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.

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Friendly fire problems (Games : Doom : Mods : Brutal Doom : Forum : Bug Reporting (Extermination Day) : Friendly fire problems) Locked
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Mar 20 2019 Anchor

Remember, bros: its all is for the sake of AI (artificial idiocy). Because of which we can't have nice things like full realism.

1. Friendly tank frags you randomly as it fires on the monsters you try to fight.

2. Friendly marines are not immune to your railgun, they jump in front of you and die.

3. You take damage from the friendly marines' plasmagun splash.


4. The entrenched tank in map 22 (formerly 19) is *guaranteed* to kill you if you disembark your tank in its sight and it doesn't have any other targets.

5. The map22 marines open fire on you when you enter your tank, damaging the tank

6. Your tank instantly crushes your companion marines. Giving their tendency to stick close to you and teleport in front of you, they are guaranteed to die.

7. The map22 marines die in droves if you disembark your tank while it is surrounded by them. It looks like they are falling from the sky, not next to the tank but at noticeable distance from it at the closest impassable wall in that direction. Weird glitch. Are they thrown away at such speed my eye can't register the movement?

8. The map22 marines emit zombie pain sounds when you bump into them. Considering they tend to swarm you if they don't have any target, crowding and blocking your way...

Suggestion: remove vehicles from that map and add a dedicated vehicle combat map elsewhere. Makinfg these things work together would be a debugging nightmare. That map has too low a ceiling to use the missile tank anyway, you'd have to either modify it as I did using fringe sectors and raising sky height to 2000 (see CHE19). Plus, the crowds of marines play havoc on your ability to drive the tank. They block your movement right when you have to dodge incoming cyberdemon fire. Very frustrating.


P.S. See the included save with the map beat and the tank in the castle area: Chebmaster.com
(lol, Firefox thinks it's a picture because it got a PNG thumbnail in it)

9. The plane in map22 is guaranteed to kill you if you just walk forward in the castle (having killed all the imps beforehand with your tank).

P.S. I experimented a bit, found a way to get rid of the bored marines: add another waypoint to make them walk into a tunnel behind the tanks (changed that area's border from "impassable" to "block players"), where they silently teleport away, emerge from the portal and walk the main route again. They are in perpetual motion and out of your hair. See CHE19, I updated it.

An idea (correct me if im wrong) I've noticed the map 21 marines are rigged to dodge projectiles. Could the tanks used in that map be rigged to constantly fire short-lived invisible projectiles, mostly in the direction the tank moves, making them dodge the tank like it was enemy fire?

If that worked, it would be a cheap solution to marines blocking the tank. Because while the tank cannot move through them, *they* have no problem moving through the tank - while it is a player's wearable - and when you exit the tank and a physical tank is spawned in that position, those who wandered inside it die, subjected to crushing force -- just like you when you try exiting the tank under a too low ceiling.

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Also, gzdoom marines in OBLIGE generated maps that have them. I've noticed the most dreaded BFG dude is safe now, doing no damage to you.

But the brown bazooka marine still kills you *a lot*, both with his rockets and his backblast.
Also, I don't known if this is a bug or a feature, his backblast is directed at ~45 degrees downwards like if he was always aiming up.


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