Do you have plans on The Reckoning and Ground Zero weapons?
Do you have plans on The Reckoning and Ground Zero weapons?
Don't listen him ^, you just maked most logical grip, that can be done for this abomination BFG, that doesn't have any handle.
Also, here is idea for checking. Maybe, moving it to centre, would make more sense, because with this grip you can't press buttstock against shoulder, but you can press against chest.
At least somebody fixed that stupid handle, that look to different sides on pickup and first person models. Good job.
I have a two hints for you. Raise the rocket launcher to shoulder level, just like it supposed to be (from pickup model you can see shoulder buttstock). Also you can make a magazine for it, just like it was on PS1 port. It will hide rockets, that appear from nothing.
I really liked liquids with parallax effect. Are you did these from scratch? Never seen vanilla fluids with parallax. Would like to play with something similar with other mods.
Sparkles spawn from nowhere, can you fix that?
By the way, new sprite much better, than old one.
-upd-
Почитал матчасть, в 1.4с неисправимые глюки с прицелами, а тут оставили 1.3, видимо, как последнюю стабильную версию. Ждём патч 1.400.7
Кто-то может объяснить какого хрена тут до сих пор висит версия ЕР 1.3, а не последняя 1.4с?
Is there any chance, that you will adapt this little beauty for Project Brutality 3.0 test version before it's go to release? Miss that shotty.
First of all, i play with PB. And i meant pump shotgun, not a SSG. So, when you change CSG ammo type, ammo type of pump shotgun changes too! And vice versa - when i change pump shotgun ammo type, it changes CSG ammo.
It only works with slug, buckshot and dragon breath ammo type (because vanilla PB pump shotgun don't have a flak ammo)
<Now you may change in game which light you want, what quality you want it to be, and even the positioning of the beam!>
Hmm, and where is that option menu? Maybe i'm blind, but i don't see anything o_O
Load order: Puu.sh
Thanks for reply. I saw minimap in this video, but i didn't saw any kind of minimap mod for gzdoom.
Youtube.com
So, if there no way to do something like this for gzdoom, just ignore.
Anyway, thank you for such beautiful mod!
OMFG, what a hell is it? D: Can you delete this spam?) Seems to be ModDB was laggy, and i like an idiot send many messages, because i didn't see my firts reply. Sorry >_________<
<Also, can you make electric effect (weapon sprite, while it firing), more bright? It looks too gray.>
This fix has been already done in lightning gun module of this mod, but there no sexy "ionizing" effect, so you can take only sprites.
Moddb.com
Exactly this way UDV looks without additional C1/C2 modules*
OMG, are you reading my mind? It's exactly what i want in my PB! 11/10, that's really cool stuff.
Hi) I have two suggestions for you.
Can you lower electric effect to the bottom of screen? Electric effect comes from the player's head, rather than from a weapon.
Also, can you make electric effect (weapon sprite, while it firing), more bright? It looks too gray.
P.S. But, anyway, weapon is beautiful.
Hi again! I don't know, is that a bug, but if you change the type of ammunition in Commander Shotgun, it will change vanilla shotgun ammunition too, and vice versa :)
Saegiru, hi! I have a suggestion for you. Is there some way to implement minimap in the corner of visor hud, like this one?
Puu.sh
Will be cool, if you also make some options for it, like "minimap and radar separately (minimap in left corner)" and "minimap or radar (by pressing button)".
P.S. New fog and light functions is amazing.
Hello again! I think, i'm done. Problem with passing thru dead bodies still remained with chaingunner (screenshot 1 & 2, same sprites), imp (3 & 4, same sprites), shotgunner (5) and body without one leg on ceiling (6). Also, there is the same problem with a toxic waste barrel. But I'm not sure that this is a problem of your mod. Please, check it.
Puu.sh
Puu.sh
Puu.sh
Puu.sh
Puu.sh
Puu.sh
I found another bug related to toxic waste and lava. On many levels of TNT and Plutonia (probably DooM and DooM II too, but i don't played this episodes yet), they behave like ground - no liquids splashes, weapon casings, blood and body parts don't absorbed by liquid, instead they will remain on the top of it. I don't know, is there some possible way to fix it.
Another bug mentioned below by renkoha28. Doors, that need key to open, don't show the their color on map. Instead of it, they show just black line. I don't know, is there some possible way to fix it too.
Also, I suggest you to make additional variant of "beamflashlight.pk3". Just change color of flashlight from pure white to "dirty" yellow. For RGB palette it's 1.0 1.0 0.7 or 1.0 1.0 0.6. Exactly this way i configure it for myself. This color looks more natural in "old doom" setting.
I will write here, if i found some new bugs.
UPD
I find more sprite bugs. I'm going to play all Final DooM, so I'll write about all bugs, that I found, when I'm done.
I found another bug. Player cannot pass through fire, that drop from dead inferno cacodemon body.
P.S. Thank you for reply.
Hi, Barge! This sprite of dead chaingunner still does not allow to pass through it.
Puu.sh
Daarkon, i have problem with "Light_Decorations" module. When i load this module after PB, i dont see any changes. Besides, barrels losing their dynamic light and flares. Also, all torches dont have smooth animations. I think, this module dont work at all. And yes, "performance mode" is ON. For test purpose i use minimum number of mods. I use .bat file to load mods with GZDoom 2.1.0/2.1.1 and here is my load order for mods: HDTP>brightmaps>opengl32.dll>QeffectsGL>lights>Project Brutality>(C)-Overhaul_CORE --Required-->(C)-Light_Decorations.
What i do wrong? Please, help me!
P.S. English is not my native language, so sorry, if i wrote some stupid thing.
ParadoX6891
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