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Umm... Do you have ANY idea AT ALL who you're talking to? You're talking to the creator of Brutal Doom. You literally couldn't have a better source. You have to be trolling.
I'm trying to stay neutral here, but I'm legitimately curious in finding out what the exact content that needs to be removed anyway.
Al did a video of this! Holy ****! Al's the best!
*"Any knowledge" not "My knowledge"
I don't know exactly how this is all done, but i'm assuming that the music changes more than once during each map, I'm not sure. Would anything with my knowledge of the mod be able to help out?
Updated with the music for BYHAE. If you don't want it with music, then here's the original wad that lacked it Mediafire.com
EDIT: Doesn't seem like the BYHAE music loads. So basicially the only difference between these two files is the size. Just get this version until I know how to fix it.
So unfreezing the character after being frozen hasn't actually been fixed unfortunately.
On the upside, I did something that'll make playing this mod with BYHAE's map's a snap! I just took all the maps out of the Pk3, took the data out of each wad for each map, and then made it into a single wad. Just run this with Pa1n's mod(including the byhae resources obviously) and everything will work perfectly! Mediafire.com
The reason it probably isn't removed is because you told him not to worry about it anymore back on page 17 close to the top.
I'm not in this, but I will say that Pa1n has said that you can use anything from his mod, it's not like it's a one-way deal.
It spawns 3 marines to help you out. to use it just press whatever button you have to set activate inventory items.
Pastebin.com tons of information from Twitter.com talking about all the stuff revealed for doom 4. ALL AWESOME.
Oh. My. God. I LOVE the alt fire for the autoshotgun! It's so freaking insane!
"- Fixed a range check issue with cyber knight
- You can kick barrels without them blowing in your face now!
- Gave the autoshotgun a new shrapnel based ricochet attack, consumes 2 shells per shot. Good for closed quarter rooms!
- Sped up the transition time for switching between grenade types on the super grenade launcher. Will start the grenade launcher overhaul tomorrow!
- Some new/different sounds"
If someone from the community wants to work on it so that Pa1n doesn't have to divert time from other parts of the mod to work on it, I know he'd appreciate it!
a very simple solution would be to have armor right where you spawn, that way the cracks would only be there momentarily. The excuse for why your current armor is broken could be something like you got into a accident of some kind.
I actually talked about new brightmaps with Pa1n a while back. We both saw how much of a hassle it is for just a single enemy, so it'll take a long while to do something like that.
In addition, I have a friend who's a voice actor and I've even had her provide lines for female monsters down the line for this mod. If you want a female variant marine, I can have her record whenever.
Not a big problem, but when you perform a fatality and the hud disappears, the grenade indicator doesn't disappear.
Personally I really enjoy the new change! It lets me know what marines are carrying what!
Good thinking having it upload to gamefront and not moddb. Download speed is actually tolerable now!
New version of OBLIGE is out! It's been massively improved since the last version! Sourceforge.net
" Currently there is no set release date for the mod, but I’m hoping to have a Beta available to download sometime near the end of the year."
Yup, it's seriously my computer and I have no idea what's wrong. It does it with Quaker's mod too. Maybe my sound settings are weird, but they aren't? What's going on?!
I truly believe I'm the only one having this problem. The sound channel issues are still there and I'm pretty sure they were fixed this time?
The download speed for this website is so slow that chrome is telling me that it will be literally 6 hours before it fully downloads, and it has been giving me a random network error after a while so I then have to start over! Any chance you could put up a mediafire link?
Don't worry, evened it back out to 1 for you!
Oooh! Sounds awesome!
Actually, zandronum support is VERY VERY soon! It's whenever Quaker finishes his new updated version of zandronum that uses the latest zdoom build! ALMOST EVERYTHING WILL WORK WITH IT!
I'm not sure how you're not seeing more bugs. Brutal doom and freedoom use completely different sprites for the monsters!
Looks like I need to compile it into an exe on my own, which I don't know how... How would we do this?