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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Release Candidate 7 Testing | Locked | |
Thread Options | 1 2 3 4 5 | |
Dec 30 2018 Anchor | ||
This is not a thread for voicing your "opinions" or suggestions about anything. Use the general talk forum for that. Any posts not related to bugfixing will be deleted. Edited by: Sergeant_Mark_IV |
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Dec 30 2018 Anchor | ||
I've mentioned it in the Discord server and here, but TNT and Plutonia maps play their original songs no matter what custom music you use. Those "setMusic" lines in DYNAMICLEV.o are problematic... unless they're there for that Metal volume mod. And even so, I don't see why would they'd be necessary to make a music mod work. Wouldn't renaming the tracks as the files you wanna replace be enough? |
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Dec 31 2018 Anchor | ||
For D_VICTORY (DOOM 1 End of episode/victory music) could we use Andrew Hulshult's rendition of the song? Currently it uses the MIDI original theme. Not sure what to put for D2's victory music, I found this song but it's not a metal rendition, maybe there's a better song out there? Edited by: noire1546230907 |
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Dec 31 2018 Anchor | ||
6.- Depleting the auto shotgun (with autoreloading on) shows this message: "Jump target 'turbo reload' not found in assaultshotgun". The weapon still reloads anyways. 7.- Can't use the flashlight with the Quick pull pistol button. 8.- Seconding the asais10's report, hitting the ground with the axe shows this message: "P-STARTSCRIPT: UNKNOWN SCRIPT 373". 9.- Beheaded Arachnotron makes zombie noises. 10.-Shotgunners and Assault zombies might drop two weapons with this animation (hitting them in the center and melee executions also triggers this bug). 11.- Similar to the first bug above, something happens on E2M3 with some barrels and small pillars, however this has been happening no matter if you have Advanced decorative objects disabled or enabled. - Still happens on RC7. I noticed that this is tied to the MES and has nothing to do with the other option, probably a little miscode there. Edited by: Dubman_31 |
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Dec 31 2018 Anchor | ||
Baron Of Hell: After performing a fatality |
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Dec 31 2018 Anchor | ||
These are still in: Edited by: xanrer |
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Dec 31 2018 Anchor | ||
just one more request: that you can interrupt the recharge of ammunition with the kick |
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Dec 31 2018 Anchor | ||
I can confirm Dubman_31's report: Friendly Marines seem to have taken one too many Berserker Packs, and will either punch the player, or whack him upside the head with their weapon, if the following conditions are met. 1)The Friendly Marine is moving around. 2)The player happens to be within punching distance. One example is the Shotgun Marine I rescued; every time he attacked, the "kick attack" sound is played, and a small amount of blood flies out from the point of impact. As the aforementioned user said, they do not damage the players health and armor when they do this. The solution for the time being: Keep a decent distance away from the Friendly Marines until they stop moving. When stationary, they will not attempt to vent their frustrations out on the player. Only once they start moving will they go ham on the player, albeit fruitlessly. |
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Dec 31 2018 Anchor | ||
Happy New Year !!! and thanks for your hard work as always. Now my report: 1) While in Berserk Mode, when I am sending flying the Shotgun-guy WITHOUT his body hitting a wall, he will transform to a Rifle Zombieman 2) While in Berserk Mode and having my hands equipped and do the Left Punch, Right Punch, Left Punch Combo, some monsters are get pushed back from the Right Punch. The monsters are: Demon(Pinky), Hell Knight, Mancubus. 3) When I cause a fatality to Archvile, the one that rip him in half and then stomp hims, the Doomguy's voice is missing(laughing after the stomp) -- Sometimes with the Shotvolver they get "kicked" instead killing them. Distance does not matter . Is this normal ? The MP40 causes the player to "sink" slightly in the ground almost like crouching. This happens ONLY when you have a single Mp40 not dual-wielding. |
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Jan 1 2019 Anchor | ||
Edited by: ReaperAA |
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Jan 1 2019 Anchor | ||
Two bugs here. Another bug, Shotgun guys become Zombieman corpses when you Berserk punch or Berserk Kick them (if they don't hit a wall) Edited by: JMartinez2098 |
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Jan 1 2019 Anchor | ||
E3M1 leg decoration bug it comes from previous updates actually. the legs in front of the second door. They act as if complete body, you can shoot them like that (down them) and they can stop grenades (reason why I realized) |
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Jan 1 2019 Anchor | ||
Hey bro can you Add the DOOM E1M1 REMIX from doom 4 in list? Would be really appreciated if so... Thanks and shout me out I showcase brutal doom and I love ur mod |
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Jan 2 2019 Anchor | ||
The Helicopter is plagued with major bugs with landing the helicopter when you are discontinuing use. When you try to exit, you take damage and it would spawn a destroyed helicopter. Sometimes, it would say "Can't Leave From This Direction" but you would still take damage. Edited by: JMartinez2098 |
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Jan 2 2019 Anchor | ||
Edited by: ReaperAA |
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Jan 2 2019 Anchor | ||
*Ancient Arachnotron appears as a regular arachnotron during some animations (after they kill the player and start wandering around, for example, and some flinch animations) *Female Doomguy makes Male Doomguy's pain noises when taking damage while fists are equipped Happy New Year! |
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Jan 2 2019 Anchor | ||
Hi, Mark. Some issues in Zandronum DM: 1. Plasma rifle secondary(charge) shoots though people - seems doesn't do damage at all. 2. Can't pick up and dual-wield second rifle. (Can do it with plasma though) Edited by: TerroristSvin |
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Jan 2 2019 Anchor | ||
Marines' plasma bullets hurt you when they hit the wall why monsters do not give you life when you destroy them? Edited by: lyhwha |
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Jan 2 2019 Anchor | ||
When you load Brutal Doom in a Doom 1 mod using Doom.wad and you go to the weapons test map, there are quite a bit missing textures, they are very noticeable like the ground texture and wall textures. |
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Jan 2 2019 Anchor | ||
floating dust by explotion level 15 secret elevator doesn't up and why monsters do not give you life when you destroy them? I think it should be a kind of cool and i don´t know you guys, but i prefer blood instead lava e3m7 And heavyweapon dude still doesn't leave gun he´s stuck in the wall |
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Jan 2 2019 Anchor | ||
I would like to report a new bug: the traditional/oldschool shotgun and super shotgun cost twice their normal amount of ammunition to fire (oldschool shotgun should fire 1 shell, but fires 2, and oldschool super shotgun fires 4, but should fire 2.) I would like to see this bug fixed before the release of v21 please. Thanks |
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Jan 2 2019 Anchor | ||
There is a bug that happens when running in tactical mode while picking up a red orb that transformers you into a demon. While in the demon form you can run super fast and it will stick even after you change back until you hit the run key again. Although it's fun to exploit I noticed it back in RC3 and just checked to make sure it's still happening in RC5. Can re-create it easily in the weapon test map. |
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Jan 2 2019 Anchor | ||
there is a bug where you can't get out of helicopter and it creates helicopter destroyed in your own position so is there any fixes? |
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Jan 3 2019 Anchor | ||
ReaperAA wrote:
Edited by: ReaperAA |
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Jan 3 2019 Anchor | ||
i think i was wrong with Dual weild bullets count error, sorry if it is i don't know if it´s a bug, but... Steps sound keeps in metal floor when you had stop (for a while) water efects go through the walls hell knight has an animation where small parts of his body fly out and they have red blood |
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