Irresponsible psychopath playing around with guns when drunk
I actually just activated the joystick in the in-game-menu. I'm using a wireless 360 controller though, but that shouldnt be a problem
Is ist possible that this fix of yours caused the problem, that now sometimes the blood doesnt appear at all? (i mention this on a comment on page 21) In that case: i'd clearly prefer having too much blood with the chaingun over somtimes no blood at all
sounddesign of Bulletstorm really kicks ***! looking forward to hear that in BD! But I think you should credit "People Can Fly" in case you use the sounds, even if you work them over. Those guys did such a great job, they just deserve being remembered!
thumbs up! make it as nasty as possible ;-)
you have the most recent version of gzdoom from here Devbuilds.drdteam.org ?? -make sure you have.
yea somethings wrong with the spawn mechanics. I'll give you an example: imp in front of me, right behind the imp there's a wall. so I shoot him in the chest, he dies a normal death, and there is NO BLOOD AT ALL behind him at the wall. Sometimes it works, and sometimes not. It works fine when theres a brutalized death, like a headshot. but the normal blood sometimes doesn't appear!
I like the smaller brain pieces btw
I got it to work, but Brutal Doom is almost impossible to play with it! Vanilla Doom works great, many Shooters work great with the 360 pad, but at Brutal Doom aiming is either too fast or too slow. I tried every possible value for sensetivity since I love playing with gamepad, but here, well, it's just a mess, unfortunately.
hey man, is it possible that you lowered the amount of wall decal blood spawns? I compare it to good old v10a, and it's really not enough blood there anymore now! there should be a spwan chance of 100% of decalgroup "BloodSplat" for EVERY SINGLE BULLET that hits the enemy, and a couple of spawns of "BrutalBloodSplat" and "BrutalBloodSuper" for extreme splatter deaths!
the files need to be ogg files with the name of the original soundtrack to work automatically and should be placed in a pk3, which is nothing but a renamed zip
quaker is totally right about that! I wonder how this addon made it through the admins of moddb. Anyway, better remove it before you get in trouble
we tried out the beta of zandronum 2 some days ago, and it didnt work. I'm not sure what exactly they change in new versions, but I'm pretty sure that they don't add new commands. i hope i'm wrong though
if you really wanna make it run in zandronum, you can forget about interactive bodies unfortunately. and for blood on the screen: you'll always have that red pain flash. theres just no workaround because of the lack of commands
you should try the pc version of dnf! you can hold 4 weapons there (+pipe bombs) and there is a shader mod created by a dude called beetlejuice. it looks much better then. and I agree: dnf rocks! dn mp rocks, too. the only dn i never liked too much was the one on psx with third person perspective... time to kill it was called.
Cool! It's already a great hommage to asteroids, i like it!
I think a bit faster by default would be perfect. I'm talking about keyboard control btw, I don't know if the gamepad support includes analog controls which might solve this. but as for digital controls, I think it should be just a bit faster
Fun! I love the music! But is there a way to rotate the ship a bit faster?
In case I find the CD I'll provide the Manhatten Projects samples so you can use those, too
Yeah actually I don't think there's the need for any story here, it's great as it is.
With local coop i meant local multiplayer in general, the modes that are there just on one pc. But right, with one mouse there's a problem. But I think this game would work great with a controller, too. I think about Hotline Miami, which has mouse controls that you can compare to Boring Man, but it's pretty awesome with controller, too (actually I think it's even better with controller).
Providing a local multiplayer and controller support, Boring Man might become even better than Nidhogg I think!
Great game!!! Do you plan on creating a local coop mode once you have time for this again?
I was referring to your comment
"I tried changing flags in monsters dead bodies, and it worked! Also, their hitboxes are bigger, close to their body size now!"
but yeah, I'm not really into that topic, you're right. It was just a general statemant based on my experiences and I tried to connect it with what you wrote before. Very sad that it doesn't work in zandronum.
well, the last thing I want to do is to destroy your good mood, but as for the command that deactivates the red pain flash due to custom blood damage: zandronum 2.0 beta doesnt know it. so doublecheck on if it works with the new flags you use for dead bodies there... "Player.DamageScreenColor "red", 0.0, blood" in player.txt does NOT work for sure in zandronum 2 beta... unfortunatly
Since we're talking about decals, there's one problem I faced when I did those wall decals. I'd LOVE to have an additional decalgroup for the pieces of meat and brain. As for now, when meat / brain "touches & sticks" to a wall, there's no decal, and it looks kinda strange. Theres a blood piece of meat going down a wall, and there's nothing left on the wall. It would be great to have a decal at the exact spot, where meat/ brain touches the wall. I'd LOVE to have an additional decalgroup for that, so the animation matches the gravity of the piece of meat / brain. I didn't find a way to spawn a decal once meat / brain touches wall... Maybe you find a way
yeah, we're a bit outta sync here ^^ I saw your comment after posting my comment
But the dropping should stop after a while, because I think it costs A LOT of performance.
strange... decals on the ceiling disappear for sure, although i set maxdecals. just on the ceiling, everything else stays. just checked it. you sure that your CEILING decals stay, too? does the dropping stop?
but it's normal that the decals on the ceiling disappear, right? It drops down and goes away... (i set that up but ceiling decals disappear)