It should fully work with Zandronum. However, certain sounds will not play due to the method I used for converting audio to OGG format. Perhaps a later update after the mod leaves beta will fix these audio issues?
It should fully work with Zandronum. However, certain sounds will not play due to the method I used for converting audio to OGG format. Perhaps a later update after the mod leaves beta will fix these audio issues?
At the current moment, the mod doesn't have any credits, since I'm still changing things up. I'll include a list of credits once I consider the mod finished enough for a proper release.
Is there a chance we could see compatibility with Hexen 2 models in the future? At the current moment, the palette is screwed up and half of the models don't load properly.
Sure thing. I'm not supporting this mod anymore, though, so feel free to edit them.
Sgt. Mark IV is working on it, but it's not out yet. He'll eventually rerelease this as Extermination Day.
Pretty much all of them.
A Fistful of Doom was made back in 1997 (Development starting back in late 1996, as far as I know), which was before really any major source ports existed. So, for all I know, you can play this in vanilla Doom.
I don't see what's wrong with that format. Are you using ZDL?
How do you get this to work in ezQuake? Or is the mod not designed for that?
Okay, just updated the file.
All of the changes listed have been added to the weapons in Tactical mode, along with changing the Unmaker's pickup text.
I forgot to do Tactical mode when I made this, I'll update it soon to fix that.
Yes, unfortunately. I apologize for the inconvenience if you were well into the game.
Yeah, yeah, I know, I'm posting something that should be on a thread instead of a MOD page, but whatever.
So I'm having a lag problem with D4D. The lag occurs when I have voxels on, because my computer's a piece of ****. There is an option for turning off voxels in the display menu, but it's always set to "On" as default. Is there any way I can have it set to "off" as default?
This MOD removes the MG42. Every other MOD like this has the same problem.
Do the Nazis also replace the evil marines?
Okay. I'll try to find some new shotgun sprites. Chances are, I'll only find new shotgun sprites from v19.
There's something I forgot to mention...
Don't expect this addon to work with Project Brutality. PB adds lots of new features for pretty much all enemies, and since the code of Brutal Doom was used here, it's not gonna really work with PB.
Sure thing. I'll look into it, and I'll add them into a future update.
Google Chrome is now treating this like it's malware.
I'm so sorry. I haven't checked my comments, until now.
The sound effects that are currently replaced are:
-Burning Zombie
-Player Jumping
-Power-up
-Secret
Does not work for me.
I'm using Zandronum 3.0 beta WITH OpenGL mode on.
You can play Brutal Doom or Project Brutality alone.
I use cyan. But I like to use the black pants in Brutal Doom, to keep things similar to the old versions.
Are you thinking about adding the new weapons/items from the DLC anytime soon?
I think the summon command is in the MOD itself. Use Slade 3 or something.
Happy Thanksgiving, you guys!
It's, once again, been not too long since the previous update, but this version is released about a week or so after the previous one, rather than one day after the previous one.
Hope you enjoy!
This is a great HUD for Brutal Doom! The only problem I have is that the main menu text is used for the basic HUD instead of the HUD text in normal Doom. So if you're using an WAD/IWAD/MOD that uses large text for the main menu (FreeDoom, for example) with a 4:3 ratio (My laptop treats its screen as a 4:3 ratio), the text is going to go off the screen.
So, I managed to play through a bit of the MOD, and I'm planning on continuing the game. Setup was hard for me, but it really payed off. So, with that out of the way, here's my thoughts:
POSITIVES:
-I really like how the levels were remade, especially with the fog effects. It gives the game a really spine tingling atmosphere.
-The way the weapons now look are fascinating to me, and the sounds make them feel more of actual guns in real life. Sure, the pump sound for the shotgun sounded more like an old-fashioned camera when the MOD was first revealed, but I'm glad it was changed.
-The new gore effects were amazing to see, and, come to think of it, I wonder how the effects would look on a real N64?
NEGATIVES:
-Unfortunately, there's no fatalities or destroyable corpses. These two features were things that made Brutal Doom a great experience. Oh well. It'll possibly be added in future updates, right?
-The second most annoying enemy in this MOD is the Nightmare Imp. Now, I found the Nightmare Imp in the original game OK. When I first saw the blur effect added to the enemy in one of the gameplay videos, I was interested. Now that I've played the MOD for myself, they became my second most hated enemy. With the added blur effect and the fact that they're more transparent, I either found myself either missing my shot, or getting ****** over by a horde of Nightmare Imps. What's my most hated enemy? Well,
-The Nightmare Demon is my most hated enemy in the whole MOD. They're just as bad as the Nightmare Imp, and, to make matters worse, they have a really dark shade of brown, making them hard to see in pretty much every single level.
Now, although the amount of positive and negatives are equal to each other, resulting in a 50% rating, I still like this MOD. All In All, this MOD is OK, but i Think it could've been better,
Holy ****, it's finally here.
I posted about it and how excited I was about on Facebook earlier today. I was disappointed that it wasn't out when I had enough time to get on my laptop, but, I'm downloading it now, and I've yet to play it. I'll post again when I play it for myself.
GamingMarine
Peyton joined
I sorta got a thing for making ridiculous Doom mods lmao