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It sounds like he merged Mercer's Doom 3 weapons into the latest BD or something.
Cool idea, I don't think I've seen a pack for him before. Would you be able to do a Kyle Katarn one?
Cool submod! I tried it out, but ended up going back to the regular mod, because the graphics felt kind of glitchy. Everything was very bright and too sharp. I tried configuring it with the graphics settings and next-gen options, but wasn't able to fix it.
Nice, thanks for updating this! I had a lot of fun with the earlier version just by having the maps feels more populated with zombies etc.
Does this work with the latest version, or does it need to be updated?
Thanks for this! Any other tweaks you can recommend? I always have trouble with the sikkmod graphics options, knowing what to enable and what to change, since just enabling them flat out usually results in something ugly without tweaking.
Additional note; I think I'm getting virals after me on almost any kill, even if they're fairly quiet or indoors. I have a few other mods on, but none of them affect the AI as far as I know.
Thanks for updating the mod! I had a balance question, is there any way for me to reduce the amount of virals spawned? I don't mind them appearing during melee combat, but it ends up just being an endless stream of them as the noise of more combat draws them back, and it's gotten frustrating. Their animations are kind of glitchy at the best of times, but having a constant stream of them just sliding around your attacks and hitting you with what appears to sometimes be invisible arms (the attack animations don't always match up right) is annoying.
I'm playing on Nightmare right now, which is probably part of the frustration, since most enemies take a bulletsponge amount of hits. I think I'd mostly like to reduce the detection range a bit so that nearby ones will come, but not an endless attack.
Glad to see you've been able to update! So this does work with The Following? It's a shame the enhanced edition stuff messed things up so much, hopefully you're able to restore most of it.
How much side content do you have planned to promote the game's longevity?
How accessible is it compared to your other games, about the same learning curve, easier, or harder?
How large can a map/galaxy be?
How long can a game run for?
How prevalent are the possibly game-ending random events?
Nice sprite work! It's always good to see some more D3 weapons. Will you be using the D3 Rocket Launcher as well? The current one kind of stands out since it's one of the only centered weapons there, same for the BFG.
Thanks for doing a PB compatible version too!
Congrats on the new fame! I remember playing this during one of its earlier versions and enjoying it. It really does fix up a lot of ACM's problems!
What sort of modding can you do with ACM? It's good that you're able to mess with balancing and AI; are you able to add more friendly marines or anything to add more conflict in the big fights? I'd actually rather have squads of generic marines than 2 annoying, invulnerable buddies the whole game, though it's probably not possible.
Looking good, actually better than I was expecting, particularly the lighting. I was worried the ambiance was wrecked when I saw those torches before, but you were right that it was just a brighter area anyway. So far it's looking faithful to it. Have you been able to re-use much from your regular BD mod, or is it mostly from scratch due to the new sprites, lighting, etc?
So this adds a bunch of games into the world, or is it an item spawner?
I think that might be a little too much, it's overpowering the gloominess/darkness of the original lighting.
Is there a more recent Doom 64 for GzDoom? I've mostly only seen older things or mods that only replace the weapons/enemies but not the maps.
I'm really enjoying the texture pack in particular for this. It's nice to have a darker reskin of the levels that isn't so hi-res that it clashes with the rest of the map and enemies. I do wish it was a little less grey though, since tiling is really noticeable in certain areas.
Do you need Jedi Outcast installed to play the JO campaign? I've been able to play without it; I own JO but don't have it installed, wanted to double check.
I second what everyone else is saying, seems like a great mod, the saber combat is great, it's just super buggy in SP right now. I haven't really gotten anything new, just the same kind of bugs like invisible grenades, blaster bolts disappearing, etc.
Would this work with SmoothDoom with the vanilla submod, or would it needs its own compatibility patch?
Yeah, that's a good idea. Will you be adding back in the gameplay ones too? I kind of liked the random items/looting and random enemy placement, even if it could be a bit buggy at times.
And are soft shadows are console command currently, or a setting in the menu?
Cool, glad to hear it'll be out soon then.
Do you have any advice on getting this to run better? I've turned off most of the extra settings but I'm still getting about 15-30 FPS on a Geforce 970, 8GB RAM and i5 CPU. I'm thinking of taking the HD texture pack off to see if that helps.
Sorry if this has been answered, but do you have a rough ETA for version 7?
Great, thanks for the info! I'm always happy to see more SP mods. It always felt like the best ones were MP only.
So is this a singleplayer mod as well or purely MP? Does it work with bot matches? Can you play the campaign with it?
Another note, I've noticed traders just not really stocking much of anything. I have to save and reload usually to get some ammo because they mostly just sell food. Is that related to my rank/missions or is something else going on?
I'm having some trouble finding the missing artifact in Zaton for the scientist back at the barge. It says a stalker dropped his pack south of the Sawmill, but I'm not seeing anything in the little chem anomaly field there, unless that marker just means nearby, rather than pinpointing it.
I may have just missed it somewhere, but could you add a changelog file to the download or the main post? I think I sometimes see what updates you did in the comments, but it can be hard to scroll through 21+ pages of comments if it's been a few days since an update.
I think the duplicating marines glitch might be back. I had 3-4 marines in Doom 2 and every level they'd multiply by a few more until I had a whole army of them running around in Tricks n Traps. I think I've seen this bug before in older BD versions, so I'm not sure if it's a problem with Project Brutality itself or the BD 20 it's based on.
I think you might need to either tone down the shields or just remove them. They might be more balanced for the higher difficulties but 7k shields on Ultraviolent pretty much guarantees I won't take health damage for like half of Doom 2. What are you using as your baseline for difficulty?
Skyrim was probably a terrible game to start it with, but modders were putting more up to date versions of their mods behind the paywall. So if you don't pay you wouldn't get that later, more updated version.