Brutal Doom V018

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Powerman
Forum Regular
Posts: 106
Joined: Mon Jul 02, 2012 2:45 am
Location: Places

RE: Brutal Doom V018

#381

Post by Powerman » Wed May 01, 2013 4:43 pm

I found a bug, Granted I'm not sure what exactly is causing it, but Zandronum crashes as soon as I load up a save. specifically using The newest (V18) Brutal doom playing Requiem map 23. I saved, then died a little later, then tried to restart and It crashed. I put it in the bug tracker also.
http://brutaldoomwads.weebly.com/
Also Now Every Wednesday is Brutal doom Co-op! Just Look For powerman in the name!

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

RE: Brutal Doom V018

#382

Post by PaskaTykki » Thu May 02, 2013 12:47 pm

Zandronum have that nasty load crash bug. Thats the reason why i use Gzdoom instead to singleplay.

doomwolf555
Forum Regular
Posts: 108
Joined: Sat Oct 20, 2012 5:16 pm

RE: Brutal Doom V018

#383

Post by doomwolf555 » Sat May 04, 2013 7:06 pm

http://www.mediafire.com/?s9vk4eot8tkhht9
there is the updated version of my weapon addon with new ammo types and improved effects

Kil3r
New User
Posts: 6
Joined: Tue May 07, 2013 11:21 pm

RE: Brutal Doom V018

#384

Post by Kil3r » Wed May 08, 2013 12:31 am

Cabal wrote: 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.
I made a patch that allows you to pick up the skulltag grenade launcher and minigun(the brutal doom versions). You must run
skulltag_actors.pk3>skulltag_data_126.pk3>brutalv018a.pk3>brutalv018aSTWEAPPATCH.pk3
http://www.mediafire.com/?sto1du6g21jdj34
I don't really have the time to completely explain what I did. I just used slade 3 copied a entry and edited the decorate and keyconf entries.
If there are any other skulltag resources that don't work then I don't know about them yet :(.
Last edited by Kil3r on Wed May 08, 2013 1:05 am, edited 1 time in total.

Mihail82
New User
Posts: 13
Joined: Sat Aug 25, 2012 10:28 am
Location: Russia, Saint-Petersburg

RE: Brutal Doom V018

#385

Post by Mihail82 » Thu May 09, 2013 8:39 am

Kil3r wrote: I made a patch that allows you to pick up the skulltag grenade launcher and minigun(the brutal doom versions). You must run
skulltag_actors.pk3>skulltag_data_126.pk3>brutalv018a.pk3>brutalv018aSTWEAPPATCH.pk3
http://www.mediafire.com/?sto1du6g21jdj34
I don't really have the time to completely explain what I did. I just used slade 3 copied a entry and edited the decorate and keyconf entries.
If there are any other skulltag resources that don't work then I don't know about them yet :(.
Thank you! Happy to hear this cause I have the same problem with using grenade launcher and minigun in brutal doom (17 and higher). I`ll test it after Victory Day.

Hellstorm Archon
 
Posts: 92
Joined: Thu Jun 07, 2012 12:31 am
Location: Nowhere within somewhere

RE: Brutal Doom V018

#386

Post by Hellstorm Archon » Fri May 10, 2013 4:46 pm

I just found two add-ons for Brutal Doom. They're purely cosmetic, but the first one is planned to have additional content.


DoomNukem's Brutal Doom Weapons Add-on

Mike12's Brutal Doom Add-On
Image

A short poem

I dig, you dig, we dig, he digs, she digs, they dig.

It's not a beautiful poem, but it sure is deep.

Enzo03
New User
Posts: 6
Joined: Thu Apr 04, 2013 5:55 am

RE: Brutal Doom V018

#387

Post by Enzo03 » Wed May 15, 2013 6:29 pm

Classic Game Room Undertow reviews this mod: https://www.youtube.com/watch?v=EF-4bK4Wr7A

Cabal
New User
Posts: 5
Joined: Sat Apr 27, 2013 3:16 am

RE: Brutal Doom V018

#388

Post by Cabal » Sun May 19, 2013 6:40 am

Kil3r wrote:
Cabal wrote: 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.
I made a patch that allows you to pick up the skulltag grenade launcher and minigun(the brutal doom versions). You must run
skulltag_actors.pk3>skulltag_data_126.pk3>brutalv018a.pk3>brutalv018aSTWEAPPATCH.pk3
http://www.mediafire.com/?sto1du6g21jdj34
I don't really have the time to completely explain what I did. I just used slade 3 copied a entry and edited the decorate and keyconf entries.
If there are any other skulltag resources that don't work then I don't know about them yet :(.
oh my god THANK YOU SO MUCH

Running this with Oblige is the best thing ever.

I hope BD 1.9 has the Skulltag weapons built in properly, so we won't need a patch like this. Dat grenade launcher and railgun.

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

RE: Brutal Doom V018

#389

Post by Southpark2010 » Wed May 29, 2013 10:57 pm

I've been attempting to brutalize Skulltag's Dark Imp using the unused Dark Imp sprites hidden inside BD.
This is what I've done so far:
Spoiler: Screenshot (Open)
Image
Spoiler: Added a hitbox for his head. (Open)
Image
Spoiler: Gave him his own head for us to kick around. (Open)
Image
Spoiler: Gave him his own gibs (still working on an SSG/Smash Death for him). (Open)
Image
Image
Image
Image
Image
Image
What do you guys think?
Current Projects:
HELL Vs Marines - Thread

Hellstorm Archon
 
Posts: 92
Joined: Thu Jun 07, 2012 12:31 am
Location: Nowhere within somewhere

RE: Brutal Doom V018

#390

Post by Hellstorm Archon » Thu May 30, 2013 11:03 am

That actually looks awesome, as well as well-done! By all means, keep going with your mini-project.

Suggestion: If you're going to do the Blood Demon, try using the Cyber Fiend sprites and behavior as a base. Same should go with the Cacolantern/Crackodemon, the Abaddon/Agatho Demon (I'll provide the sprites for that one, and the SSG Zombie/ Quad Shotgun Zombie.
Image

A short poem

I dig, you dig, we dig, he digs, she digs, they dig.

It's not a beautiful poem, but it sure is deep.

Submerge
 
Posts: 50
Joined: Sun Oct 07, 2012 9:02 pm

RE: Brutal Doom V018

#391

Post by Submerge » Sat Jun 22, 2013 12:23 am

What is the status on v019?
Image

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

RE: Brutal Doom V018

#392

Post by Mr. Chris » Sat Jun 22, 2013 1:48 am

When it's ready.

User avatar
Valherran
Forum Regular
Posts: 171
Joined: Wed Jun 06, 2012 4:49 pm
Location: Korea (Stationed)

RE: Brutal Doom V018

#393

Post by Valherran » Sat Jun 22, 2013 2:02 am

Submerge wrote: What is the status on v019?
Still more interested as to when the Brutal Arsenal is going to be fixed...

krzemo99
Registered just to make one post
Posts: 1
Joined: Sun Feb 24, 2013 6:37 pm

RE: Brutal Doom V018

#394

Post by krzemo99 » Sat Jul 06, 2013 3:42 pm

I found bug with shot gun and assault rifle. When I use the zoom while dodging (mouse 2) The camera is in third person perspective.

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

RE: Brutal Doom V018

#395

Post by Southpark2010 » Sat Jul 06, 2013 7:56 pm

phpBB [video]
The [video] tag is deprecated, please use the [media] tag
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 V018

#396

Post by Mr. Chris » Sat Jul 06, 2013 11:43 pm

I like that the swing can hit a number of enemies in its arc.

User avatar
President People
Forum Regular
Posts: 394
Joined: Tue Jun 05, 2012 8:12 am

RE: Brutal Doom V018

#397

Post by President People » Sat Jul 06, 2013 11:49 pm

Mr. Chris wrote: I like that the swing can hit a number of enemies in its arc.
Yeah, I was leery about a combo system for the melee when I heard about it on Zdoom, but it looks really nice and fairly simple (not to mention effective to boot). And those blurry sprites are gone! Instant plus there.
Last edited by President People on Sat Jul 06, 2013 11:50 pm, edited 1 time in total.
Image
***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.

poegases
Registered just to make one post
Posts: 1
Joined: Sun Sep 08, 2013 10:48 am

RE: Brutal Doom V018

#398

Post by poegases » Sun Sep 08, 2013 10:57 am

First, cant wait for v19.

Second I have a strange bug with zandronum and BD. When ever I load a saved game it loads with no weapons except the one I had equipped when I saved. It also removes all the ammo in the clip. I don't even get fists when I load

Cabal
New User
Posts: 5
Joined: Sat Apr 27, 2013 3:16 am

RE: Brutal Doom V018

#399

Post by Cabal » Mon Sep 16, 2013 2:41 pm

poegases wrote: First, cant wait for v19.

Second I have a strange bug with zandronum and BD. When ever I load a saved game it loads with no weapons except the one I had equipped when I saved. It also removes all the ammo in the clip. I don't even get fists when I load
I've been getting this too, but only with Oblige (at least, as far as I can tell- last I checked, campaign worked fine).

Also, if I could make a suggestion for v0.19, could the Cyber Demon either have buffed health, no "headshot" target box, or just not be able to be killed by 7 rocket headshots?

http://www.youtube.com/watch?v=9KjggSG0Eo0

That's pretty ridiculous.

User avatar
Retro Gamer
New User
Posts: 14
Joined: Thu Nov 22, 2012 6:22 am
Location: USA 518

RE: Brutal Doom V018

#400

Post by Retro Gamer » Wed Sep 18, 2013 6:48 am

Looks pretty nice Southpark2010.
Southpark2010 wrote: I've been attempting to brutalize Skulltag's Dark Imp using the unused Dark Imp sprites hidden inside BD.
This is what I've done so far:
Spoiler: Screenshot (Open)
Image
Spoiler: Added a hitbox for his head. (Open)
Image
Spoiler: Gave him his own head for us to kick around. (Open)
Image
Spoiler: Gave him his own gibs (still working on an SSG/Smash Death for him). (Open)
Image
Image
Image
Image
Image
Image
What do you guys think?

Locked