Version 14b of my Brutal Doom Classic Edition mod. A few bug fixes and some minor things added.
NOTE: Zandronum is currently not supported.
v14b:
- minor blood splash red screen and gore changes
v14a:
- reduced the length of time the screen turns red when being damaged.
- screen will now not turn red when a lot of blood splashes on the screen (chainsaw is an exception)
- added missing frames in shotgun extra pump animation and fixed some other minor things. Will now work exactly as it did in v18
v14:
- fixed pistol bug where select animation would play when trying to reload with a full clip
- flashlight now does not turn off when switching weapons
- added more disabled map enhancements (ceiling lights for E1M2 only)
- kicking when looking down the sight for any weapon will now lower the weapon to default view
- changed default kick physics to feel more like an updated version of v18 kick physics
- minigun secondary fire mode slightly shakes the screen like the primary fire mode.
- edited bfg kick animations so that it would feel more natural
- edited v18 rocket launcher animations so that it would tilt and feel more natural
- added more frames for shotgun ironsights switching
- fixed rocket launcher aiming
- increased chaingun alt-fire spread for balance
- small corpse kicking fixes
- changed head shot system and dying enemies so that one kick could still blow the head off of a dying shotgunguy/zombieman/imp while allowing enemies to dynamically die when their heads get blown off when their standing
- edited dying shotgun sergeant hit-in-eye to feel smoother and better when doing a head explosion kick
- smoother shotgun weapon kick animations
- added option to turn screen effects on or off (must restart level for change to take place)
- added option to turn chaingun recoil on or off
- added options for different types of aiming in "BD Doom Gameplay Options".
"Press once" will require the player to press alt-fire to get in and out of ADS.
"Hold" will require the player to press alt-fire constantly to keep ADS-ing.
"BDv21" is the ADS system that BDv21 had originally. The way that worked is that if you pressed alt-fire quickly, ADS will remain up until you press alt-fire again. If you pressed alt-fire and held it for a couple of seconds, when you let go, ADS will go down.
Cover art by Frinfrosk
gzdoom freezes upon trying to use a grenade while standing near a corner at a position with lots of blood splash from a dead enemy (with its back aginst the wall) which "explodes" (?!) suddenly...
Did this happen to you with BDv21? Also, I need more information to understand what was going in your situation
it doesn't happen in your original 13a or BD v21, it seems to be related to the way of "gore implementation" mechanic in v14 (which looks much more epic than both versions)
Try v14b. That might fix things. If not, I'll look into it
I have tested v15 with GZDoom 3.7.2, the freezes become even more severe lol.
Fortunately, no freeze is found when testing v15 with GZDoom 4.4.2.
It may be an engine rendering issue of gzdoom.
With so many gzdoom versions lying around, things start to get funny.
A mod may work in a particular version but break in another version.
I had heard Brutal Doom v21 may break in gzdoom 4+, but this seems not be the case for your mod. In fact, it does work better in my condition.
EDIT: I have tested v15 with GZDoom 3.7.2, the freezes become even more severe lol.
In GZDoom 4.4.2, the freezes are less frequent but still happen.
I may just stick with v13a for the time being... :(
are you using android? and also, can you describe what is going on during the freezes? I cannot recreate the freeze.
UPDATE: okay, so I'm running v13 with some demanding wads, and v15 with some demanding wads, and I've noticed that performance was very similar. I'm not sure what's going on at your end. Please tell me your blood/gore settings and tell me exactly what is happening when the engine freezes. Also, is it a crash freeze, or a temporary freeze?
I see that you deleted your comments. Does it work now?
No, but I suspect it *might be* (still NOT sure though, SIGH...) graphics driver issue...
I don't want my "inaccurate" comment to scare away any players interested in your great mod.
I will contact you via the ways suggested by you if I have found issues regarding your mod via further testing.
very well. Just do some tweeking and maybe it will help. If not, you know how to contact me
I recommend running this mod with gordo.n's voxel patch. Somethings will not be consistnet, like some of the weapon models, but it should be mostly fine. Link: Moddb.com