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DoomDb - The official Doom WAD sharing group!

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DoomDb is a group in Moddb where you can share all the best kinds of Doom WADs out there! Join our sharing and recommendation society, read the rules...

Team Brutal

Team Brutal

36 members Fans & Clans

a fan-based team who work, enjoy, and chat about Brutal Doom (summary is a total WIP)

Comments  (0 - 10 of 37)
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KingApocalypse
KingApocalypse

How do I use the brown glove mutator for your handgrenade wad?

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saegiru Creator
saegiru

I no longer support the brownglove mutator. If you have an older version though, you can just load it AFTER the main handgrenade wad.

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jjackson360
jjackson360

hey so im running Project Brutality test 3.0, and he added two new guns. im trying to get them to display on the weapon list. I checked out your saeweap.acs and I Saw that you already had a line in your array for the quad shotgun, so I removed the comment for that gun, and I also added the new Excavator Launcher, and I followed the array rules with the 6 entries etc. after adding the new entries I added the updated .acs into the pk3 and Its not showing up in the list still. is there any other step I should take?

#define D_NUMBEROFWEAPONS 74
#define D_WEAPONSLIST 28 //Number of standard weapons to show in weaponslist

{"Excavator_Launcher", "HighExplosiveGrenadeRounds", "NoSecondary", "No", "EXCAL", "Excavator Launcher"}, // 12

{"Quad_SSG", "NewShell", "NoSecondary", "No", "QUAD", "Quad-Barrel"},// 25

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jjackson360
jjackson360

Like a scrub I forgot to compile the code, all is well, great hud

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QuantumXYZ
QuantumXYZ

I have a problem. I can see the stats of the visor but not the outline for the visor. I tried to find how to fix it in the game but nothing appeared to work.

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DivinusPrime
DivinusPrime

I'm having issues with UDV1.85. Here is what WADS I am using to load it

DOOM4armorhealth
DOOMMetalVol4
TEXTURE_PACK_FINAL
Maps of chaos
UDV1.85 A BASE
(B Mod BDJ
(C alternate visor 1
(D Alternate Mugshot
(Screen effects LQ
Then I receive this

Execution could not continue.

21 errors while parsing DECORATE scripts. What am I doing wrong?

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BerserkerNoir
BerserkerNoir

You're not loading the main mod: Bdj.
The B) module is just for the ammo list.

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DivinusPrime
DivinusPrime

I did and it's still not working

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pizzadrinker
pizzadrinker

Hey saegiru,

I'm having trouble loading UDV.

My software is as follows:
ZDL 3.2.2.3 Beta (Tried 3.2.2.2 Stable too)
Zandronum 3.0 160510-1827
doom.wad and doom2.wad

Load order:
Project Brutality 2.03.pk3
UDV_v1.84_A_BASE.pk3
UDV_v1.84_B_MOD_ProjectBrutality.pk3

Log:
OS: Windows 7 (NT 6.1) Build 7601
Service Pack 1
M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
adding D:/Program Files/Doom/dev/zandronum.pk3, 689 lumps
adding D:/Program Files/Doom/IWADs/doom.wad, 2306 lumps
adding D:/Program Files/Doom/WADs/Project Brutality/Project Brutality 2.03.pk3, 20476 lumps
adding D:/Program Files/Doom/WADs/Project Brutality/Project Brutality 2.03.pk3:e2m8.wad, 11 lumps
adding D:/Program Files/Doom/WADs/Project Brutality/Project Brutality 2.03.pk3:e3m8.wad, 11 lumps
adding D:/Program Files/Doom/WADs/Project Brutality/Project Brutality 2.03.pk3:terrain.wad, 260 lumps
adding D:/Program Files/Doom/WADs/Project Brutality/Project Brutality 2.03.pk3:titlemap.wad, 7 lumps
adding D:/Program Files/Doom/WADs/Project Brutality/Project Brutality 2.03.pk3:xhairs.wad, 94 lumps
adding D:/Program Files/Doom/WADs/Ultimate Doom Visor/UDV_v1.84_A_BASE.pk3, 2642 lumps
adding D:/Program Files/Doom/WADs/Ultimate Doom Visor/UDV_v1.84_A_BASE.pk3:xhairs.wad, 94 lumps
adding D:/Program Files/Doom/WADs/Ultimate Doom Visor/UDV_v1.84_B_MOD_ProjectBrutality.pk3, 23 lumps
I_Init: Setting up machine state.
CPU Speed: 2394 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i7-4500U CPU @ 1.80GHz
Family 6, Model 69, Stepping 1
Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.24.16
V_Init: allocate screen.
Using in-memory database. The database will not be saved on exit.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ANIMDEFS: Can't find FWATER02
ANIMDEFS: Can't find SLIME01
ANIMDEFS: Can't find SLIME02
ANIMDEFS: Can't find SLIME03
ANIMDEFS: Can't find SLIME04
ANIMDEFS: Can't find SLIME05
ANIMDEFS: Can't find SLIME06
ANIMDEFS: Can't find SLIME07
ANIMDEFS: Can't find SLIME08

Execution could not continue.

Script error, "UDV_v1.84_A_BASE.pk3:animdefs.txt" line 4:
Bad syntax.

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BloodAmplifier
BloodAmplifier

I've got a fix for ya'. Follow these steps, it should work.

1) Rename the file extension to .zip
2) Enter the zip file and open "animdefs.txt"
3) Delete the first section of code, ie. the first 12 lines.

This quick fix worked for me, hopefully for you too. And also hoping that this gets properly patched by the author.

EDIT: I forgot the last step.
4) Save the changes and rename the whole archive back to .pk3

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saegiru Creator
saegiru

This is a known issue with Zandronum 3 only because it doesn't support the random animation of the face reflection. It doesn't occur in GZDoom because it supports the function. If you are using Zandronum 3, the fix is exactly what you described, and the explanation is in the description of the mod, and I even have a link to an animdefs.txt file that does it for you.

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AschTheConjurer
AschTheConjurer

A script error? Explains why it didn't work in beta *or* stable, but I'm using the same UDV mod with no issue. Perhaps there's been a hotfix to address that in the last couple months? I got my UDV HUD files through either Project Brutality or PB Overhaul, so perhaps those distros are patched.

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