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also how can i use pipebombs in brutalse v19 ?
Can you please please add the ability to throw grenades at different velocities depending on how long you hold the "grenade button" for ? That would make this perfection!!
How did you find/pick out these tracks?
What was the last version of this MOD that had support for Zandronum? Was it v4.5 ?
I still have not heard back from Pa1nki113r, would you recommend I PM him?
Understood. I'll eagerly await his response. :)
Where can I find it?? If be very grateful if you could hook me up! :-)
No no, i'm talking about ONLY the aspect of your MOD that can randomize monsters' spawn positions and quantity. It is a BRILLIANT idea that would add a lot of challenge and re-playability. Each time through a map you could never just "assume" an enemy's position. Maybe you could just try it with the monsters from the normal Brutal Doom v20 or vanilla doom.
Is there ANY chance you could package your BRILLIANT "Default Random" into a separate addon that could be used with ANY mod? It's such a great idea and i think would add a lot to ANY version of DOOM!!
How is this different than Brutal_Pack_v5?
Just downloaded v5....what happened to the separate Zandronum folder?
JUST AMAZING!!! Can't wait for the full soundtrack!!!!
I've never left a review on moddb before, but i had to leave my review after playing with this mod for several hours. I really wouldn't think i'd have found these monster sounds to add all that much to the Doom 2 experience but they REALLY do!! I love the extra level of "horror" these sounds provide and since they all came from the existing monsters "3" counterparts they seem to fit the various monster's personalities very well!! My ONLY gripe is that i'd love to see even MORE of the Doom 2 monster's grunts and groans replaced so that there is no disjoint between the two. Also, i think there might be a slight delay on some of the "shot" sounds that remove a bit of the "umph" when you shoot them and i'm hoping this can be tightened up a bit. Otherwise, this is a GREAT mod and works VERY well with brutal doom!! Thank you thank you!!
" the god-awful "IIURGH IIRUGH IIURGH" repetition from wounded enemies. Ugh. God, that's so very bad. If you can replace those sounds with something less annoying, I'd be a happy, happy camper." DITTO!!!!
So is v11 the most up to date version?
Please post a trailer showing off all your improvements! This looks/sounds amazing!
PLEASE change footstep sounds with player speed so running sounds like running.
This looks amazing! You are developing it for gzdoom correct? Will it run in Zandronum too for coop action? Are you basing the "brutal" part off of brutal doom v19 or v20? It would be cool to see some of the newer effects such as bloodied footsteps that v20 provide :)
Is it possible to use MOD'd textures with this great MOD? I have some higher def weapon textures that are great but i'm not sure how to use them with your mod?
honestly, i think you have a talent with explaining this stuff. You did a great job relating all the ideas with concrete examples(C++ code). You should consider making a website where you could post this tutorial(possibly expanded) along with other tutorials. Then you could have a Q&A section(maybe separate into noob/expert section) at the bottom where people can post questions about specific things in the tutorial and other people can answer them.
I would love to see more of these type tutorials!! also, please fix the grammar mistakes as it does make the reading slightly more confusing. Btw, i can see <br /> statements used in your second C++ code example.
been looking forward to this for a looooong time! keep at it boys!
why are more people not excited about this?!?!?!
KEEP IT UP MAN I CAN"T WAIT!!!
MrtwovideoCards, i find this discussion fascinating, please post a technical writeup explaining all of the issues discussed here as i think a lot of people would find it interesting to read!