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WasabiSteak
WasabiSteak @ Brutal Doom

More people working on the code is supposed to lead to better code. One person can't possibly see all the errors they have made in their own code, so that's why peer reviews are a thing.

Big mess only happens when no proper code review is being done, and no one cares enough that every pull request gets merged with no scrutiny.

Good karma+1 vote
WasabiSteak
WasabiSteak @ BRUTAL HEXEN

I used my own ini but copied contents of the included ini which contains all the keybindings. I've also manually changed the bindings by editing the ini file, removing the "F=slot 0", and adding "F=+Flechette". I just want to bind "F" to Flechettes.

As for the email issue, I use gmail.

Good karma+1 vote
WasabiSteak
WasabiSteak @ BRUTAL HEXEN

This is a great mod!

As of v7.2, there seems to be a problem with binding Flechettes to "F". It seems to get unbound every time and be replaced with the Torch. I'm currently using gzdoom 4.6.1.

btw, I can't seem to get an account activation email for Nzdoom.net

Good karma+1 vote
WasabiSteak
WasabiSteak @ Brutal Doom

> Lost Souls
The monsters were rebalanced (from vanilla) to keep up with your now enhanced weapons in Brutal Doom. I think the Lost Souls are at a decent threat level.

> checkpoints
You can save anywhere you want. You can make your own "checkpoints" or even save scum. Brutal Doom can be as hard (or easy) as you want it to be.

> respawn on death
I believe there are DMflags for this. It's more of a sourceport thing.

> grenades
The grenades were made into fragmentation grenades, and you HAVE TO TAKE COVER when using them. I believe the frag grenades have some hitscan in them. In real life, fragmentation grenades have a larger area of effect due to the shrapnel - basically, they shoot out projectiles in every direction.

Rocket warheads on the other hand were made to simulate shaped-charge, so most of the area of effect is towards the front.

Good karma+3 votes
WasabiSteak
WasabiSteak @ Brutal Doom

I wonder how the balancing would work out since the guns are designed around stronger and faster monsters and headshots.

afaik, the monsters have to be modded for them to take extra damage from headshots.

Good karma+1 vote
WasabiSteak
WasabiSteak @ Brutal Doom

It's okay to express your hate and dissatisfaction. I'm all for free speech. I also have things I will never come to like no matter how much a million other people would tell me how good it is, so I might understand where you're coming from.

However, the second paragraph sounded like a threat (from a bitter and envious modder). You might want to regret a little because that's pretty dumb thing to do if you never actually meant it and you were just unnecessarily spouting some resentful fantasy. Don't double down on it.

Good karma+1 vote
WasabiSteak
WasabiSteak @ Brutal Doom

Not too familiar with the Doom engine, but the bullet entities(?) aren't the only things that could flood the level and cause lag. There are plenty of other entities that could flood the stage (e.g. spent bullet casings, plasma scorch marks, gibs, rocket puffs, shotgun puffs), and bullets don't stay alive long enough anyway. So if you think it's the number of entities from being the bullets being projectiles is causing the lag, then you would probably have to look to disabling a lot of other things too. Which is why I asked if simply having too many entities in vanilla Doom could also cause lag in your device, as you could save yourself some effort if your initial assumption happens to be wrong upon confirming it this way.

Then again, it's a source port running what is likely to be JVM... I wonder if newly spawned entities have to be allocated instead of recycled? If entities aren't being recycled, then your guess is correct.

Good karma+1 vote
WasabiSteak
WasabiSteak @ Brutal Doom

Is that a threat?

Good karma+6 votes
WasabiSteak
WasabiSteak @ Brutal Doom

Really? I've been getting them as soon as level 2 in Doom 2. The drop chance seems much higher as of bd21RC8, like about 1 in 8 former sergeants will have a SMG instead of a shotgun.

Maybe you meant as a pickup? Yeah, I don't even know which weapon it replaces anymore but I sure hope it doesn't replace the chaingun nor the machinegun.

Good karma+1 vote
WasabiSteak
WasabiSteak @ Brutal Doom

Why do you think that projectile bullets are the problem? I suppose that your game lags too when you play vanilla at Doom 2 level 30 and there's like 50 arachnotrons shooting at you?

I think you're looking to write your own Brutal Doom mutators. Maybe you could start reading about that?

Good karma0 votes
WasabiSteak
WasabiSteak @ Brutal Doom

Were the weapon recoils removed this time around (as of RC8)? Seems like the chaingun and the machinegun are too similar now. On top of having similar spread (was the LMG spread increased?), they're practically identical in use... then again, the LMG was too strong before with its ability to quickly make minced meat of demon heads.

Also underbarrel indicator for the machinegun being beside the crosshair means that I'll end up with a crosshair even though I turned crosshairs off.

While it's nice that the chainsaw got better at sticking into targets, I do wish that the alternate (or default) attack doesn't have the target-chasing/sticking mechanic. I'd want to have that option where my movement isn't constrained while attacking as hit-and-run with chainsaw is a thing.

Good karma+1 vote
WasabiSteak
WasabiSteak @ Brutal Doom

I don't think using the shotgun over long distances is efficient at all. You will do so much more damage with Assault Rifle headshots. The shells find more use for close-medium range burst damage.

In my playing experience, the weapons that go underused are the pistol, the SMG, and the railgun. The pistol and the SMG could find some more use if rifle ammo is more scarce or if they can have silencers. afaik, energy weapons don't do crit damage (headshots), so the railgun doesn't find much use except for situations where I have to quickly shoot down tough, fast-moving targets.

Good karma0 votes
WasabiSteak
WasabiSteak @ Brutal Doom

Are the first-person finishers implemented? How do I activate/use them?

Good karma+1 vote
WasabiSteak
WasabiSteak @ Brutal Doom

Did Brutal Doom add a revolver?

Good karma+1 vote
WasabiSteak
WasabiSteak @ Brutal Doom

I don't think it would be difficult to program as the code for it should already be in the assault rifle - the parameters just has to be changed.

However, I disagree with your suggested change.

There's a reason why the machinegun is the way it is: it's the intermediate between the assault rifle and the chaingun for accuracy, sustained fire, rate of fire, and ammo economy; the lack of single-shot/burst-shot accuracy is intentional as it balances out its advantage of lack of recoil. I think the machinegun is already very strong - strong enough that I would use it over all the other guns most of the time, and I think making it any more accurate might it less likely for me to switch to the assault rifle at all.

Good karma+1 vote
WasabiSteak
WasabiSteak @ Brutal Doom

Pistol suppressor and unlimited ammo would make no-Berserk-melee obsolete.

But you're right - the pistol becomes completely obsolete by the time you get the SMG.
> it's less accurate than the SMG
> the SMG also uses pistol ammo
> the pistol secondary fire isn't better than kicking nor switching to melee to make up for its lack of aiming down the sight

Good karma+1 vote
WasabiSteak
WasabiSteak @ Brutal Doom

Do you mean the accuracy of the first shot? I think it's okay. If the machinegun were any more accurate, it would make the rifle redundant. The spread is already the same as the rifle but without the recoil.

The machinegun is best used for high rate mid-range headshots, which makes short work of hell nobles, cacodemons, mancubi, and even cyberdemons. It's pretty much my go-to for just about any situation.

Good karma+1 vote
WasabiSteak
WasabiSteak @ Brutal Doom

> When switching to your melee, even if you have the chainsaw in your inventory, the game will prioritize your fists

The weapon order is customizable in the ini file for your sourceport.

Add something like this at the end of the ini file (mine is already customized):

[Brutal_Doom.BDoomer.Weapons]
Slot[1]=BrutalAxe Melee_Attacks Chain_Saw ClassicFist ClassicSaw
Slot[2]=BrutalPistol BrutalSMG ClassicPistol ClassicSMG MP40
Slot[3]=AssaultShotgun SSG Shot_Gun ClassicShotgun ClassicSSG
Slot[4]=HitlersBuzzsaw Minigun Rifle Machinegun ClassicChaingun
Slot[5]=Rocket_Launcher GrenadeLauncher ClassicRocketLauncher
Slot[6]=Railgun Plasma_Gun ClassicPlasmaRifle
Slot[7]=BFG10K Unmaker BIG_FUCKING_GUN VanillaBFG9000
Slot[8]=HellishMissileLauncher FlameCannon
Slot[9]=HandGrenades
Slot[0]=AmmoDroper

and then do it again for the different classes:
[Brutal_Doom.BDoomer2.Weapons]
[Brutal_Doom.TacticalDoomer.Weapons]

The rightmost weapon is the first choice weapon. Classic weapons are only available for purist mode.

Good karma+1 vote
WasabiSteak
WasabiSteak @ Brutal Doom

Didn't the minigun already have reduced recoil since the Feb update? I think it's already good enough as a hell noble killer. Humanoid monsters die REALLY FAST already if you manage to land headshots all the time.

Good karma+1 vote
WasabiSteak
WasabiSteak @ Brutal Doom

Do you have a Berserk powerup when you tried them?

Good karma+1 vote
WasabiSteak
WasabiSteak @ Brutal Doom

What are the pak files that you included? bd21test releases can stand on their own and don't need an older version to work.

Good karma+1 vote
WasabiSteak
WasabiSteak @ Extermination Day

I'd say that "Hell on Earth Starter Pack" is a temp name for this. So this is basically everything that one was but better. Currently, some maps were swapped out for something better. Some were extended - given intro sections that connect it to the previous level and adds to the immersion.

We could say that Recurring Nightmare is sort of the prototype to Extermination Day. The intent is kind of the same, "retelling of the original Doom". Sgt Mark IV dropped the Recurring Nightmare project in favor of working on Extermination Day: "I'd be better spend my time working on my own maps instead of trying to "zdoomify" Vanilla maps."

Good karma+2 votes
WasabiSteak
WasabiSteak @ Brutal Doom

Sounds like a graphics issue.

Perhaps a driver update broke something? Try rolling back your drivers to the versions before you started experiencing problems.

Or maybe your video card is worn out? Try swapping it out with a spare video card if you have one.

However that may be, this isn't exactly the best place to get help for this kind of thing. You said it didn't matter which source port you tried, and you have probably tested previous versions of those source ports too. So this is beyond the scope of this comment section.

Good karma+1 vote
WasabiSteak
WasabiSteak @ Brutal Doom

Shouldn't the Secondary Fire in Customize Controls be the 2nd one in the list after (primary) Fire?

If you bound it properly to let's say, right click, you should be able to find this line, "mouse2=+altattack", in the ini file of the sourceport (GZDoom or Zandronum) you're using. Or well, you could always insert that line under "[Doom.Bindings]" in the ini file if you still can't find it in Customize Controls.

Good karma+1 vote
WasabiSteak
WasabiSteak @ Brutal Doom v21 HUD Pack

> added an indicator for Machine Gun grenade launcher

Thanks for this!

Good karma+1 vote
WasabiSteak
WasabiSteak @ Brutal Doom

I think the machinegun needs an indicator as to whether it has a grenade loaded or not... or am I missing something?

Or maybe allow reloading of the grenade launcher with the reload button instead of pressing secondary fire again. Pressing secondary fire to reload when you forget you already have a grenade loaded has some terrible consequences.

Good karma+7 votes
WasabiSteak
WasabiSteak @ Brutal Doom

The machine gun is incredible. With almost no recoil, you could easily keep the crosshair aimed at the heads of the Hell Nobles and Mancubi from medium range, and bring them down really fast.

Good karma+1 vote
WasabiSteak
WasabiSteak @ Brutal Doom

I think the lower damage comes from its recoil. The spread is lowered, but the recoil was increased since the Dec31 build. No mention of change in the damage per bullet.

It's difficult to keep the minigun aimed at the head or at the weakpoint (e.g. Cacodemon's eye), so it takes more shots to kill a single target.

Good karma+1 vote
WasabiSteak
WasabiSteak @ Brutal Doom

You can find them in the directory where you installed Doom/Doom2. Or if you don't own/have Doom, you can use the IWAD from Freedoom.

Zandronum is a source port and Brutal Doom is a mod, so you need the base game (just the game data, which is the IWAD) to be able to play Brutal Doom.

On a side note, the latest official IWADs are over 20 years old. They... only supported 320x200 resolution.

Good karma+1 vote
WasabiSteak
WasabiSteak @ Brutal Doom

> explosion sprites have black squares on ceilings and floors, while it looks completely fine on walls

How do you exactly get to do this? What should I do to see this happening? Which WAD/map? Which weapon? Do I have to shoot at a certain angle? Do I have to shoot at a certain wall/ceiling texture? (shooting on sand and dirt seems to create some particles) Are you talking about barrel explosions instead?

> the crosshair has no transparency when aiming down sights

You mean the crosshair disappears when aiming down the sights? I thought this was intentional (the crosshairs are redundant). Although the shotgun retaining the crosshair is the weird one.

Good karma+1 vote