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Brutal Doom v21 August 09 Backup

This is a "kind of closed" beta test version, as I am publicly uploading the link to this file here, but not announcing it anywhere (my YT channel, FB groups, Moddb, etc.), because I want only a small amount of people to have access to it right now. This version can almost be considered a "release candidate", which means its basically complete, and now just need testing.

http://www.mediafire.com/file/8o45kck4xtgz2ii/bd21testaug09.zip/file

This is a list of the things changed:

- Added first version of Brutal Doom's manual. The version included on this zip still has not been revised for spelling errors as the changelog indicates.

- You can perform fatalities on the Spider Mastermind.

- New Weapon: Flamethrower. Rare replacement for BFG. (I am still thinking about making it a rare replacement for Ammo Backpacks)

- Rebalanced Grenade Launcher, added more impact damage (can kill Pinkies in a single hit).

- New animations for the Machinegun's underbarrel grenade launcher. Reloads faster, can be reloaded with the Reload key.

- New blood particles.

- Added Hell Knight and Baron of Hell's crotch pain animation rotations. (thanks to Dox).

- Better shotgun reloading frames (thanks to Tootsybowl)

- Killing an imp with an axe or vertical axe cut will show a new animation.

- Changed Axe's damage from 50 to 90.

- An axe attack will deal 150 damage when the player has the Berserk (can chop a hell knight or mancubus head off with a single strike).

- Tweaked green and blue blood codes to behave more like the original blood (thanks to Cacodemon345)

- Added new lava fall textures.

- Improved optimization on wall decals generated by killing small enemies with the SSG.

- You can cancel the recoil/reloading of many weapons by switching to different ones. This can make gun combos such as firing a rocket, imediately switching and firing the SSG, then switching to a submachinegun.

- When cancelling the SSG reload, when you switch back to it, the raise state will start mid way through the animation of putting the shells into it, making

it much faster.

- Purist can now use the MG42.

- Revenant Missile Launcher greatly buffed.

- Fixed missing Romero head easter egg.

- Indexed all gibs into the sv_corpsequeue cvar. This means better performance for slaughtermaps as you can get rid of gibs easier.

- Added shootable Icon of Sin boss fights for TNT, Plutonia, Plutonia 2, Plutonia RCP, Epic 2, Whispers of Satan, Doom 2 Reloaded, and Alien Vendetta. Still needs some work.

- Indexed all Final Doom maps into the Map Enhancement System. Now all maps features better skies, and will play the correct music when playing with Doom Metal Volume 5 (also released on this date).

- Now all trees and plants can be burned with napalm or plasma.

- Detailed Credits lump being re-worked, nearly finished.

- Killing a Pain Elemental with a fatality will leave a destroyable and pushable body that can work like an explosive barrel.

- New HUD sprites for the Tank. Now you can see the lower part better, so you can have a better idea of where the base is currently facing.

- Now the Radsuit powerup will protect you both from nukage, splashed lava, fire hazards, and flamethrower splash damage (both yours and from Mancubi).

This is the Doom Metal Volume 5 version which now features metal remixes for TNT Revilution. Still going to upload this file to Moddb later including details and credits.

http://www.mediafire.com/file/llyc03kk84ccbcu/DoomMetalVol5.zip

Comments

Hello! i found some bugs here. onLevel 18 of eday, if you enter in the garage with a tank, when you try to get out of the tank you get stuck inside of it, and start to take crush damage. <a href="http://prntscr.com/kmgpxt" rel="nofollow noopener" target="_blank">http://prntscr.com/kmgpxt</a> (this is the garage) another bug, i was playing with a friend in zandronun, sorry i really dont remember the level name, its a map with a highway, a tunel and you have to go around it many times. there is a bug with those trees that burn, in multplayer it spawns LOTS of burn animations, and the game starts to lag like crazy, it got even worse when more trees start to burn (also buging with lots of animations). this is a multplayer specific bug, since i tested in single player (also in zandronun), and the burn animation spawn only once per tree. another bit, the automatic shotgun, when you go for the iron sights, the crosshair disappears and if you reaload, the crosshair dont come back. not a real problem since when you aim on and off, the crosshair comeback. just have to say, good work, amazing job! cheers!

Yes

That's a great work, Sergeant. I have some questions about this version: 1. Why you decreased taking damage in Realism Mode from 900% to 700%? 2. When you shoot at point-blank range in Zombie Commando from Shotgun/SSG/Assault Shotgun, he leaves half the body. After that you can shoot again in this body, and it will be arise on his knees without head and arms. You can shoot in that and get +5 health reward. This is a bug or not? 3. Unmaker doesn't appear during the game. Is this another bug? 4. I think you know that - Flamethrower doesn't work. P. S. Sorry for my bad English, oh, and also, this weapon in Slot 5 (Nuke Gun, I think), is it will be in final version?

Is there anyway to contact you?

which one is the latest eday version? edaytestmar27 ?

Made a fixed version of this beta: <a href="https://www.dropbox.com/s/dkt0j1k693mz94i/bd21testaug09_palfix.pk3?dl=0" rel="nofollow noopener" target="_blank">https://www.dropbox.com/s/dkt0j1k693mz94i/bd21testaug09_palfix.pk3?dl=0</a>

Yes!! Awesome!! One thing that still needs to be fixed is the sprites that you don't have saved as PNG. Can you convert them in SLADE before release? Otherwise, we have these ugly palette bugs: <a href="https://ibb.co/k4M039" rel="nofollow noopener" target="_blank">https://ibb.co/k4M039</a> / <a href="https://ibb.co/i9OrAp" rel="nofollow noopener" target="_blank">https://ibb.co/i9OrAp</a>

No. Some weapons don't even make sense (such as the plasma rifle, which would probably just break apart if used in such manner).

That means we will be able to perform melee atacks with all guns and each one will have his own melee animation?

I know, it will be fixed. Also this bug only happens in GZDoom it seems.

Any weapon, but currently only the rifle has a special animation (bashing the enemy's head with the butt of the rifle).

Yes

Awesome! Will Extermination Day be released alongside BDv21 in one package? Looking forward to it!

One more thing,when i use the new flame cannon is appears the other ones sprite(I know this is a close beta)

With how many guns can we perform melee atacks?

Yes, knock down a zombie or imp, and then press Use on it.

In this version of the mod,can we perform melee atacks with guns ?

&lt;3


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