• Register

This member has provided no bio about themself...

Comment History
gordo.n
gordo.n - - 16 comments @ Voxel Patch for Brutal Doom v21

Its been updated

Good karma+1 vote
gordo.n
gordo.n - - 16 comments @ Ceiling Climbing Imps for BDv21

I would recommend GZDoom and adding it to the mod load order in the gzdoom.ini

Good karma+1 vote
gordo.n
gordo.n - - 16 comments @ Simple Visor Hud

Can you take a screenshot of the issue and DM it to me? I cant recreate it on my end.

Good karma+1 vote
gordo.n
gordo.n - - 16 comments @ Ceiling Climbing Imps for BDv21

Its up and working. :)

Good karma+2 votes
gordo.n
gordo.n - - 16 comments @ Voxel Patch for Brutal Doom v21

The loose magnum ammo. I mustve missed it.
Ill get right on it.

Good karma+1 vote
gordo.n
gordo.n - - 16 comments @ Brutal Doom 21 bug fixes and cut content

Sounds like a load order issue. Probably best to keep the patch high in the load order so that other mods can overwrite it as needed.

Good karma+1 vote
gordo.n
gordo.n - - 16 comments @ Ceiling Climbing Imps for BDv21

So adding legs requires editing every weapon in the game with the leg code. I already have one that does that, the bugfix/cut content mod, to fix disappearing weapons when you kick. So to prevent conflicts with my own setup, I will be bundling viewable legs it with that. Ill upload the changes when done. So keep an eye on that mod for when it is updated and the leg standing will be there.

Good karma+2 votes
gordo.n
gordo.n - - 16 comments @ Ceiling Climbing Imps for BDv21

YOU CAN SEE YOUR LEGS WHEN YOU LOOK DOWN IN PB?

You just occupied my whole weekend.

Good karma+1 vote
gordo.n
gordo.n - - 16 comments @ Brutal Doom 21 bug fixes and cut content

That zscript function is not available in Zandorum.
This is not a bad script, but a missing feature in Zandorum.

I havent tried troubleshooting in Zandorum because a lot of BD features are broken and impossible in it anyway.

Good karma+2 votes
gordo.n
gordo.n - - 16 comments @ Voxel Patch for Brutal Doom v21

Both the reported bugs have been fixed. You will have to wait for the mod to reauthorize before the fix is available for download.

I would like to thank you both for the detailed bug reports. Giving a description and a map where I can find it helps a lot with correcting the issue. Let me know if you find anything else.

Good karma+2 votes
gordo.n
gordo.n - - 16 comments @ Voxel Patch for Brutal Doom v21

I will work on correcting this tomorrow. Thank you for the bug report.

Good karma+2 votes
gordo.n
gordo.n - - 16 comments @ Brutal Doom 21 bug fixes and cut content

I just found out you can use the GZDoom.ini for this as well, which has made things simpler for me. Find the global autoload (Near top) [Or doom specific load if you use gzdoom for other games] and paste these lines. This assumes the mods are in the same directory as the .ini.

Path=$PROGDIR/brutalv21.pk3
Path=$PROGDIR/bd21a.pk3

Good karma+1 vote
gordo.n
gordo.n - - 16 comments @ Brutal Doom 21 bug fixes and cut content

Just load it after Brutal Doom.
For GZDoom, make a bat file in the GZDoom directory:
@echo off
start gzdoom.exe -file brutaldoomv21.pk3 bd21a.pk3 othermods.pk3
exit

For Zandorum, Im not sure but I think you would just put them both in the skins folder with brutal doom renamed A-brutaldoomv21.pk3 and the mod renamed B-bd21a.pk3, C-othermods.pk3, etc

Good karma+2 votes
gordo.n
gordo.n - - 16 comments @ Brutal Doom 21.0.3 Patch

There is a Shells and Clips reference in MapSpecificDec.txt as well.

Good karma+2 votes
gordo.n
gordo.n - - 16 comments @ Brutal Doom 21.0.3 Patch

This mod throws up tons of script warnings.
Here is how you can resolve them:

Actual errors:
Change "Shells" and "Clips" to "Shell" and "Clip" in DEAD.txt; this allows these decorations to drop the correct items
Remove references to LeftRifleAmmo in Player.txt and footsteps.txt; they are references to nothing.
Change "Mini_gun" to "Minigun" in ChaingunMarine.txt; allows the gun to drop as intended.
Change "CC" and "ZZ" in KeyConfig to "C" and "Z"

Code being picky about syntax (it will run better once fixed):
You will need to run a find and replace of "random (-2.5, 2.5)" to "frandom (-2.5, 2.5)" on the following files:
Burn
Executions
DefaultWeapons
Zombiemen
Sergeants
Commando
Labguy
Imps
Demons
Knights
Baron
Spiders
Spiders2
Revenants
Mancabus
Volcabus
Cacodemons
PainElemental
Archvile
CyberDemon
Mastermind
Ubersoldat
Dyingguys

Hope to see these changes in the next update for a cleaner load.
Great work with the patch so far. Like it so much I included support to the cruelty bonuses in the voxel patch I am maintaining.

Good karma+2 votes
gordo.n
gordo.n - - 16 comments @ Project Brutality 2.03

I have been trying my damnedest to make a standalone version of the ceiling climbing imps for personal use with BD21. I can get it working, somewhat, but get constant flags for unknown scripts "IsThisSky" and "GetActorZDist". The effects show in game too as the Imps will jump a mile in to the air to climb on the air. Never modded doom before but ZScript looks rather straight forward. I figure something like the following will work for the sky one:

Script "IsThisSky" (Void)
{
if (CheckActorCeilingTexture(0, "F_SKY1"))
SetResultValue(1);
else
if (CheckActorCeilingTexture(0, "F_SKY2"))
SetResultValue(1);
else
if (CheckActorCeilingTexture(0, "F_SKY3"))
SetResultValue(1);
else
SetResultValue(1);
}

The real problem is figuring out where to put this so that IMPS.txt can see it. There is a GetActorZDist in brutalv21.pk3/ACS but apparently its not working with the PB Imps, think its something to do with CVARS, not sure tho. I would like to try editing it, but its already compiled and cant be edited in notepad. If anyone has advice, I would appreciate it. Or if someone has already done this, you could just point me to the mod.

Good karma+1 vote