A little re-coding to bring Brutal Doom up-to-date with GZDoom 2.3/Zandronum 4.0.
NOTE: THIS WON'T BE UPDATED ANYMORE UNTIL SARGE RELEASES THE FINAL RELEASE OF V21.
This mod fixes the bugs Sarge left in v20b, & adds the following features:
-Iron sights are done with the zoom key
-The shotgun now slam-fires as its alt
-Included the missing magazine counters in the ALTHUD
-updated the reload system so the gun automatically reloads from empty & it uses the built-in sourceport reload key
-Added some further options for certain gameplay stuff
-The shotgun reloads from a clip
-The RPG has a multi-rocket alt-fire & a seeker missile zoom
-Weapon specials for some of the weapons
This is a BETA. Known bugs:
-Player-generated sounds (taunts, weapons firing, offend sounds) don't play despite being registered in the SNDINFO
-I've added scripting so the pistol is dropped by zombie riflemen & zombie shotgunners, & scripting so it could be toggled in options, & it's interfering with the rifle spawn script.
-The Dual SSGs aren't staying selected
-If you download this, could you help me determine the source of the problems?
how you have zandronum 4.0?
You have to ask the developers for a precompiled copy via private message.
how does one do that?
You need an account on the Zandronum forums. Alternatively, you could use GZDoom 2.3.1.
what does slamfire means gameplay wise? =_o
If you right click with the shotgun, Doomguy holds the trigger down while racking the pumping slide back-&-forth, turning it into a makeshift semiautomatic weapon. It fires faster, but eats ammo faster.
so its the same principle like fanning a revolver?
More-or-less, yes. It was pretty common on older models of pump-action firearm. Trench shotguns are a classic example.
This mod acts extremely strange for me. Whenever I right click with my rifle, it shoots out grenades and prints out the message "You're on grass!". It appears the enemies do not have any form of hitboxes, and have no brutal deaths at all.
And there's no sound either, except for the monster groaning and explosives. I'm using GZDOOM 2.3.2.
I've also ran into the same bug while making IB (the one with the "You're on Grass!"). Probably the only time I ROFLed.
When you get the chance, you think you could look through my Mod's data for me to see why the player sounds aren't working & why some of the brutal deaths aren't working? I'd check myself, but my computer is in the shop.
I have no idea why the player entity sounds aren't working. The sounds are fully defined in the SNDINFO.
Despite the notable bugs I like, being able to play in gzdoom, the variety of options,(especially those of performance among others) keep the good work.
I have no idea what's causing the "non-functioning brutal deaths" & "no player entity sounds" bugs. I mean, the SNDINFO is fully detailed, so yeah. I do hope to have it fixed when I update it for v21. Not to mention a lot of the changes were to fix the datedness in regards to more recent GZDoom versions.
Update this