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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Machinegun sprite cut-off when reloading the grenade launcher. (Games : Doom : Mods : Brutal Doom : Forum : Bug reporting (Brutal Doom : Machinegun sprite cut-off when reloading the grenade launcher.) Locked
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Nov 11 2018 Anchor

After firing the Machinegun's grenade launcher, the weapon sprites' right-edge gets cut-off when sliding another rocket into the tube, as if the weapon's stock has gone missing. My guess is that it happens because the reloading sprites were designed with a 16:10 aspect ratio in mind, and not for 16:9 and wider.

Nov 11 2018 Anchor

Shockwave_S08, Enjoy the fix Moddb.com

Sergeant_Mark_IV, I'll be glad if you add this fix and also the SSG with fixed hands Moddb.com to RC4.

Nov 11 2018 Anchor
Zodomaniac wrote:

Sergeant_Mark_IV, I'll be glad if you add this fix and also the SSG with fixed hands Moddb.com to RC4.


The super shotgun in Brutal Doom is not sawed-off. These hands positions are not correct.

Nov 11 2018 Anchor

" guess is that it happens because the reloading sprites were designed with a 16:10 aspect ratio in mind, and not for 16:9 and wider."


I have the same and i am on 16:10 as well

Nov 11 2018 Anchor

Sergeant_Mark_IV, I mentioned this in the file description.

You may say that the right hand should not be visible, as it isn't visible when holding the regular shotgun, but if you look at their worldsprites, you will notice that the thumb groove for pump-action shotgun is deeper than the SSG's Shotgunsand lets the right hand to stay low enough to be out of the view.

Thanks for the idea anyway, the SSG's pellet spread is greater and barrels are shorter (see worldsprite comparison) , so why not make a sawed-off world sprite without the buttstock) Here you are Moddb.com

eviltechno the standard sprites are cut off even before the internal framebuffer ('autochthonic 16:10") would cut them off, look up the link above for the fix)

Edited by: SoDOOManiac

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