Hello, member of the PB dev team here
Please do not upload add-ons such as this anymore (and take down the current ones) as they are meant to be for PB solely
Hello, member of the PB dev team here
Please do not upload add-ons such as this anymore (and take down the current ones) as they are meant to be for PB solely
Hello, member of the PB dev team here
Please do not upload add-ons such as this anymore (and take down the current ones) as they are meant to be for PB solely
For those who are still reading this, if you can help out with some small sprite editing, recoloring, scripting or testing, feel free to add me on discord - wolvexus (or WolVexus#2102 )
god i wanna put this into brutal doom power fantasy now lmao (i won't actually do it more than likely)
on a semi-related note, you said you edited the sprites yourself? could i possibly bother you to help out a bit with my reworking of power fantasy? (if not, that is completely understandable)
Honestly, I haven't been. Or to put it accurately, I've been trying to but I just can't seem to get myself to work on it for more than a few minutes before giving up.
Other than that, one of the sites I used for the recolors went down cus it ran on Flash, paint.net works, yeah but it either doesn't include the areas I want to recolor or it includes areas I don't. There's no in-betwwen.
I thought about waiting until BDv22 comes out (whenever that is).
Depression's been kicking my *** as well which would explain why I haven't even uploaded anything to YT in a while either.
I don't know if I;m somehow burnt out or if I set expectations too high regarding the reworking of things.
yo may i use this as a base for my remake of brutal doom power fantasy? i've been meaning to get rid of all the fatality crap myself but never really got around to doing it as a whole
May I use the spawner tweaks in my reworking of Brutal Doom Power Fantasy?
A heads-up
Now that I have my new laptop, I'll be overhauling BDPF completely over the next few months.
I plan to bring back things like the revolver and the revenant missile launchers as well as add more toggles for certain enemies and their abilities.
Some "balancing" will also be attempted.
v21 is no longer required to run it. You can use either the full version or the LITE version with monster addons
Just updated and solved the disappearing weapon bug and the ads crosshair should be gone now
I've noticed that as well but haven't found what's causing it yet. I have an idea or two but I'm not 100% sure if it's even it.
Rather than loading the game again, use the drop weapon keybind for the time being
very helpful!
as for the peek-n-shoot you mentioned, i was more hoping to develop a sense of power difference by essentially giving players the option to either use the big power shots to clear a room of small demons or to use on a group of cybers up ahead. to be quite honest, i got kinda tired of the run-n-gun unstoppable man trope. i'm not sure if the xvme monsters had damage increases or not, so i'll check that out as well.
i have tried lowering the tracer damage from monsters but nothing seems to happen so i'll be decreasing the number of tracers from the gunners next.
as for the death incarnate, once you learn his "pattern," he's easy to deal with. land a good shotgun blast on him and down he goes. corners are a good friend as it forces him to appear in front of you most of the time. another thing (if you have the room) is find a decent open/clear area and run back and forth for a bit while watching for the smoke puffs that give away where he was last and then you can predict where he'll be next. tho i might do what i recently did with the sniper zombie where a sound will play right before they actually attack.
as for the cvar, i tried my best with replicating it for the extra guys but some seem to work and not others.
actually this gave me an idea for a video. showing how to deal with certain enemies
Oh, right. People wanted more ammo from pickups to compensate for the usage, guess I forgot to change the messages lmao.
Isn't bugfinding just fun
oh right, were you using the plasmatic shells? those take 2 shells per shot
Yeah, i'm trying my best to fix these little bugs but it's not going so well as i'm not finding exactly what's causing them
really appreciate the feedback tho!
Pump shotty should be only using 1 when firing unless you mean the 2 when reloading. As for the ssg, it should only use 1 or 2 shells for buckshot and 2 or 4 with explosive shells.
As for the asg and revolver issue, I'll look into it
It might be because I used the values that they were given in the xvme monster expansion for damage. I've been lowering the damage slightly a couple of times to see if I can find a "balance" (we all know there's no such thing lmao).
It's all good, I've been hunting down small bugs like that and will be updating once more in the near future
Glad you enjoy it!
Unfortunately I don't know what to tell you since I use Win10 . .
Read the description
" A few weapons have been removed for reasons from too much sprite work (chainsaw with the blood colors) or just simply no feasible upgrade (flamethrower) while the grenade is now a Big ******* Grenade."
Jesus ****, you guys must really like this version.
As stated, I will be slowly working on the new brightmaps for the changed weapon sprites.
Thank you all for this :P
Which animations are missing?
okay and? if that's all you came to say, then please leave. this is meant for feedback, not 5th grade "roasting"
We need a BIONICLE music pack to go alongside this!
god damnit i forgot to remove that part of the decorate
Hm. And you aren’t loading anything like bdv21.7.0 or dox's addon?
Another thing could be the load order but I don’t know for sure
Looking into it right now (and I completely forgot about tactical mode lmfao)
Okay I just looked and it should be giving you 8 shells
ACTOR ShotgunSpawned: CustomInventory
{
scale 0.8
radius 24
height 24
+THRUACTORS +FORCEXYBILLBOARD
Inventory.PickupMessage "You got the Pump Shotgun! (Slot 3)"
Inventory.PickupSound "weapons/sgpump"
Mass 1
States
{
Spawn:
SHTC A 0
SHTC A 2
TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
TNT1 A 0 A_SpawnItem("FakeOldSGSprite")
TNT1 A 0 A_SpawnItem("FakeNewSGSprite")
Loop
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "Purist")
TNT1 A 0 A_GiveInventory("Shot_Gun", 1)
TNT1 A 0 A_GiveInventory("AmmoShell", 8)
Stop
Purist:
TNT1 A 0 A_GiveInventory("ClassicShotgun", 1)
TNT1 A 0 A_GiveInventory("AmmoShell", 8)
Stop
}
}
Unless you mean shotguns dropped by zombies then I think that is only 1 or 2 rounds
ACTOR ShotgunSpawnerDroped: ShotgunSpawner
{
States
{
Spawn:
TNT1 A 0
SHTC A 2
TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
TNT1 A 0 A_SpawnItem("FakeOldSGSprite")
TNT1 A 0 A_SpawnItem("FakeNewSGSprite")
Loop
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "Purist")
TNT1 A 0 A_GiveInventory("Shot_Gun", 1)
TNT1 A 0 A_GiveInventory("AmmoShell", random(1,2))
Stop
Purist:
TNT1 A 0 A_GiveInventory("ClassicShotgun", 1)
TNT1 A 0 A_GiveInventory("AmmoShell", 1)
Stop
}
}
Are you loading anything with it? Or maybe BLOODWOLF's or Dox's addon?
WolVexus
joined
READ MY LATEST COMMENT ON BRUTAL DOOM POWER FANTASY TO KNOW WHAT'S UP