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Comment History
KGBA
KGBA - - 20 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

While playing with this add-on I keep running into a bug that causes me to take damage when I fire the SSG at point-blank range. The damage received seems to increase the closer I am to the target. It's strange because the SSG will work fine until about halfway into a wad before the bug rears its head. It happened on Plutonia map11 "Hunted" against the archviles and Community Chest 2 map14 "Shadow of Evil" against hell nobles. I am using the latest gzdoom with the v9a addon and brutaldoomV19 .

Good karma+1 vote
KGBA
KGBA - - 20 comments @ Brutal Doom

Is there any way to get the skulltag weapons legitimately (i.e. without using console cheats) in a single player game? I really love the grenade launcher and railgun but I couldn't see in the autoexec.cfg any way to enable them.

Good karma+1 vote
KGBA
KGBA - - 20 comments @ Brutal Doom

That's the sonic boom created by your Berserk fist breaking the sound barrier. The shock wave extends the damage range.

Good karma+1 vote
KGBA
KGBA - - 20 comments @ Brutal Doom

When it's done.

Good karma+1 vote
KGBA
KGBA - - 20 comments @ Brutal Doom

As far as I can tell Berserk benefits fists as well. I noticed a damage bonus of 1.5x to 2.0x with Berserk compared to base strength.

Also, I don't like the idea of the mancubus flamecannon and revenant rocket launchers regenerating ammo, not only because it would make things way too easy on maps where ammo is meant to be tight, but it also seems strange. I like to think that the Ms and Rs use some kind of hell magic to refill their magazines, which would cease to work when the player picks those weapons up.

Good karma+1 vote
KGBA
KGBA - - 20 comments @ Brutal Doom

I use gzdoom and there is no ammo counter for the mp40 clip in that engine either.

Good karma+1 vote
KGBA
KGBA - - 20 comments @ Brutal Doom

I don't know about that. The flame cannon and shoulder rockets are already there in addition to the regular weapons, which by themselves should be enough to get a player through a typical map even without headshots. Adding more ammo sources for the monster weapons would make things too easy.

Good karma+2 votes
KGBA
KGBA - - 20 comments @ Brutal Doom

ctrl-click on the files to load along with brutaldoom and drag them onto the executable

Good karma+1 vote
KGBA
KGBA - - 20 comments @ Brutal Doom

If you don't like a dark atmosphere, you can set the overall lighting to be brighter under the Options for OpenGL

Good karma+1 vote
KGBA
KGBA - - 20 comments @ Brutal Doom

I thought Brutal Chex was an April Fool's joke? I haven't seen any news on it since then. And I think that because Freedoom is just regular Doom with different textures and sprites, there isn't any point in brutalizing it since you can just run brutal doom with freedoom like any other PWAD.

Good karma+1 vote
KGBA
KGBA - - 20 comments @ Brutal Doom

Under the Options, go down to Display options, OpenGL options, and finally to Preferences; you can set the sector lighting mode to dark, legacy, bright, or various in-betweens. That's the pathway for gzdoom, but since zandronum is also based off of zdoom the pathway should be similar. Hope that helps.

Good karma+1 vote
KGBA
KGBA - - 20 comments @ Brutal Doom

Has anybody noticed that burning zombies don't ever die in gzdoom? They'll run around indefinitely unless they fall from height or I shoot them. Curiously this isn't a problem when I use zandronum.

Good karma+2 votes
KGBA
KGBA - - 20 comments @ Brutal Doom

do you get any kind of message about an "access violation" when it crashes? Because that's the problem that's been haunting me with certain WADs.

Good karma+2 votes
KGBA
KGBA - - 20 comments @ Brutal Doom

here: Facebook.com
scroll down a bit to the March 6 post.

Good karma+1 vote
KGBA
KGBA - - 20 comments @ Brutal Doom

I have to agree with this. I feel that in its current state, the Juggernaut is at least on equal footing with the Cyberdemon, possibly higher. I've seen Cyberdemons get killed by the Juggernaut's "trample" melee, even at full health, and Juggernauts are actually harder to kill because of the hitbox not matching the sprite size. I'd like to see the Jug powered down considerably to more like an enhanced version of a mancubus.

Also, the Belphegor seems to be immune to attacks from other monsters. Is this intentional?

Good karma+1 vote
KGBA
KGBA - - 20 comments @ Brutal Doom

In the folder where you are keeping all of the wad and pk3 files, click once on the PL2 file. Then while holding down CTRL, click on the brutaldoom file. Then drag the brutaldoom file over zandronum executable. There should a "2" that pops up when hovering over the zandronum file which means that both files will be loaded. Drop and select the IWAD as usual in the menu and you should be good to go.

Word to the wise: maps 32 and 30 of PL2 are REALLY hard with the Brutal Doom mod.

Good karma+1 vote
KGBA
KGBA - - 20 comments @ Brutal Doom - FAQ and Troubleshooting

I keep running into the pesky "Skin 'bloodpoolstains.png' not found in 'NashGore_BloodSpot'" whenever I play map 31 of Alien Vendetta with the brutal arsenal. I think it has something to do with the cyberdemon's death that causes any saves I make after killing it to crash when I try to load. Any save I make before then loads without issues. I don't suppose that there is any settings I can change that would resolve this?

Good karma+2 votes
KGBA
KGBA - - 20 comments @ Brutal Doom - FAQ and Troubleshooting

Zandronum and gzdoom should both be compatible with Linux. I personally recommend zandronum over gzdoom because it seems to handle things more smoothly overall with regards to brutal doom, not to mention it has easier-to-use multiplayer features.

Good karma+2 votes
KGBA
KGBA - - 20 comments @ Brutal Doom - FAQ and Troubleshooting

click once on the AV.wad to highlight, then while holding control, click on the brutalarsenal file, then drag the brutalarsenal file onto the zandronum icon (this will also load the AV.wad along with it)

Good karma+2 votes
KGBA
KGBA - - 20 comments @ Brutal Doom

Is anybody else having problems with monsters not being able to teleport in when they are supposed to because there are gibs in the way or because they are too large? This is happening to me a lot in plutonia 2, and it makes it hard getting 100% kills when I have to either manually clear away the battlefield or noclip to get to where the monsters are trapped. And while I'm whining, there still seems to be an issue with the brutal arsenal with a save not loading after picking up the backpack, as I still get the "expected a name..." error. Other than these two little gripes I absolutely adore the Brutal Doom project.

Good karma+1 vote