[QUOTE=John Madden;45657567]If it seems like a load order issue, try loading rpg > brutal > rpg-brutal. If it still doesn't work, you can wait until someone with a fix replies or go to the zdoom forums thread and ask/see if someone else has your problem.[/QUOTE]
Turns out Brutal Doom is no longer supported by the DoomRPG developer.
Quoting the latest comment to the Brutal Doom compatibility fix on Git: "Oops, wouldn't run".
[url]https://github.com/Kyle873/DoomRPG/tree/master/DoomRPG-Brutal[/url]
He also says in a forum posts it's not supported anymore.
He should probably just remove that folder entirely then...
Oh well, I guess my attempts can serve as information for others that want to combine the two.
The latest versions, at least, don't work together.
If anyone happens to have an older version that does work, that'd be grand.
Or you could not use Brutal Doom.
[QUOTE=comet1337;45654558][highlight][B]GUYS[/B][/highlight]
[URL="http://forum.zdoom.org/viewtopic.php?f=19&t=35879"]pyroscourge just released a demo fo s.u.p.e.r. natural[/URL]
prepare to get scared[/QUOTE]
It's fun, and the atmosphere is ace - but the red flag was the author going "horror doesn't work in Doom" half-way into his project
How about no. The bitch-tits "I have no gun and I must run" horror doesn't mesh well with Doom. Or many games for that matter. Being helpless against an enemy, especially one blocking your progress, isn't scary - it's [highlight]frustrating.[/highlight] Letting you fight back, but under extremely limited conditions ([I]Claustrophobia: The Walls Close In[/I] - strong enemies in tight areas; [I]Hideous Destructor[/I] - extreme damage output) is the proper way of making fights scary without too much frustration, at least in my opinion and in the context of Doom.
Hell, even [I]Phocas Island 2[/I] lets you fight back with some of the base weapons and it's genuinely scared the shit out of me at times because the whole thing feels uncanny as fuck, without trying to be horror at all. But, putting me in an obviously horror context, saying "Ooh, there's a ~spooky~ monster here" who's only feature is making noises, running fast, and doing damage before locking up for a bit; and no obvious way to rid of them? Eugh. I'll probably still finish it (I took a break at the communication tower) just for the eye-candy at this point.
[QUOTE=Kahgarak;45656542]It just occured to me: the new Doom better have a cover of E1M1's soundtrack playing somewhere in the first chapter. That would be beautiful.[/QUOTE]i agree in part. have the rest of the soundtrack be completely new, industrial ambient and so on, but have the game blast a modern rendition of E1M1 during the very final boss battle
[t]http://i.imgur.com/gA87BYy.png[/t]
leaked doom 4 final boss
[sp]The spawn cubes explode into more missiles.[/sp]
[QUOTE=Durrsly;45659552][t]http://i.imgur.com/gA87BYy.png[/t]
leaked doom 4 final boss
[sp]The spawn cubes explode into more missiles.[/sp][/QUOTE]
No idea why, but this image inspired me into making a quick doom mod.
That replaces every enemy with Revenants:
[t]http://i.imgur.com/KagFxGZ.png[/t]
Bonus nuts.wad test run screenshot:
[t]http://i.imgur.com/1LdGoTb.png[/t]
[QUOTE=Bloodshot12;45654360]You should make the whole gun bounce when he puts the shells in, but other than that I love it[/QUOTE]
I agree, I felt it was too static but I wasn't sure where to add weight, I thank you for the suggestion cause I tried it around that area you suggested and it looks much better; thank you.
[img]http://puu.sh/aOgF8/5989e7f76f.gif[/img]
Animation is pretty much done now, added his other hand and placeholder shells (they don't look right, imo)
[img]http://i.imgur.com/41CG6kL.png[/img]
Just another only related cause its an old FPS piece of content.
[img]http://puu.sh/aOv7N/d9b5479047.gif[/img]
[QUOTE=Zackin5;45660173]No idea why, but this image inspired me into making a quick doom mod.
That replaces every enemy with Revenants:
[t]http://i.imgur.com/KagFxGZ.png[/t]
Bonus nuts.wad test run screenshot:
[t]http://i.imgur.com/1LdGoTb.png[/t][/QUOTE]
Can you make this replace every projectile with revenants too?
[QUOTE=Smug Bastard;45662537]Can you make this replace every projectile with revenants too?[/QUOTE]
Unless you just mean graphical (I assume you mean literally) that would eventually cause a cycle which would make the game crash. :v:
I might do it though unless this guy has it covered, would only take a few minutes tops
[QUOTE=Smug Bastard;45662537]Can you make this replace every projectile with revenants too?[/QUOTE]
Brilliant! I've got a video of this uploading, but have a nuts.wad screenshot in the meantime
[t]http://i.imgur.com/Vcr6d6D.jpg[/t]
[editline]11th August 2014[/editline]
[QUOTE=doommarine23;45662577]Unless you just mean graphical (I assume you mean literally) that would eventually cause a cycle which would make the game crash. :v:
I might do it though unless this guy has it covered, would only take a few minutes tops[/QUOTE]
I've got them functioning basically the same as the original missiles, just with the missile revenants punching you vs exploding.
All the items should be smaller revenants you pick up, too.
[QUOTE=Ghost101;45663072]All the items should be smaller revenants you pick up, too.[/QUOTE]
Having the player throw revenants as a weapon was something that popped into my mind too, I'll see about mocking up some spritework and seeing about implementing it.
In the meantime, since videos take forever to upload on my internet speeds, feel free to help yourselves to the wads: [url]https://www.mediafire.com/?30ngv8xq4ppj6z8[/url]. There's two wad for some modulability, RevenantsEVERYWHERE.wad replace the monsters, and RevenantMissiles.wad changes the missiles. The replacement monsters have the same health values as the monsters they replace, just to keep some manner of "balance" in place, plus similar scales.
Agitation.wad
All non-weapons Revenant themed.
Stimpacks have a small (1%) chance of having a mini-Revenant pop out.
Medkits have the same chance, but of two to three.
Backpacks always have four pop out.
Armor Bonuses are just chattering Revenant skulls.
Rifle Zombie is a standard, shorter Revenant with lesser health and can only shoot single, non-homing weapon rockets.
Shotgun Zombie is above, but use both shoulders at a time, a bit faster, and with a random slight spread.
Imps are Revenants similar to the rifle one, but larger, and shoot/move more aggressively.
Pinkies/Spectres become tiny, fast Revenants only capable of melee. Maybe a higher pitched AAA for obnoxiousness.
Chaingun Zombies are Revenants with launchers all over their body, firing non-homing projectiles constantly with line of sight.
Cacodemons become slightly weaker, but otherwise standard Revenants with jetpacks.
Lost Souls are just Revenant Heads that make their activation sound occasionally, otherwise Lost-Soulish.
Pain Elementals are like the new Cacodemon, but constantly throw their own head at you (new Lost Souls.)
Mancubus is a Revenant with comically oversized shoulder launchers. Slow, but fires super non-homing shots. (IE as is almost.)
Hell Knight is a Revenant that throws flaming Revenant heads and is durable.
Baron of Hell is as above, stronger, and the heads home.
Actual Revenants now make their signature "AAAAAAAAA" sound constantly.
Arachnotron are four legged Revenants that shoot constant with LoS. Basically the chaingunner, stronger and with nastier projectiles.
Arch-Viles are Revenants that can use sonic screeches at you and summon other Revenants via corpses. (Complete with bone rattling sound.)
Spider Masterminds, not entirely sure. Maybe a ton of Revenants stuck on a platform where the brain is? Or a bad sprite hack of their upper half?
Cyberdemon - Cyber Revenant. I don't know, I'm burned out at this point, just make him shit homing rockets and have a really deep AAAAAAAAA.
[t]http://media.tumblr.com/d18395fa0e41a64e169c2e0ade5f548e/tumblr_inline_mjkp41MABY1qz4rgp.png[/t]
OH SHIT I FORGOT THE SS NAZI. Nazi Revenants. I can't even comprehend.
[QUOTE=Zackin5;45660173]No idea why, but this image inspired me into making a quick doom mod.
That replaces every enemy with Revenants:
[t]http://i.imgur.com/KagFxGZ.png[/t]
Bonus nuts.wad test run screenshot:
[t]http://i.imgur.com/1LdGoTb.png[/t][/QUOTE]
Someone on the ZDoom forums is [URL="http://forum.zdoom.org/viewtopic.php?f=19&t=45693&sid=836414a94c39fcab971a93a50d2b06ed"]way ahead of you, apparently.[/URL]
[QUOTE=NiceHotCupOfBro;45663658]Someone on the ZDoom forums is [URL="http://forum.zdoom.org/viewtopic.php?f=19&t=45693&sid=836414a94c39fcab971a93a50d2b06ed"]way ahead of you, apparently.[/URL][/QUOTE]
I felt like I had heard of something similar before when I was halfway through replaces the monsters. Oh well, it's still fun to work on so I guess I'll keep piddling away at it :v:
So how easy is Doom modding to get into? I might try my hand at some stuff.
[QUOTE=Lyokanthrope;45663941]So how easy is Doom modding to get into? I might try my hand at some stuff.[/QUOTE]
Well I'm a complete dumb ass and you've seen what I made. DECORATE is pretty easy stuff to get into.
I hope you're agreeing with me on DECORATE being easy and me not being a dumbass :downs:
[QUOTE=Lyokanthrope;45663941]So how easy is Doom modding to get into? I might try my hand at some stuff.[/QUOTE]
I've only done 1 thing and even so it hardly consider it an accomplishment. (Fists that shoots imp balls and caco balls respectively) I didn't find it to be incredibly mind bending, I think the worst part is the sprites, I found it pretty confusing how i the mirroring and "face" assignment worked.
However somewhere down the line if I gathered some patience I would like to do a couple maps around the idea of playing as an imp.
[QUOTE=Lyokanthrope;45663941]So how easy is Doom modding to get into? I might try my hand at some stuff.[/QUOTE]
Mapping is probably the easiest way to mod doom, DECORATE probably coming second.
[QUOTE=NiceHotCupOfBro;45663658]Someone on the ZDoom forums is [URL="http://forum.zdoom.org/viewtopic.php?f=19&t=45693&sid=836414a94c39fcab971a93a50d2b06ed"]way ahead of you, apparently.[/URL][/QUOTE]
That was more agitating than the video led me to believe
[img]http://i.imgur.com/c46A7ND.png[/img]
Guess I'm done for the night, a lot of the sprites are obviously half assed (Like the coding and naming conventions), but it's not like I'm trying to win any awards here.
[url]http://www.mediafire.com/download/mtcembunoby1c2t/RevenantsForALL.pk3[/url]
[QUOTE=Kahgarak;45664431][img]http://i.imgur.com/c46A7ND.png[/img][/QUOTE]
Spot the Archvile.
(Now containing three revenant based weapons and one ammo type)
Automergeeeee
[QUOTE=Zackin5;45664577]Guess I'm done for the night, a lot of the sprites are obviously half assed (Like the coding and naming conventions), but it's not like I'm trying to win any awards here.
[url]http://www.mediafire.com/download/mtcembunoby1c2t/RevenantsForALL.pk3[/url][/QUOTE]
Oh my god. That fucking chainsaw.
This is actually really good shit, mind if I make some revenant based weapons for you?
I know they might not be what you had planned, I'll keep them as a separate wad/pk3 so players can mix/match.
[QUOTE=doommarine23;45665206]This is actually really good shit, mind if I make some revenant based weapons for you?
I know they might not be what you had planned, I'll keep them as a separate wad/pk3 so players can mix/match.[/QUOTE]
Feel free. I probably would have ended up forgetting about it in the morning anyways, since that's usually what happens to most of the modding projects I do :v: