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Comment History  (0 - 30 of 40)
takesnodamage
takesnodamage - - 40 comments @ Project Brutality 2.03

I'm not sure how I did this but I think I glitched out the HMG so that it's pulling ammo from the 'reserve' instead of the 'clip'. So, I always have 100 in the clip, and when I fire it's taking away from my total bullets instead so I never have to reload. Helpful, but not intended I'm assuming.

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Project Brutality 2.03

Hmm, by removing some location damage calculations he was able to reduce the computational footprint by a significant amount? That might be worth looking into; shooting off an imp's legs is cool and all but the more stuff Mark4 and PK keep adding the more efficiency becomes a concern.

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Project Brutality 2.03

Video seems to be gone, got a mirror?

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Smart Scavenger v3.2j

Yeah also came here looking for an update for Brutal 20b / Project Brutality 2.x. Every time I pick up a full medkit when I'm at 95 health I die a little inside :(

Good karma+2 votes
takesnodamage
takesnodamage - - 40 comments @ Project Brutality 2.03

Nope, just PB and the UDV hud, nothing that would change weapon/item spawns.

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Project Brutality 2.03

When I found my first Revolver in this map set the sprite stayed behind after I picked it up:
Imgur.com

Couldn't interact with it or anything, sprite just got stuck?

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Project Brutality 2.03

Was making notes while playing Enigma last night and forgot a few. These are pretty small and don't really affect the gameplay so maybe just put them on your list for the next release?

1. There's no warning message when you try to melee while you have dual SSG like there is with pistols or rifles.
2. There doesn't seem to be a pickup sound for the Mancubus' cannon, or it is very quiet compared to other weapon/item sounds.

Thanks again for all the work on this mod, a lot of people kept telling me it was the best mod-of-a-mod out there and they were right :D

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Project Brutality 2.03

The comment edit timer should really stop if you hit the edit link :/

Anyway, I wanted to ask if you could add in a check to autoreload the dual SSG, something like
if <left_fire> and <right=empty> then <auto_reload>
if <right_fire> and <left=empty> then <auto_reload>

I keep forgetting to do it myself and I'll run right up to a Baron and be all like what's up now ************ prepare to die oh hang on a sec let me just reloaaaaaaaaafljdsfl;jasdf;lj dies :(

Good karma+2 votes
takesnodamage
takesnodamage - - 40 comments @ Project Brutality 2.03

Quick question, are the bigger shell pickups meant to only give 12 instead of 20?
Imgur.com
Imgur.com

Also the ammo for dual plasma guns isn't displaying correctly, but I don't know if that is coming from PB or the UDV HUD:

Here I am with 37 shots in my first plasma:
Imgur.com

but when I bring out the other one with 48 shots, the HUD shows 48/0 in the sub-display, and the sum of both guns in the main ammo count (in this case 37 + 48 = 85):
Imgur.com

If I reload both so they each have 50, the display is 50/0 and 100/total:
Imgur.com

Good karma+2 votes
takesnodamage
takesnodamage - - 40 comments @ Project Brutality 2.03

I messed around with the dual SSG some more and it seems that the game is treating the single SSG and dual as 3 separate guns. All 3 have their own persistent ammo as you switch back and forth, unlike the pistol/rifle where the ammo for one of the guns stays the same. If you didn't want to simply correct this I think you could actually use it (it's not a bug it's a feature :v ).

For example, if you tweaked the single SSG to have a tighter spread (and thus better range) and increased the spread of the two guns when dual wielding, then it would be a choice between range/accuracy and burst power at close range. Maybe call single a regular SSG and have the dual be a pair of sawed-off shottys or something? You could even tweak the damage down for single and up for dual to make it a more compelling choice.

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Project Brutality 2.03

Bug with dual wielding SSG: If you only have 2 shells left in single mode, when you move to dual it shows them as both being unloaded, even though the HUD shows one of the guns as having 2 shells:
Imgur.com

Imgur.com

It also wouldn't let me reload, so I had to swap back to single to access those 2 shells again.

Good karma+3 votes
takesnodamage
takesnodamage - - 40 comments @ Smart Scavenger v3.2j

Yeah I had just noticed that I was missing the pickup sound for shell boxes at least, maybe bullets as well? I was playing an old custom WAD so I didn't know if that was messing with things as well. I'm not sure if this mod works completely with the latest Project Brutality yet, since that mod changes a lot of the pickup sprites as well. Is there a way to keep the 'new' P.Brut sprites but still have them split apart where appropriate?

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Smart Scavenger v3.2j

Thanks, I'll take a look at that when I get home. Any idea what caused the box to split apart in the first place? I suppose if it didn't realize I had a Backpack and thought my max bullets was still 200 it would make sense... Something specific with Project Brutality maybe?

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Project Brutality 2.03

Man this is just the type of mod I was looking for. I even started learning how to mod in custom enemies myself, but I gave up because I couldn't have the Brutal Doom customizations apply to them. It sounds like you pretty much did everything I was trying to do PK, and more! Very nice job. But I'm a grammar nazi so a few things about the PDF manual:

Several of the weapons mention having multiple modes, but the different modes are not described. Examples: Shotgun buckshot vs slug, BFG Classic vs Guard Mode vs Contact Beam, Grenade Launcher High Explosive vs Fragmentation.

Also the description for the Distress Beacon has the text for the Sentry Gun.

And in the intro to the Monster Database: "The monsters in Project Brutality were designed to bad-***," designed to BE badass I think :)

Good karma+2 votes
takesnodamage
takesnodamage - - 40 comments @ Smart Scavenger v3.2j

Messing around with Project Brutality, boxes of bullets don't seem to be working. I only had 165/400 bullets (got a backpack) but it still opened the box. The sprites inside were the old ammo pickup style, and they never actually popped out of the box. They just disappeared from the inside, then the box faded away and I never got any ammo. Shotgun shells seemed to be working normally so I'm guessing this is an issue with the pickup icon?
Imgur.com

Playing doom.wad if that makes a difference.

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

Easily my favorite DooM HUD mod, good work :) I did have to drop the HEV addon, there's just too many maps that expect you to be able to run over a suit and equip it instantly, they're not designed to stop in the middle of a fight/slime and put the suit on. Any chance of crafting an addon that lets us keep the toggle for the regular RAD suit without the delay?

Also I don't see an ammo count for the SSG anymore. Since most mods let you alt-fire a single barrel at a time that was useful to remind myself if I had only 1/2 shots in the gun.

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Smart Scavenger v3.2j

OK ammos seem to be behaving now, I didn't notice any amount errors just now. I did get this script error when I picked up a box of rockets:
Imgur.com

My only other suggestion is to consider maybe grabbing another bullet clip sprite and using it for when you break open a box of bullets, and give them a value of 25 so you only have to produce 4 new icons instead of 10. Something like this:
Bullet Kit: Realm667.com
Or the Bullet Cartridges from Strife: Realm667.com

And thanks for squashing all these bugs so quickly, it's made BD20 fun again (OK BD20 was still fun, but this definitely helps :D ).

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Smart Scavenger v3.2j

OK the script error is gone, but when I move over a box of bullets or shells it only spits out 3 'clips', so 30 bullets instead of 100 and 12 shells instead of 20. If I've used the 'give all' cheat, the no matter what ammo I have the boxes always split apart. If I haven't used that cheat, then with low ammo I do pick up the boxes all at once, and while boxes of bullets give me 100, boxes of shells still just give me 12.

Also to be unbelievably nitpicky, when I pick up something that has been changed by the mod it just gives the message <item_name> instead of 'Picked up <item_name>':
Imgur.com
So it just says Box of Shells or Box of Bullets. Obviously I wouldn't push out another update just for that, just keep it for the next regular release :)

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Smart Scavenger v3.2j

Looks like it's working for health pickups again, but I'm getting some errors when I pick up large ammos.

Shell boxes no longer have the shells visible, don't know if that was intentional:
Imgur.com

and when I pick it up it gives errors about some SkillAmmoMultiplierCheck script:
Imgur.com

Same thing for bullets:
Imgur.com
Imgur.com

The only other mod I'm running besides BD20 is the HUD mod, but it all seemed to work together fine in BD19. Can you tell if these messages are coming from your mod or the DoomVisor?

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Smart Scavenger v3.2j

Came here to ask this. I'm having a lot of fun with BD20 but I feel like I'm wasting so much ammo and health without this mod :(

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Half -Assed More Ammo

I really like this mod. I especially like how you went to the extra effort to have the extra ammo/health graphically pop up out of the larger containers :3 This is a great way to maximize the ammo/health in a level without actually 'cheating' more in, a really nice quality-of-life modernization for DOOM.

One thing I noticed is that if your ammo max has been altered by another mod, this one still works off the default values. For example my max shells are 200 with a backpack instead of 100. So if I have 130 shells and run over a box your mod thinks I'm full up and breaks the box down into 5 4-shell pickups, which I can then pick up individually. Is there any way for your mod to look at the actual current max ammo a player has? Don't know if it's possible to calculate it off of a variable like that or if the values need to be hardcoded as they seem to be now.

Still a great mod!

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

Good to hear you're still working on the best Doom HUD out there :) Pretty much the last little thing that bugs me is that the blood splatter effect seems to be based on damage rather than distance. Like if I headshot a guy from 50 feet away I wouldn't expect a lot of splatter. Shotgun a demon point blank then it makes perfect sense. Now I don't know if it's even possible to take monster distance into account, is player/monster position recorded anywhere when DOOM calculates damage etc?

Good karma+2 votes
takesnodamage
takesnodamage - - 40 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

Came here to ask about the menu font size as well. I'm playing at 1920x1200 and in some menus the text runs off the right side of the screen, in one case I can't even configure the auto-save option because the slider is offscreen.

edit for SS: I.imgur.com

It's probably a pain in the *** for people to keep asking for toggles for every little thing, but is it possible to put a font size option under the Ultimate HUD menu somewhere? Otherwise yea it's a bit too big as is... Otherwise still really enjoying playing with this mod, I noticed you cleaned up the numbers/fonts down in the ammo counter area, looks pretty sharp. That's really one of the most useful aspects of this mod since Brutal and others all use clips and the default HUD can't display them properly.

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ v20 demonstration - Blood on Ceiling

Looks like he's incorporating the animation from the NiceWallBlood mod, that's neat. Really looking forward to v20 and for a way to eventually mash it together with the Beyond Hell and Earth mods.

Good karma+3 votes
takesnodamage
takesnodamage - - 40 comments @ Aggressive Brutality Volume1.0

This is my favorite music WAD, I think because rather than try to be all unique and wacky you've simply collected very truthful translations of the original DOOM/II songs. Everything sounds very well recorded and performed and it just fits really well with the gameplay, since it's so similar to the original soundtrack. You've definitely chosen quality over quantity here, and I really appreciate it.

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

2. The blood splashing up on the visor effect is really cool, but I think it happens too often. Sometimes it can be hard to tell when I'm getting hit because my screen is covered in red. I think it would have more impact if it happened a bit less often so it really felt like you were tearing a dude up when it triggers. Also it seems to trigger based on the damage you do to enemies, so it seems kinda weird to get the splash on my visor when I shoot a guy in the head 20 feet away.

My suggestions are twofold:
a. Change it so that it only triggers when a certain amount of damage is done at once, and that damage kills the enemy, and the enemy is within some distance to the player (i.e. close enough).

b. If there's not a good way to script that, consider restricting the effect to just the shotgun weapons, or just on enemy deaths rather than them just taking damage.

Like I said I do like the effect, it just loses some impact when it's constantly splashing up on the screen every time I pull the trigger. Keep up the good work, this is still the best DOOM hud out there :)

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

I've been running around a bunch of custom wads with Painkiller and this HUD, haven't noticed any more bugs. There are a few suggestions about things I've noticed after spending some time with it.

1. The low ammo warning seems kinda high. It doesn't feel like running around with 25 shotgun shells is really 'critical', so I spend a lot of time with the flashing red ammo counter in my face, and every time I switch weapons I get the warning text in the middle of the screen. Maybe adjust things so the counter goes orange at 25% and flashing red below 10% or something similar.

continued below...

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

I've been running around a bunch of custom wads with Painkiller and this HUD, haven't noticed any more bugs. There are a few suggestions about things I've noticed after spending some time with it.

1. The low ammo warning seems kinda high. It doesn't feel like running around with 25 shotgun shells is really 'critical', so I spend a lot of time with the flashing red ammo counter in my face, and every time I switch weapons I get the warning text in the middle of the screen. Maybe adjust things so the counter goes orange at 25% and flashing red below 10% or something similar.

2. The blood splashing up on the visor effect is really cool, but I think it happens too often. Sometimes it can be hard to tell when I'm getting hit because my screen is covered in red. I think it would have more impact if it happened a bit less often so it really felt like you were tearing a dude up when it triggers. Also it seems to trigger based on the damage you do to enemies, so it seems kinda weird to get the splash on my visor when I shoot a guy in the head 20 feet away.

My suggestions are twofold:
a. Change it so that it only triggers when a certain amount of damage is done at once, and that damage kills the enemy, and the enemy is within some distance to the player (i.e. close enough).

b. If there's not a good way to script that, consider restricting the effect to just the shotgun weapons, or just on enemy deaths rather than them just taking damage.

Like I said I do like the effect, it just loses some impact when it's constantly splashing up on the screen every time I pull the trigger. Keep up the good work, this is still the best DOOM hud out there :)

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

OK everything is added back in and I still can't reproduce the /0 script message in a new game, only in this one save game. Guess I'll just start a new game and keep an eye on things, I remember seeing the same error a few times in the previous version of the mod but I didn't notice what affect it had or how I triggered it. I'll let you know if I can find it again, thanks for looking into things though.

Good karma+1 vote
takesnodamage
takesnodamage - - 40 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

Took out all other mods, load order now looks like this:
[Doom.Autoload]
Path=brutal19.pk3
Path=BASE_UDV_v1.40_BD_v19_GZDoom.pk3
Path=UDV_PersistentInvRadLight_add_in.pk3

For the low ammo warning, switching between 2 low ammo guns doesn't replay the warning, so I can switch back and forth from an empty gun to the fists and it only plays once. But if I go from a 'non critical/empty' weapon to one that is, or melee, it plays the warning. When I 'give all' and nothing is critical/empty, now the fists don't play the warning no matter how I switch to them. I've found that if I start a new game the fists no longer play the warning, but if I use 'clev' to warp to another level they start doing it again.

On the /0 in script 24 front, it seems that (from that save game) after performing a fatality I get the error whenever I switch to a bullet weapon (rifle, chaingun or the machinegun in key '0'). Ammo in the clip/reserve doesn't seem to affect this, just switching to any bullet weapon triggers it.

After starting a new game I'm not able to reproduce the /0 script error, so now I'm going to start adding my previous mods back in and see if one of those is triggering it.

Good karma+1 vote