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That's because the Caco sprites from Brütal Doom are different to those of Vanilla DooM (Vanilla Caco has a bright red skin while Brütal Caco has a more crimson one).
Of course, Sarge could make modified sprites for all the monsters, but it would take time and needlessly increase Brütal DooM file size.
The only way (I think) to do it would be to include all the original DooM sprites in the Brütal DooM file, so they would override FreeDoom sprites when you run it.
Sarge can't do this because the original sprites are part of a commercial IWAD, and if he added them to Brütal Doom, it would be illegal.
Then again, this is just a supposition. Maybe someone else can correct me.
Damn! I'll be following this.
The screenshots look GREAT, hard to believe they're actually fan-made.
And the very concept of the mod, to showcase the transition between RA and TD, gives it a lot of potential.
I can't wait to play it, and I wish you the best of luck for its development.
Meh, it's probably just the glitch goblin foolin' around XD.
Here's a video of the bug I mentioned previously: Youtube.com
Not much quality (in fact, I roughly learned how to make videos today just to post this), but I think you can clearly see what's wrong with the Pinkie gibs...
If you're interested, there's is an "unofficial" V 0.17t1 with the DooM 3 zombie voice back: Forum.zdoom.org
Sorry for the double post, but I've found there's something very buggy with the new gib physics.
It's a bit hard to explain, but can be simply reduced to this: lure a caco close enough to a bunch of gibs and then shoot it with chaingun, and you'll see how the gibs suddenly fly skyward.
I'll see if I can upload a video to show it better.
I'm playing V 0.17 test 1 ( Forum.zdoom.org ) with Hell Revealed. So far it's pretty good, the new gritty textures for Revenant and Mancubus' guns look great, the "beheaded flailing" ended up looking much better than I expected from your original video (although I insist on the matter of making the imp twitch for less time).
The only thing that bothers me is the absence of the DooM 3 former human voices: they gave a lot of personality to Brütal Doom and were much creepier than the stock growling they usually make. If people don't like them, then I assume I can accept it and wave them goodbye, but that's something I'm gonna miss for sure in this mod.
PS: when you attack unalerted zombies with a flying kick, you perform a stealth kill on them. Is that supposed to happen?
Brutal Arsenal wasn't made by Sarge, it's a side development from another modder without, so to speak,"official support".
As for all the other addons, for now they can be found here: Forum.zdoom.org
I'm pretty sure Sarge will upload them here sometime, until then, patience my friend!
Cool, I'll have to keep an eye on this.
An all-new campaing would be the icing on the cake for an awesome mod like Tiberium Essence.
Of course Carnius, I didn't mean to say it was a bad choice (personally, I always respect the author's decissions on their mods, limiting myself to only report bugs)
I was just explaining the reasons not to expect any upgrade on the Pistol Addon. I don't miss it a single bit, the Assault Rifle makes you remember that there's actually a weapon slot 2 in Doom.
On a side note: Tiberian Essence rocks! You're truly a genius, man.
The Pistol Addon was made by Sarge because everyone yearned for it, despite the fact that he repeatedly insisted that didn't wanted to implement it.
For what I understand ( Forum.zdoom.org ), it is provided as-is, and not planned to be given any more development.
If you're in for a laugh, check out this old Doom review: Christiananswers.net (the link was found in the Doomworld Forums)
Back in the day, it seemed just like another plain dumb review (regardless of the author's beliefs). But now, it turns out the guy who wrote it accurately predicted most of Brütal Doom features! XD
I see, thanks for the reply, Sarge.
Go figure: a 1994 engine that ends up beating modern 3D engines in physics recreation and interactivity, in a free mod for a 1994 FPS that beats the hell out of modern FPS in action-packing and potential for violence...
Great work as always Sarge.
Damn! I don't get how you can come up with so many fresh ideas!
Very cool indeed!
As a personal opinion, however, the flailing should last a bit less, otherwise you end up getting the sensation that the monsters are dancing (especially with the imp, the zombieguy looks ok).
While I commented it in my review, I have to say I'm pretty surprised by how much gameplay has progressed. A few versions earlier, I played Kamasutra.wad, and it felt chaotic and nigh impossible. Now, while difficult, it's a lot more enjoyable experience. Also, I can't stress how much the cruelty bonus helps on higher difficulties, its truly a genius stroke you pulled off your hat, Sarge.
A few bugs I found:
-There's something weird going on with burning Pinkies: apparently, when they damage other monsters, they trigger infighting. As a result, monsters damaged by said burning Pinky will proceed to attack it, and then continue attacking its charred carcass once it finally collapses, and since charred corpses can't be gibbed, they'll continue attacking Pinky's corpse perpetually.
-Pinkies also vanish from existence when killed by a Revenant's melee: neither gibs or corpse are to be found.
-Charred Mancubus corpses still block any monster unfortunate enough to get close to them.
That's all for now, keep up the good work! ;)
Another bug I found: when Hellknight kills a Pinky with melee, Pinky just dissapears rather than being gibbed (is a fatality supposed to happen?)
This happened twice while playing jenesis.wad
To get the chainsaw, you can access the Doom Wiki and search "Nuclear Plant",there is a complete walkthrough and secret guide there.
Sorry for not including an URL, but I'm unable to post them yet.
I've noticed a minor graphic bug: when you're usign the improved light amplificator (the one that looks like Duke 3D Night Vision Googles), some of the new monster sprites are not "highlighted" as they're supposed to be.
For example: the regular imp animation sprites and its corpse are "highlighted", but the sprite where he falls to its knees bleeding isn't.
It's not a serious concern at all, as you can simply toggle the improved visor off, but it would be nice to have it fixed for the final release.
I'ts the newly implemented flying kick: jump and then kick. It propells you foward and deals more damage.