Skulltag too in the earlier days.

I bring this to attention because this especially troubling while recording a multi-level WAD, leaving my only hope to load it via an autosave.

Has this happened with anyone else after dying a whole bunch of times then loading it causes a crash to desktop and loading that savegame only boots you back to desktop?
It is very possible that you have encountered the same bug as I did.

So far it seems, that Zandronum can't handle saved games from Military Base, while using Brutal Doom. Tested under GZDoom too - there was no such a problem.

Please attach your logs to the bug I've opened:
http://zandronum.com/tracker/view.php?id=1286

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Mr. Chris
 
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RE: Brutal Doom V018

#355

Post by Mr. Chris » Tue Mar 05, 2013 4:53 pm

It is definitely similar to that, but it can happen on ANY loaded level after I die multiple times and loading up the save is unrecoverable.

I may not have logs from yesterday's crash but I definitely have logs of the same exact crash type (Access Violation) that happened in November.
Last edited by Mr. Chris on Tue Mar 05, 2013 5:01 pm, edited 1 time in total.

PaskaTykki
 
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RE: Brutal Doom V018

#356

Post by PaskaTykki » Sat Mar 09, 2013 4:40 pm

I have that load crash bug since Brutal Doom v0.16b. Gzdoom dont have load crash problem.
http://www.youtube.com/watch?v=WM4WRbWQ0p4

Coolster
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RE: Brutal Doom V018

#357

Post by Coolster » Tue Mar 12, 2013 10:13 am

I found weird bug in 0.18a, some of the heads when you gib the monsters (hell knights and mancubi mostly) rotate in place sometimes, when you come to them they are able to hurt you for some weird reason.

massacrebosco
 
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RE: Brutal Doom V018

#358

Post by massacrebosco » Tue Mar 12, 2013 10:43 am

Coolster wrote: I found weird bug in 0.18a, some of the heads when you gib the monsters (hell knights and mancubi mostly) rotate in place sometimes, when you come to them they are able to hurt you for some weird reason.
Their heads become "footballs" after gibbed and they couldn't land on the floor successfully. They are still projectiles which can damage player.
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Mr. Chris
 
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RE: Brutal Doom V018

#359

Post by Mr. Chris » Tue Mar 12, 2013 1:25 pm

I've had that issue with mancubi heads and sometimes cyberdemon heads.

Coolster
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RE: Brutal Doom V018

#360

Post by Coolster » Tue Mar 12, 2013 5:14 pm

massacrebosco wrote: Their heads become "footballs" after gibbed and they couldn't land on the floor successfully. They are still projectiles which can damage player.
Which is stupid because if they stop rolling around they should just stop moving, not roll in place and still damage the player so it is indeed the bug (you can't even kick that kind of rotating head).

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