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Ion Maiden, Amid Evil, DUSK, this is such a great time for classic style 90s FPS, plus the endless horde of mods for Doom, Heretic, Quake, Hexen 1&2
also, with the addition of newer weapons(that can be turned off yes i know) perhaps a slot system should be placed where you have to either choose the Plasma gun or Railgun and others like Grenade launcher or Rocketlauncher etc etc
i kinda feel that the pistol and SMG should each have their open separate ammo, same with the AA12 and the other 2 shotguns. The Pistol and the SG&SSG; become always second choice when I get the others, making them only a last resort (i.e. the shells and ammo loaded). I feel the same with the BFG, I feel it should have it's own green energy cells while Plasmagun and railgun have the blue. It's always a pain in the *** to give most of the weapons their own ammo but in that sense it also makes each have a better value and worth of saving up certain weapons against certain enemies but yes the draw back to the BFG having it's own ammo is you have plenty stored up to fight Cyberdemons, SpiderMasterminds and other super tough foes but again, why waste energy with the Plasmagun when you save up energy for the BFG against stronger foes in the first place
since the source code was released for the build engine, I am sure we will FINALLY get a true Blood sourceport
I hope we get an update for BD 64 this year, Doom 64 will always be the true Doom3 for me and was my first true introduction to the series since atm we didn't have a home computer that could do any games
Doesn't work for steam version, it says it can't find the game
figured it out, I had only installed the latest version of your mod without first installing the first 2. Remind others to install the first 2 versions before installing the third one
Followed instructions, crashes on start up with a Fatal Error
Still having issues with the HUD, I keep trying to have the max resolution but it makes the Brutal Doom hud very small, I try lower res but it doesn't change much
we need less recoils
Is there a nice install guide for mods for this new release?
Is there a nice guide showing how to get mods working out? It was simple, now it is a bit complicated
are the graphics suppose to look more like classic DOS/N64 style?
SWEET! Sorry I haven't given any new updates or bug finds lately, but I will do my best to check this one out
Would it be possible for you to add a NES sound/music replacer for this!
agreed, also there is an issue when you duel wield you cannot switch weapons back with "duel wield key" unless you hit a 1-0 to another weapon
Having issue with the Hud being too small but cannot change it in Hud settings, when I try to change aspect ratio and size in Video settings my game crashes.
Allied marines can be resurrected if they die in tact by hitting Use on them
Sorry for my delay in reviews <3, I will try this one out today/tonight and let you know of any oddities!
I got some stuff written down, I will play more than give you my list of stuff = D
Aubrey Hodges released 20th Anniversary Extended Edition of Doom 64's soundtrack, you should definitely check these out and see if these could be used and added for BD64's songs
To buy: Aubreyhodges.bandcamp.com
I have no doubt you will, just keeping you up to date on any bugs or weird glitches I find = )
Alright i figured what triggers the "give all weapons" at least. On E1M3 when you have the double rocket/grenade ammo pickup it triggers the "give ammo to all weapons and gives you all weapons in the game" the regular rocket/grenade ammo is fine
Okay still when you run out of Nailgun ammo you can't switch past it unless you are doing "previous switch", I have seen this glitch happen in many Doom mods when either you mix some together and the weapon select gets stuck, I think the code is trying to find a certain name or value and it just uses null or whatever for the place holder (I don't know the code used for the games really just pseudo code ideas) which I believe is what is causing it not allowing to switch past the nailgun
Also I noticed an interesting cool thing that enemies jump or bounce and can get knocked into a wall or corner with their bunny hop. The first Shambler in the game walked off the edge into the water where the golden key is. My only worthy with that is if there is a level where an enemy must die to trigger progression and if they get out of reach you will be stuck. I can't remember if there are any specific areas in Quake 1 where that is the case, maybe some areas need to have the enemy die by the environment but I will need to play more through the game with the mode to see if it is an issue
Those are what I noticed so far
I always start a new game when I play mods, I have the latest version of Quake from GOG and the newest version of Darkplaces, but like I said the only time that weird issue came back is when the other bug hit with me not being able to "Next Switch" past the Super shotgun when my nailgun ammo ran out.
I'll give a few more runs and see if I can get it to happen again
Did a quick play run and it is an improvement, I like the kick being keyed to right mouse button. The new gore is good and the chainsaw is a good addition. Everything in general feels like it is slowly coming along.
suggestions(could be possible bugs):
the chainsaw is good but I personally feel it should be a weapon you find/pick up and possibly have fuel ammo.
The new gore is great but I feel it seems too easy now to make enemies explode. The limb gore was somewhat better in v4 while in v5 it seems as limb dismemberment feels harder to do while making a body explode into bits seems easier. Not sure if the percentages of limb removal and exploding bodies is acting up or their occurrence factor has changed. i personally prefer that explosives be the main cause of bodies exploding(gibbing) and only an excessive amount of bullets/etc explode them(like the lightening gun). I am not sure what values you have set for bodies and limbs but just personally they feel a bit awkward with it, I mean a shotgun blast at close range would sever a limb but not blow a body up.
I liked how in v4 when you blew the Orge's head off it still attacked for a bit, I need to try more but it also felt a bit easy to blow him to pieces and even the shambler with only projectile weapons like shotguns and nailgun. I am not sure if it is the intention of making them that easy to blow to pieces or just is the update process.
The enemy has footsteps now, it isn't a terrible idea but maybe it could depend of the surface they are on or just have human enemies have sounds. I always liked the idea of the Netherworld enemies moving silently and creepily only being able to hear their moans and roars (but that is just personal)
I also noticed the shotgun's fire rate is slower, but I assume that is the intent.
I encountered a similar problem with the weapons, the before issue with weird ammos types not switching properly or so didn't show up at first but when i ran out of ammo with the nail gun it wouldn't let me switch past the Super Shotgun in the "Next Weapon" switch but using "Previous Weapon" switch worked. When I encountered this issue then the glitch with picking up the different ammo types gave me the other weapons, picking up energy cells gave me the lightening gun and grenades/rockets also gave me the rocket launcher. The only thing I can think of is for some reason the standard weapon switch is causing issues with the Darkplaces engine code perhaps.
I didn't see other stuff besides that yet, the weird issue from before with the empty ammo type didn't appear but the new issue and that old issue though.
all n all, again I love the new progress and the road is paved well. Keep up the great work, we all know it will take time to add all your improvements, additions, and to smooth out the bugs, no rush take your time.
i'll let you know if anything else awkward or buggy pops up
does this also include all the missing VOX announcements?
See if you can have the X Race also attack the Xen races too
This is an amazing start, once BD hit the scene I have been waiting for a Quake equivalent and this is a very good start. The dismemberment I personally love because I always felt the enemies exploding to pieces from a regular weapon to be silly but with limbs being blown off and apart I feel very satisfied
I definitely recommend being able to turn certain things like "bullet time" on or off as an option for future updates, more weapons, new enemies, new enemy variations, maybe new bosses, optional reload, optional new beefy weapon sounds, updated maps, more ambient horror, anything to add to the Lovecraft nightmare! etc etc
~bugs~ (maybe they are)
I have noticed that when I pick up an ammo type it gives me that weapon and then at the next map I only have the weapons you normally would pick up from that previous level. Also there will be times I am cycling through weapons and I will be switched and the ammo type is not there and i cannot fire the weapon until i switch one more time to where ex: the nail gun's ammo is there and I will be able to fire the nailgun.
all n all I am very pleased Brutal Quake/QORE! Keep up the awesome work dude!
(I will only played a few maps, I will message ya if I see anything else that seems off)
Cannot wait for this next update
add some MoonMan Doom content
can't wait for this mod