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ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

Any chance the partial invisibility power-up is coming back?

Classic mode/mosters are my favourite so far, only thing from being truly classic is my blur sphere. :(

Good karma+1 vote
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Project Brutality 2.03

Hey pa1n, I'm really impressed with 2.0. I can't get over the collection and art style of weapon sprites included with every game mode, made me excited to play vanilla Doom again!

After watching the Ahoy! Doom documentary (if you haven't seen it, it's a thrilling ~1 hour documentary on Youtube) I got interested in emulated Doom 64 and was wondering if you ever plan on making your own version of the demonic 'Unmaker' from that game seeing as how the nightmare imps make they're own appearance. I't be an excellent addition with updated sprite art, could be in the same category as the Demon rifle, and given your upgrade system you've recently implemented it'd be a perfect fit for 3 "artifact upgraded" versions of the weapon.

Again, I can't tell you how much I appreciate both your and MarkIV's work on breathing new life into not just a great classic shooter, but literally the first PC game I ever played at the tender age of 8. Amazing work as always, and after seeing this mod when it was still privately distributed in it's infancy, I can't wait to see where you'll take it next.

Cheers!

Good karma+4 votes
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Project Brutality 2.03

Can't wait for increased rate of Dynamic Progression, I'd love to finally play the original Doom episodes and not still be fighting regular imps/marines by the end of the episode, and have fights be batshit crazy halfway through Doom 2 or the Starter Pack.

Also, can never seem to ever run into the Demon Tech soldier, even on Default Random. Almost never spawns. Dual wielding plasma rifles is bugged on the provided UDV hud, is there a v1.62 base file that fixes this? (Second rifle always remains at 0 in the ammo display.)

And bring back the quad barrel, or at least add it as a toggle-able options. It was like God slamming his car door on hellspawn.

Fantastic work as always, been playing this ever since early development, you are a Cadillac of men.

Good karma+2 votes
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Project Brutality 2.03

Actually, the other day when trying out Sarge's beta for "Recurring Nightmare", I noticed if you keep staring at the enemy after shooting them, there's even a body temperature that slowly decreases.

Saegiru, you magnificent bastard.

Good karma+2 votes
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Project Brutality 2.03

Hey 'ki113r, once you're satisfied with the next update, is there any chance you can make a bestiary addition to your Project Brutality pdf guide? I'd love to know each and every possible monster variant, and after reading the doom novels and such, I'd love to help you write little bios on them all and recommended strategies for the bigger and tougher enemies.

Good karma+3 votes
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

I think the idea is that they relive stress/anger BECAUSE they are entertaining.

The game's by no means a substitute for human interaction, but some will gravitate to the dopamine releasing effects of the game when it's not being fulfilled otherwise. For everyone who plays single player mostly, I BEG you to play LAN/net co-op with 1-3 other real friends with this mod and Maps of Chaos and mics.

You... you just have to...

Good karma+1 vote
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

I'd appreciate a PM or link to the necessary code alterations/pk3 file to re-enable destructible bodies. After mutilating annoying enemies in Project Brutality with the chainsaw, there's no going back.

Good karma+2 votes
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

Project Brutality. Google it. It's pretty much the answer to any question in the comments lately.

Good karma+2 votes
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

Idea to punish serial reloaders/add realism: reloading pump shotty when it's full actually ejects a shell and lowers the ammo count by 1.

If we're going to do the whole "1 in the chamber" system, might as well throw that in too.

Good karma+2 votes
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

Good for a starter map, I really get the feel that this is what Phobos/Deimos looked like after the demons invaded Earth, like a Doom 2.5

Keep it up, everyone gets better with time.

Good karma+2 votes
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

I'm pretty sure its v20 that had the last beta on April 13th, and if PB has a beta past the March version I have, would some gentleman\scholar kindly pm me a link to the latest one?

Much appreciated.

Good karma+4 votes
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

Sarge, have you ever considered having more than one type of explosive barrel?

I'm really impressed by the quality of the death by fire animations, and thought it might be a good idea to have two barrels: one explosive (current green barrels) and one that when exploded, sets fire to nearby enemies (colored red?).

Maybe have updated sprites as well, green barrels get biohazard symbol and red barrels get flammable warning.

Good karma+2 votes
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

The wait will be painful but ultimately worth it. Even worse will be the wait for all the dependants:

-Ultimate Doom Visor (Official V20 Release)
-Project Brutality/pa1nki113r
-Recurring Nightmare

Once I have official releases of those, there will be no getting through to me for weeks.

Good karma+3 votes
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

I was more or less thinking in an "Shotgun-guy or less" sort of scenario for acid and lava, like in your case of 50 zombie men I'd more than likely chaingun the majority of them but kick, say, the last 3 or 4 off the edge. Even if you had only 5, kicking all of them would be a bad option on Ultra-Violence difficulty because you'd definitely take a couple shots worth of damage.

Also thought of it triggering a "cruelty bonus" upon the death of a melted enemy, but if Sarge has already said it won't happen then it won't. Still fun to think about though.

Good karma+1 vote
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

Idea for V21, acid can damage and melt enemy humans like it does the player (not demons, their hides protect them), and humans combust (existing code) or melt (new anmis) when kicked into lava. Thought about making enemy demons be damaged by lava (because apparently they're flammable in Brutal Doom), but that'd break the game in some levels, I'm sure.

Got the idea when I got real kick-friendly on Doom, E1E3, and kept kicking enemies off ledges 'spartan' style into acid baths and... nothing happened.

Good karma+4 votes
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

On the Brutal Doom Facebook page he mentioned releasing it on april 24th or may 1st.

Good karma+2 votes
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

Bug for v20 Test for both April 13th and previous version, when shooting a Zombieman and he generates an arm gib, the body immediate disappears when the gib is generated.

It give the appearance of the zombieman disappearing immediately when killed.

Good karma+1 vote
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

I think the class system is there so Sarge doesn't have to release a ton of mutators for people to have a classic gameplay style while enjoying what Brutal Doom brings to the table as a gore mod.

Totally agree Brutal Doom is definitely not a "pick your selection of strengths, weaknesses, and equipment" type of mod.

Good karma+1 vote
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

Are you running the test version of Brutal Doom alongside other mods?

Running the latest Brutal Doom test version, it seems Sarge has increased the default bullet reserve to 400, and 800 with an ammo backpack. I'm running Brutal Doom on the latest GZDoom beta (April 13th) with Ultimate Doom Visor 1.50 test version, and if I max out the ammo with a backpack I run into the bug you're talking about where the reserve ammo counter for bullet based weapons lowers, but the inventory stays at 800 and you cannot pick up new ammo supplies from dead enemies or bullet boxes/clips. Once your bullet ammo reaches zero, you can start picking up ammo again but the reserve limits to 10 rounds and you can't pick up ammo again. Additionally, the 1.50 version of this HUD can no longer accurately count dual wield ammo counts in each gun. However, running Brutal Doom completely by itself or with the Simple HUD mod eliminates the problem.

Just play the test versions by themselves, they're not meant to be run alongside other mods and Sarge has warned continuously to wait for final versions to be released, otherwise new and unnecessary bugs will be created during playtesting, and you may end up asking for a 'bug' to be fixed with it's a premature mod conflict.

Good karma+1 vote
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

Can confirm. Just happened to me. Bullets counter @ 400 but can't reload bullet based weapons, can pick up ammo but caps at 10 afterwards.

Good karma+2 votes
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

Probably slower to balance out the slower shotgun reload/dual wield firing rate. It feels like Sarge is going out of his way to focus on gameplay balance a lot more with this release.

I've found that pinkies are still very much a threat in high numbers, particularly in the higher difficulties.

Good karma+1 vote
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

I'm almost positive that many of these new bugs are the result of making elevators work with gibs (hitboxes) present or balancing the weapons/code optimization to allow for unlimited blood decals. If I'm just playing through levels without specifically testing the experience feels very fluent with the latest release, but bug finders like you make the world go around. ^^

To be fair though, that one difficulty IS called 'realism', I'm not entirely sure my moon boots would last long in actual lava or acid much longer than a few seconds, even if they were designed for use on Phobos/Deimos.

Good karma+1 vote
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

Ive heard quite a lot about this mod over the last two weeks and I'm starting to get a little hyped for it! Just out of curiosity, do you know if it'll have its own ModDB page or will it be a zdoom forums release?

Good karma+1 vote
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

...remember when people used to appreciate the hard work of others that gets released FOR FREE? Quite frankly I love the changes Sarge has made to v20, and who he is as a person or his mannerisms are none of my business. I owe him nothing but gratitude for the work he puts into this mod for others to enjoy. Only thing I'd add is starting with a pistol instead of the rifle. All the zombies can shoot you with a sidearm when down, so shouldn't you have one as well? All the other modifiers seem to have been merged for this release so it seems appropriate.

And why are there social justice warriors on here? What the hell are you guys doing on a message board about a gore mod for a game where you kill possessed humans and demons?

Good karma+5 votes
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

Honestly the only thing I'd change is to have the option of having your visor still make the ammo warning beeps and alerts just without the voice-overs that go with them. If I'm playing the 'classic' version of BD then the visor is perfect the way it is, but if I'm playing as the 'Doomguy' class (usually in Maps of Chaos or other hard maps) then the voice constantly cuts itself off or repeats itself before the sound finishes playing, but this could be simply due to my playstyle of quickly switching weapons and reloading constantly.

Other than that, it's flawless.

Good karma+1 vote
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

Just want to say, I love that you named (or randomly generate) names for the human enemies. And the hud even disappears during fatalities!

Never seen a hud mod with such excellent attention to detail.

Good karma+1 vote
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

You'll like this hud mod then.

Mediafire.com

Good karma+2 votes
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

Couple bugs with latest v20 (March 29) build Sarge;

-Corpses from default death anims don't respond to post-death mutilation;
-Slumped/hunched on wall corpses don't respond whatsoever to exploding barrels;
-Corpses don't gib when next to exploding barrels;
-zombiemen occasionally outright disappear when killed;
-if weapon is switched during fatality, player remains in chase cam;
-Spiderdemon/Mastermind bug others have mentioned (can't recreate myself);
-Lifts still occasionally bugged when gibs present (not always);
-severed heads/"soccer" system almost never responds;
-haven't once been able to ball-kick chaingunners/barons, even when triggering 'upswing' kick by looking at the ground beforehand;
-not sure if feature or bug, but upon exhausting ammo supply for any weapon the player defaults to using chainsaw instead of an empty weapon click. High rev up/switch time from chainsaw makes playing large maps an issue, might also want to make manual reloads for dual wielding a thing as well, auto reloads eat up lots of ammo!

Other than those, build looks solid from non coding point of view.
Can't wait for Recurring Nightmare!

Good karma+7 votes
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Recurring Nightmare

Beta or test version? The wait for this mod is beyond painful. :(

Good karma+3 votes
ChaddyGibbs
ChaddyGibbs - - 31 comments @ Brutal Doom

I noticed while playing vanilla Doom that once you pick up the chainsaw it defaults to it instead of fists when you press 1, but not when for Brutal Doom is running. Any way to fix this?

Good karma+1 vote