This member has provided no bio about themself...
This happens because the HD sprites are still WIP, and mutilation deaths are really not ready yet, and may take a long time to get ready.
I think you are using Skulltag. If then, use Zandronum.
You are trying to load the Zdoom version in the Zandronum sourceport.
Update your sourceport.
I never seen anything like this before. I think it has something to do with your rendering options. Go to Options > Display Options > OpenGLOptions, and try to mess around with it.
Yes. I just forgot to include it.
You only need these files if you are playing my modified Knee Deep In the Dead maps...
You are trying to use Skulltag. USE ZANDRONUM
It doesn't works with Skulltag anymore. Use Zandronum.
Btw, you shouldn't even be trying to use the GZDoom version on ST/Zandronum.
As you can see, the files are already updated and ready. They are just waiting approval. I hope the Moddb admins aren't asleep...
It's already up. I am just waiting for the admins to authenticate the download. Just a matter of time now...
No. Final version is going to 1.0 (and maybe there will be 1.1 or 1.2 if bugfixes are required)
0.17 is coming out this month, 0.18 in November, and 1.0 in December.
Download the unfinished E1 here
Since this was made for Skulltag, you need the ST actors and ST data pk3 if you are going to play it in Zandronum or Zdoom (check the Zandronum forums for Download link)
You also need this patch to fix the final battle if you are going to play this with Brutal Doom.
1.0 is comming out December 21th
A new test version is out. Expect lots of bugs :D
The most important feature in this version is the skill to sideroll using Z and C buttons.
Also, this is not playable in Doom 1. And only works in the new Zandronum engine.
Actually, yes. Nazis are much stronger now.
Hey guys, Sorry for taking time to talk about V17. I found a new job with inflexible working time, and until my boss makes his mind about it, its gonna take a while until Brutal Doom can get under full-steam development again.
I'm working on some huge **** for 0.17. It will include new moves for the player and new ways to interact with the world, new moves that will make the Brutal Doom Guy look even more badass.
Also, I am working on smarter enemies. And by smarter enemies I don't mean enemies that can fire faster, I mean REALLY smarter enemies, enemies that can develop defensive tactics, react to taunts, and maybe, MAYBE, even communicate with each other.
The new light amplificator is a Zdoom/Skulltag feature, not a Brutal Doom feature. As far as I know, it's impossible to fix such problems of determinating what is and what is not highlighted. I personaly turned this feature off in my Display Options.
You should only put the high res texture pack in the Skins folder. To run Brutal Doom and the Pistol replacement, you must put them in the Skulltag main folder, and grab and drag both files into the Skulltag.exe every time you want to play it.
I already know about the typo. It will be fixed on 0.17
Which sourceport are you using?
What exactly is bugged?
Skulltag is dead, and now Zandronum will take its place, using the alpha build of Skulltag 98e as base.
Yes, its a good engine. It fixes most desync problems in online play, and it can handle lots of sprites and effects in the screen a bit better than Skulltag could.
And now without Carnevil whining about the Zdoom code implements , this engine will not have its features utterly outdated in comparison to Zdoom like Skulltag had.
Are you running it on OpenGL? Did you droped the HD pack inside the skins folder?
Thanks, and happy birthday :D
Download the HD Texture pack here Dhtp.freelanzer.com
You can't download the improved map pack because I am still developing it, and no beta releases have been made yet.
It's not broken. It happens because by Slade 3's default, the sprites offsets are X - 0 and Y - 0. After you import the new sprite, the offsets will be reseted, and you will need to adjust again. Change the preview mode to sprite and you will see a cross in the middle of the screen. The point of the cross is the point 0,0. The sprite must be above the horizontal line (anything under this line will get under the ground) and between the vertical line.
I already uploaded it, but looks like it takes time until a moderator aproves it. I am providing Mediafire mirrors right now.