The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.
These are the Skulltag Weapons brought back to brutal doom updated. For PB you can switch back to the old style sprites too! (Gren Launcher/Railgun) Cheat codes for Skulltag weapons: give BFG10000 or STRail_Gun or STGrenade_Launcher. PB BFG10000 is in Slot 8. Enjoy!
thx, do u know where is grenade damage radius in pk3?
I think its in the Decorate text file :)
Awesome! I'll check this out when I get home
I hope all goes well!
Huh, it's funny how this version of the grenade launcher doesn't cause graphical glitches after a couple of shots like the PB version does. Graphical glitches such as: DMR's scope having transparency issues, black outline around weapon sprites, disappearing textures for unarmed (from what I heard), etc.
Wonder what is different?
Really? i didnt know! But i dunno maybe if someone shows pain this he can do something!
It's been reported in the past but I remembered the cause is unknown, even to pain. Some even suggested that their video card may be the issue but I don't believe so; if that were the case, then weapons like the Super Grenade Launcher or the Black Hole Generator would be causing even more issues.
Weird...and thats right! Maybe its frame naming or something im not sure...i hope its fixed!
"it's funny how this version of the grenade launcher doesn't cause graphical glitches"
Basically I just took the original BD grenade launcher and converted it to PB. Perhaps Pain made some small mistake with his.
Make sure that you are actually using your graphics card to run GZDoom instead of your cpu/integrated card. That will most likely solve all of your weapon sprite problems.
Like ive said i never have had the issue so i must be doing something right haha
I really hope he fixes that issue after people have stated having the issue a lot
OK when did you start working on this s..t. I thought you already had too much to do.
And pssh I got another weapon idea.
This was actually included inside Infernal Doom but someone wanted it separately so here it is XD and oh okay!
This is already in the Infernal Doom download.
I know i said it was too, but this is updated in small bits and is seperate in case people dont want to play infernal doom
I think that BFG10k was used in Demon Eclipse for the bfg9000
Idk it was there first or not
Skulltag i think used it first to incorperate it with the other 2 new weapons. At realm 667 it even states so and has a skulltag logo on the preview image :)
2 words. ******* awesome c:
2 word reply. Thank You c;
The skulltqg bfg and doom movie bfg are the same, just with small edits.
Skulltag version if one of the most overpowerd bfg(automatic bfg with hitscan explosion, hehe).
Maybe i can add it on my mod, but more balance(less damage and ammo consumition).
haha oh it is but so much fun! and go on ahead! but its not side facing-and make sure to credit Skulltag.
my beta pulse rifle work in this way(unbalanced, now you get it oly with cheat), maybe i can bring it back with better sprites and balance. i remember this gun on onld skulltag, bad times if you foe get this gun(impossible to dodge or counter), hehe.
nice! and haha oh yeah you can mess someone up XD
Wait, brutal doom doesn't have those weapons anymore???
It does! they just are completely out of date from v19 :P so this mod updates them to what they should be!
the BFG10000 looks awesome but i dont get any sound when picking it up and it does not have any secondary fire or special fire options. Is this ok?
and i am using project brutality latest version with gzdoom and zdl
That is quite alright! The BFG10k's purpose was only to be a jackhammer BFG so to speak. Anything else would be seen as redundant as an alt fire or specialty. However maybe with some thinking and time...something might be abound