Brutal Doom v21 file - ModDB

Brutal Doom v21 file

An irreparable remodeling that improves gameplay of GZDoom engine and ZANDRONUM engine. Add blood, limb disconnection, headshot, execution, lightning effects, and particles, prepare more reasonable and realistic hardware, prepare a larger and stronger guns, and add a new spectacular battle with the boss.

Brutal Doom V21 Add a report file
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Brutalv21.
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January 1, 2016
Updated
18 May 2019
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77. 11MB (80. 852. 998 bytes)
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A42F7A1F4FBEC5B19591ECE7F9811034
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Version 21 gold. Before the jump, read the instructions in the box.

Read the instructions included in the Leap file.

16 May 2019 Released Candidate 1 1-A certain number of mistakes have been revised. -The damage system has been completed. -Last PS X-Cards work completely. -FLAMETHROWER and flame radiator have moved to connector 9. -Note all armo r-type guards are 50%, which is a solution to conventional Blue Armor down, and solves transportation methods and cheat IDFA problems. -The gun can now be replaced with a rifle bullet as an alternative.

On May 8, 2019, Release-Candidate 10- has revised a certain number of bugs that lead to the failure of the game. -In improvement of a certain number of blood effects. -Mysterious marine stopped gesture during the attack. -A new character icon when MG GL cut the cartridge. -Missile's rotating explosion has no longer damaged the ally infantry.

On March 31, 2019, a mistake was modifie d-the ax was redesigned for the releas e-candidate 9-RC8. A fresh spell, a fresh Alt Fire, dualwield button throws it. -Reloaded fresh spells and machine guns for machine guns. -It reduced by 50 % of accompanying marine emptiness. -The small finger is reduced in the range of attack s-Zombies no longer attack other flame zombies to avoid bugs. -The DeathMatch card to be functioned is 9 (BDM01, BDM02, BDM03, BDM04, BDM05, BDM06, BDM09, BDM10).

March 1, 2019 Release candidate 8-Many mistakes have been revised. -When shooting on the floor, more slippery mud particles are important. -The bleeding system has been improved. -The blow has become more effective. -S specific ammunition indicator has been added to the grenade launcher. -If the player has the power of the berserker, a small black cross square is displayed near his photobot. -When a player shoots from Larel's Under Dar Luncher Machine, you can see a small reddish bark near his intersection until the lemon is reloaded or the gun does not switch.

January 18, 2019 Release candidate 7-Miss reported in the past RC has been revised. -The opportunity to disable automatic renovation has been added. -The burst shooting mode has been added to the turret and can be started with Alt-Fire support. -Gore has been replacing the sprite for many years (in this meeting, especially zombies and Gib s-area s-areas).

16 Released December 2018 Candidate 4 (I hope the final release before the "final" V21 in the new year's bias)

-The new Bologna-combination with a blood system. Fresh spells, attack falling from the ceiling, fragments that fly, and almost all new effects. -The reeding system of allies is an effective system. Morf survived, and it became possible to see it at an appropriate level in 99 % of cases, and was quickly discovered without teleport effect. -The chainsaw was rehabilitated, the attack sprite was improved, and the possibility of stunning the opponent was high. -Corrected a bug that players can continue to shoot both guns with dual weapons, including the subsequent single tool version of the shop. -Revified the monitoring in RC3 where bloo d-covered steps disappear. -Corrected a bug where the gun disappears after GZDOOM. -The shotgun has been renewed and thanks to everything that may hit various opponents even if there is no accuracy. -The BFG tracer has no longer targeting allied infantry. -The emissions of the player's blood are deleted in a lo w-level pitfall (useless, nervous, just dirty the code). -Corrected bugs related to the unload of carshot guns. -The grenade is more likely to pass the teleport. -The fist is improved, the movement is improved, the jab starts more potential, which can make a left hook with the next two Jubes. < SPAN> January 18, 2019 Release candidate 7-Miss reported in the past RC has been corrected. -The opportunity to disable automatic renovation has been added. -The burst shooting mode has been added to the turret and can be started with Alt-Fire support. -Gore has been replacing the sprite for many years (in this meeting, especially zombies and Gib s-area s-areas).

16 Released December 2018 Candidate 4 (I hope the final release before the "final" V21 in the new year's bias)

-The new Bologna-combination with a blood system. Fresh spells, attack falling from the ceiling, fragments that fly, and almost all new effects. -The reeding system of allies is an effective system. Morf survived, and it became possible to see it at an appropriate level in 99 % of cases, and was quickly discovered without teleport effect. -Chansaw was rehabilitated, the attack sprite was improved, and the possibility of stunning the opponent was high. -Corrected a bug that players can continue to shoot both guns with dual weapons, including the subsequent single tool version of the shop. -Revified the monitoring in RC3 where bloo d-covered steps disappear. -Corrected a bug where the gun disappears after GZDOOM. -The shotgun has been renewed and thanks to everything that may hit various opponents even if there is no accuracy. -The BFG tracer has no longer targeting allied infantry. -The emissions of the player's blood are deleted in a lo w-level pitfall (useless, nervous, just dirty the code). -Corrected bugs related to the unload of carshot guns. -The grenade is more likely to pass the teleport. -The fist is improved, the movement is improved, the jab starts more potential, which can make a left hook with the next two Jubes. January 18, 2019 Release candidate 7-Miss reported in the past RC has been revised. -The opportunity to disable automatic renovation has been added. -The burst shooting mode has been added to the turret and can be started with Alt-Fire support. -Gore has been replacing the sprite for many years (in this meeting, especially zombies and Gib s-area s-areas).

16 Released December 2018 Candidate 4 (I hope the final release before the "final" V21 in the new year's bias)

-The new Bologna-combination with a blood system. Fresh spells, attack falling from the ceiling, fragments that fly, and almost all new effects. -The reeding system of allies is an effective system. Morf survived, and it became possible to see it at an appropriate level in 99 % of cases, and was quickly discovered without teleport effect. -Chansaw was rehabilitated, the attack sprite was improved, and the possibility of stunning the opponent was high. -Corrected a bug that players can continue to shoot both guns with dual weapons, including the subsequent single tool version of the shop. -Revified the monitoring in RC3 where bloo d-covered steps disappear. -Corrected a bug where the gun disappears after GZDOOM. -The shotgun has been renewed and thanks to everything that may hit various opponents even if there is no accuracy. -The BFG tracer has no longer targeting allied infantry. -The emissions of the player's blood are deleted in a lo w-level pitfall (useless, nervous, just dirty the code). -Corrected bugs related to the unload of carshot guns. -The grenade is more likely to pass the teleport. -The fist is improved, the movement is improved, the jab starts more potential, which can make a left hook with the next two Jubes.

2018/11/10 Release Candidate 3-Press the Alt Fire button to support the aim mode switch (press the Alt Fire once), and it is possible to aim. -The shotgun has the ability to smell eight shots in the tube + one bullet in the chamber for realism and balance. -Improve the head hit box of the manque bass. -SMG zombies stopped spawning bullets. -The ammunition cost per shot of BFG 9000 has been changed from 40 to 50, and splash damage has been increased from 100 to 200. -Corrected a bug that can hold the ammunition of the Super Shot Gun for a long time. -The player fixes a bug that can eat a tank and absorb hit points. -Mouse blast has been deleted with all types of individual weapons (currently only when using dual weapons). -The charge time is now displayed correctly with other extractors. -Shotgunguy, like the player, now has a belt to carry weapons (sprite from XAMP) -A added grenade from BLACKMORE1014 to replace the expired grenades that are not in the Vietnam era. -I can't touch the explosive barrel until the explosion. -Corrected some detailed bugs.

28 OCTOBER 2018 Release Candidate 2-B -Aim mode has returned to the switch mode. -Corrected errors that no weapons can be fired in revenge mode. -The crash message due to lack of texture has been modified. -Now the back blast of the rocket to add a CVAR (bd_rocketBackblast) -As added a CVAR to disable the boxel decoration generated by the map enhanced system because the boxes cause a crash for Android users (bd_voxeldec). < SPAN> 2018/11/10 Release Candidate 3-Pressing the Alt Fire button, it is possible to adjust the aiming mode switching (press the Alt Fire once). -The shotgun has the ability to smell eight shots in the tube + one bullet in the chamber for realism and balance. -Improve the head hit box of the manque bass. -SMG zombies stopped spawning bullets. -The ammunition cost per shot of BFG 9000 has been changed from 40 to 50, and splash damage has been increased from 100 to 200. -Corrected a bug that can hold the ammunition of the Super Shot Gun for a long time. -The player fixes a bug that can eat a tank and absorb hit points. -Mouse blast has been deleted with all types of individual weapons (currently only when using dual weapons). -The charge time is now displayed correctly with other extractors. -Shotgunguy, like the player, now has a belt to carry weapons (sprite from XAMP) -A added grenade from BLACKMORE1014 to replace the expired grenades that are not in the Vietnam era. -I can't touch the explosive barrel until the explosion. -Corrected some detailed bugs.

28 OCTOBER 2018 Release Candidate 2-B -Aim mode has returned to the switch mode. -Corrected errors that no weapons can be fired in revenge mode. -The crash message due to lack of texture has been modified. -Now the back blast of the rocket to add a CVAR (bd_rocketBackblast) -As added a CVAR to disable the boxel decoration generated by the map enhanced system because the boxes cause a crash for Android users (bd_voxeldec). 2018/11/10 Release Candidate 3-Press the Alt Fire button to support the aim mode switch (press the Alt Fire once), and it is possible to aim. -The shotgun has the ability to smell eight shots in the tube + one bullet in the chamber for realism and balance. -Improve the head hit box of the manque bass. -SMG zombies stopped spawning bullets. -The ammunition cost per shot of BFG 9000 has been changed from 40 to 50, and splash damage has been increased from 100 to 200. -Corrected a bug that can hold the ammunition of the Super Shot Gun for a long time. -The player fixes a bug that can eat a tank and absorb hit points. -Mouse blast has been deleted with all types of individual weapons (currently only when using dual weapons). -The charge time is now displayed correctly with other extractors. -Shotgunguy, like the player, now has a belt to carry weapons (sprite from XAMP) -A added grenade from BLACKMORE1014 to replace the expired grenades that are not in the Vietnam era. -I can't touch the explosive barrel until the explosion. -Corrected some detailed bugs.

28 OCTOBER 2018 Release Candidate 2-B -Aim mode has returned to the switch mode. -Corrected errors that no weapons can be fired in revenge mode. -The crash message due to lack of texture has been modified. -Now the back blast of the rocket to add a CVAR (bd_rocketBackblast) -A added a CVAR to disable the boxel decoration generated by the map enhanced system because the boxes cause a crash for Android users (BD_VOXELDEC).

2018/10/27 Release candidate 2-Health bar is no longer displayed in objects other than monsters. -The map upgrade system of Doom 1 has been completed. -A new assault rifle ritual. -Ich improved the lighting effect of the new bright map and the entire pellet gun. -In all aiming mode (excluding aimed weapons), we have strongly demanded to continue pressing the Alt-Fire button instead of pressing it once. As a result, the code is improved, it works faster, the aiming mode is used, and the gun is not fired when the flame button is immediately pressed, and the target mode is a modern mode. It is getting closer. -Corrected an old bug that does not attack from imp or pinky imp in close combat. -When reloading a shotgun during pump animation, it began to move smoothly to reload sequence (only when using a personal BD reload button). -Kicking the window will no longer die. -The footrest system has been improved and the sound has been played near the player. -The bug report forum has been opened in Moddb. Please write all bug reports and suggestions there. Moddb. com (English) -There are some corrections that I have forgotten.

August 29, 2018 Release Candidate 1 Emergency Fix: -Astable the bug of the code that cannot be teleported to Eday28 on the latest version o f-Extermination Day. -After the Fatal Ending, the lost player clone fixes a bug in Archvila's corpse. -The mistakes that Pinky devils are offline after attacking the player, and then another mistake that can not attack the player due to being teased. -The flaming radiator burned the item, then left a highe r-quality burning scum and damaged over time. -Corrected the problem that Duem Guy puts boots on the wrong leg. -Revified the problem that the firs t-person execution is not counted as a kill on the score screen at the end of the value. -A new pureist chain gun sprite representing a missing link strap. -New function: You can select a revolver instead (if you have) by binding the quick draw weapon button. Understand the control function.

August 25, 2018, Release Candidate 1: -Manage stanning for zombies and imposition when hitting a head with a no n-combat attack. -I t-improved the moment of killing, added many new personnel, added some new terrible sounds, reduced the shaking of the camera, and improved the blood. -The shots to the head have been improved, and small firearms can cause accurate damage. -Particle dirt has been improved. -Ich improved the effect of Cyber ​​Demon's "topping" attack. -A reduced the number of particles generated by water splashes (for example, if the barrel explodes in the DOOM2 of Map02) ・ Fixed a bug that the kick behavior would be strange on the network. I'm expecting) -A added animation that has been improved to the "pounding" attack of the little finger. You can freeze for a moment before the attack, so you can prepare and avoid it. -The now you can return to the old aliens and Saturn X and play, you can be 100 % convinced if there is no problem with the pallet. < SPAN> August 25, 2018, Release Candidate 1: -Management of zombies and imprints when you hit your head with a no n-combat attack. -I t-improved the moment of killing, added many new personnel, added some new terrible sounds, reduced the shaking of the camera, and improved the blood. -The shots to the head have been improved, and small firearms can cause accurate damage. -Particle dirt has been improved. -Ich improved the effect of Cyber ​​Demon's "topping" attack. -A reduced the number of particles generated by water splashes (for example, if the barrel explodes in the DOOM2 of Map02) ・ Fixed a bug that the kick behavior would be strange on the network. I'm expecting) -A added animation that has been improved to the "pounding" attack of the little finger. You can freeze for a moment before the attack, so you can prepare and avoid it. -The now you can return to the old aliens and Saturn X and play, you can be 100 % convinced if there is no problem with the pallet. August 25, 2018, Release Candidate 1: -Manage stanning for zombies and imposition when hitting a head with a no n-combat attack. -I t-improved the moment of killing, added many new personnel, added some new terrible sounds, reduced the shaking of the camera, and improved the blood. -The shots to the head have been improved, and small firearms can cause accurate damage. -Particle dirt has been improved. -Ich improved the effect of Cyber ​​Demon's "topping" attack. -A reduced the number of particles generated by water splashes (for example, if the barrel explodes in the DOOM2 of Map02) ・ Fixed a bug that the kick behavior would be strange on the network. I'm expecting) -A added animation that has been improved to the "pounding" attack of the little finger. You can freeze for a moment before the attack, so you can prepare and avoid it. -The now you can return to the old aliens and Saturn X and play, you can be 100 % convinced if there is no problem with the pallet.

Alpha ABS (MV) [New cool DEMO, build 1242]

August 2018 Private beta: -As added the 1st Blue Duom Control version. Thanks to the black metal chainsaw for changing me. -Ps new gun: flame radicals. The most rare BFG version. -The grenade launcher has been r e-bound, and a decrease in the hit rate has been added (it can destroy the pinch from the first shot). -Animation of the grenade launcher has been renewed. The grenade launcher is quite charged and can be reloaded with the support of the relationship button. -A fresh blood particles. -The turn has been added from the pain of the cross of the Hell Knight and the Baron Hell. (Thank you DOX). -Improved the charge frame of the gun (thanks to TOOTSYBOWL) -If Impa mutters with an ax or cut it vertically, a fresh animation will be displayed. -Changed the change in the ax from 50 to 90. -The ax attack deals 150 damage if the player has a "berserker". -The greenery blood and blue blood cords are set to behave closer to normal blood (thanks to Cacodemon345) -New textures of lava traps have been added. -SSG-Support improved the optimization of the tablet on the wall formed while defeating a small enemy. -You can cancel the return/ reload of many guns. < SPAN> August 2018 Private Beta: -As the 1st Blue Doom Control version. Thanks to the black metal chainsaw for changing me. -Ps new gun: flame radicals. The most rare BFG version. -The grenade launcher has been r e-bound, and a decrease in the hit rate has been added (it can destroy the pinch from the first shot). -Animation of the grenade launcher has been renewed. The grenade launcher is quite charged and can be reloaded with the support of the relationship button. -A fresh blood particles. -The turn has been added from the pain of the cross of the Hell Knight and the Baron Hell. (Thank you DOX). -Improved the charge frame of the gun (thanks to TOOTSYBOWL) -If Impa mutters with an ax or cut it vertically, a fresh animation will be displayed. -Changed the change in the ax from 50 to 90. -The ax attack deals 150 damage if the player has a "berserker". -The greenery blood and blue blood cords are set to behave closer to normal blood (thanks to Cacodemon345) -New textures of lava traps have been added. -SSG-Support improved the optimization of the tablet on the wall formed while defeating a small enemy. -You can cancel the return/ reload of many guns. August 2018 Private beta: -As added the 1st Blue Duom Control version. Thanks to the black metal chainsaw for changing me. -Ps new gun: flame radicals. The most rare BFG version. -The grenade launcher has been r e-bound, and a decrease in the hit rate has been added (it can destroy the pinch from the first shot). -Animation of the grenade launcher has been renewed. The grenade launcher is quite charged and can be reloaded with the support of the relationship button. -A fresh blood particles. -The turn has been added from the pain of the cross of the Hell Knight and the Baron Hell. (Thank you DOX). -Improved the charge frame of the gun (thanks to TOOTSYBOWL) -If Impa mutters with an ax or cut it vertically, a fresh animation will be displayed. -Changed the change in the ax from 50 to 90. -The ax attack deals 150 damage if the player has a "berserker". -The greenery blood and blue blood cords are set to behave closer to normal blood (thanks to Cacodemon345) -New textures of lava traps have been added. -SSG-Support improved the optimization of the tablet hung on the wall formed while defeating a small enemy. -You can cancel the return/ reload of many guns.

25 APRIL: -Players can kick the zombie's head and overtake like blood (function only for single players to increase productivity) -The destroyed corpse has now been functioned as a multiplayer. In theory, there should be no increase in network traffic. -Corrected many bugs related to weapons. -On the blue and green blood group falls into the liquid, adds a cloudy blood pool. -Add button binding (default O) to select the discharge function of the cartridge. -The player's health and armor have no longer exceeded 300 units. -The dying IMP triggers an infinite hit box on the head. -Health and armor bonuses are not reborn in multiplayer, so players don't abuse them and slower survival games. -As increasing the resistance of player's grenade damage, excess damage to the barrels does not cause unexpected death, so that many barrels and ubdu dolls do not destroy maps. -Corrected all zombie flesh shields (there are still no different sprites/ spills). -Corrected bugs that players cannot create missiles. -A added a new weapon icon to a duplicated weapon. -A. L. T. WAD's evil Marine Corps and SCYTHE 27 MR. XS missing: -Tares have been completely renewed. They are renewed < Span> 25 APRIL: -The player can kick the zombie head and overtake like blood (function only on single players to increase productivity) -The destroyed corpse is also functional for mult i-players. I came to do it. In theory, there should be no increase in network traffic. -Corrected many bugs related to weapons. -On the blue and green blood group falls into the liquid, adds a cloudy blood pool. -Add button binding (default O) to select the discharge function of the cartridge. -The player's health and armor have no longer exceeded 300 units. -The dying IMP triggers an infinite hit box on the head. -Health and armor bonuses are not reborn in multiplayer, so players do not abuse it and slower survival games. -As increasing the resistance of player's grenade damage, excess damage to the barrels does not cause unexpected death, so that many barrels and ubdu dolls do not destroy maps. -Corrected all zombie flesh shields (there are still no different sprites/ spills). -Corrected bugs that players cannot create missiles. -Add a new weapon icon to duplicate weapons. -A. L. T. WAD's evil Marine Corps and SCYTHE 27 MR. XS missing: -Tares have been completely renewed. They are renewed and 25 APRIL: -The player can kick the zombie head and overtake like blood (function only for single players to increase productivity) -The destroyed corpse will be functioned as a multiplayer. It is. Theoretically, there should be no increase in network traffic. -Corrected many bugs related to weapons. -On the blue and green blood group falls into the liquid, adds a cloudy blood pool. -Add button binding (default O) to select the discharge function of the cartridge. -The player's health and armor have no longer exceeded 300 units. -The dying IMP fixes a bug in which infinite hit boxes on the head. -Health and armor bonuses are not reborn in multiplayer, so players don't abuse them and slower survival games. -As increased player's resistance to grenade damage, excess damage to the barrels does not cause unexpected death, so that many barrels and ubdu dolls do not destroy maps. -Corrected all zombie flesh shields (there are still no different sprites/ spills). -Corrected bugs that players cannot create missiles. -A added a new weapon icon to a duplicated weapon. -A. L. T. WAD's evil Marine and SCYTHE 27 MR. XS missing: -Tarn has been completely renewed. They are renewed February 24th: - Added a zombie variant with an SMG. They literally deal the same DPS but throw out an SMG at the same time. Thanks to this SMG, they are easier to find in most cases. - Mp40s can be used in twos. - Improved the sprites for the dried intestines and giant blood pools. - Added a fresh rotten decoration sprite. - Pinkenedemons can be enraged by mockery. They are now twice as fast and fight everything available. - Small fingered demons will be enraged if they see the player from a fair distance. This change can be seen on the Edea main city map. - Fixed an issue where Wolfenstein level Nazis would not give ammo to purist players. - Changed the MP40 sound to sound louder and more like a real revolver. - Fixed an unexpected difficulty issue with enemies respawning on Black Metal difficulty. - Modified the purist smg to have a higher fire rate, spread, and updated sprites. - Added cvar to disable footstep sounds (bd_footstepsounds 1 - enabled, 0 - disabled, can be changed in options) - Added special credit rationing. - Many small fixes.

keizz

Regular
January 2nd: - Maximum inventory for weapons and smg ammo doubled. - Fixed a bug in the evil marine death animation that would often cause the exit door to not open in EDAY06. - Increased machine gun loss per bullet by 1. - Halved the health of supermasters. - Fixed an issue where axes could not be selected in multiplayer. 25 APRIL: -Players can kick the zombie's head and overtake like blood (function only for single players to increase productivity) -The destroyed corpse has now been functioned as a multiplayer. In theory, there should be no increase in network traffic. -Corrected many bugs related to weapons. -On the blue and green blood group falls into the liquid, adds a cloudy blood pool. -Add button binding (default O) to select the discharge function of the cartridge. -The player's health and armor have no longer exceeded 300 units. -The dying IMP triggers an infinite hit box on the head. -Health and armor bonuses are not reborn in multiplayer, so players don't abuse them and slower survival games. -As increasing the resistance of player's grenade damage, excess damage to the barrels does not cause unexpected death, so that many barrels and ubdu dolls do not destroy maps. -Corrected all zombie flesh shields (there are still no different sprites/ spills). -Corrected bugs that players cannot create missiles. -A added a new weapon icon to a duplicated weapon. -A. L. T. WAD's evil Marine Corps and SCYTHE 27 MR. XS missing: -Tares have been completely renewed. They are renewed < Span> 25 APRIL: -The player can kick the zombie head and overtake like blood (function only on single players to increase productivity) -The destroyed corpse is also functional for mult i-players. I came to do it. In theory, there should be no increase in network traffic. -Corrected many bugs related to weapons. -On the blue and green blood group falls into the liquid, adds a cloudy blood pool. -Add button binding (default O) to select the discharge function of the cartridge. -The player's health and armor have no longer exceeded 300 units. -The dying IMP triggers an infinite hit box on the head. -Health and armor bonuses are not reborn in multiplayer, so players do not abuse it and slower survival games. -As increasing the resistance of player's grenade damage, excess damage to the barrels does not cause unexpected death, so that many barrels and ubdu dolls do not destroy maps. -Corrected all zombie flesh shields (there are still no different sprites/ spills). -Corrected bugs that players cannot create missiles. -Add a new weapon icon to duplicate weapons. -A. L. T. WAD's evil Marine Corps and SCYTHE 27 MR. XS missing: -Tares have been completely renewed. They are renewed and 25 APRIL: -The player can kick the zombie head and overtake like blood (function only for single players to increase productivity) -The destroyed corpse will be functioned as a multiplayer. It is. Theoretically, there should be no increase in network traffic. -Corrected many bugs related to weapons. -On the blue and green blood group falls into the liquid, adds a cloudy blood pool. -Add button binding (default O) to select the discharge function of the cartridge. -The player's health and armor have no longer exceeded 300 units. -The dying IMP fixes a bug in which infinite hit boxes on the head. -Health and armor bonuses are not reborn in multiplayer, so players don't abuse them and slower survival games. -As increased player's resistance to grenade damage, excess damage to the barrels does not cause unexpected death, so that many barrels and ubdu dolls do not destroy maps. -Corrected all zombie flesh shields (there are still no different sprites/ spills). -Corrected bugs that players cannot create missiles. -A added a new weapon icon to a duplicated weapon. -A. L. T. WAD's evil Marine and SCYTHE 27 MR. XS missing: -Tarn has been completely renewed. They are renewed

Attachments

Configuration from December 16: -Ativilla's attack has begun to throw players in the air like Vanilla Doom. -Acreased shotgun and super gun launch speed. -Istated minigans and reduced span time and increased recoil. -Minigan's new launch sound. -Hernite's long head explodes and fixes an error that causes a large delay. -Caproad the assault rifle and switch to another weapon. -The screen effects when damaged from explosives had caused asynchronous online games. -Changed the number of bullets of the rifle from 10 to 30. When the enemy defeats the enemy outside the player, the bug that the enemy continues to shout endlessly is corrected. -Hook and upper damage in Berserk mode increase. -Felagging monsters (Cakodemon, Elemental Pain, Lost Seoul) have become triple bonus damage from the fragment, and fragments and grenade launchers have become more effective. -The animation of defeating zombies and devils with a shotgun at close range has revived. -After defeating Kakodemon's "Eye Removal", the player can throw Kakodemon's eyeballs (defeat small enemies). This is designed for this, not a bug. If you don't want you to come back, set a large number, for example, 100.

Krystek_My

Regular
How about? If Jesus, Brother, or enemy do not work, still return to the last field. If not, please give me advice. Last update July 31, 2018

keizz

Regular
January 2nd: - Maximum inventory for weapons and smg ammo doubled. - Fixed a bug in the evil marine death animation that would often cause the exit door to not open in EDAY06. - Increased machine gun loss per bullet by 1. - Halved the health of supermasters. - Fixed an issue where axes could not be selected in multiplayer.

August 2018 Private beta: -As added the 1st Blue Duom Control version. Thanks to the black metal chainsaw for changing me. -Ps new gun: flame radicals. The most rare BFG version. -The grenade launcher has been r e-bound, and a decrease in the hit rate has been added (it can destroy the pinch from the first shot). -Animation of the grenade launcher has been renewed. The grenade launcher is quite charged and can be reloaded with the support of the relationship button. -A fresh blood particles. -The turn has been added from the pain of the cross of the Hell Knight and the Baron Hell. (Thank you DOX). -Improved the charge frame of the gun (thanks to TOOTSYBOWL) -If Impa mutters with an ax or cut it vertically, a fresh animation will be displayed. -Changed the change in the ax from 50 to 90. -The ax attack deals 150 damage if the player has a "berserker". -The greenery blood and blue blood cords are set to behave closer to normal blood (thanks to Cacodemon345) -New textures of lava traps have been added. -SSG-Support improved the optimization of the tablet on the wall formed while defeating a small enemy. -You can cancel the return/ reload of many guns. < SPAN> August 2018 Private Beta: -As the 1st Blue Doom Control version. Thanks to the black metal chainsaw for changing me. -Ps new gun: flame radicals. The most rare BFG version. -The grenade launcher has been r e-bound, and a decrease in the hit rate has been added (it can destroy the pinch from the first shot). -Animation of the grenade launcher has been renewed. The grenade launcher is quite charged and can be reloaded with the support of the relationship button. -A fresh blood particles. -The turn has been added from the pain of the cross of the Hell Knight and the Baron Hell. (Thank you DOX). -Improved the charge frame of the gun (thanks to TOOTSYBOWL) -If Impa mutters with an ax or cut it vertically, a fresh animation will be displayed. -Changed the change in the ax from 50 to 90. -The ax attack deals 150 damage if the player has a "berserker". -The greenery blood and blue blood cords are set to behave closer to normal blood (thanks to Cacodemon345) -New textures of lava traps have been added. -SSG-Support improved the optimization of the tablet on the wall formed while defeating a small enemy. -You can cancel the return/ reload of many guns. August 2018 Private beta: -As added the 1st Blue Duom Control version. Thanks to the black metal chainsaw for changing me. -Ps new gun: flame radicals. The most rare BFG version. -The grenade launcher has been r e-bound, and a decrease in the hit rate has been added (it can destroy the pinch from the first shot). -Animation of the grenade launcher has been renewed. The grenade launcher is quite charged and can be reloaded with the support of the relationship button. -A fresh blood particles. -The turn has been added from the pain of the cross of the Hell Knight and the Baron Hell. (Thank you DOX). -Improved the charge frame of the gun (thanks to TOOTSYBOWL) -If Impa mutters with an ax or cut it vertically, a fresh animation will be displayed. -Changed the change in the ax from 50 to 90. -The ax attack deals 150 damage if the player has a "berserker". -The greenery blood and blue blood cords are set to behave closer to normal blood (thanks to Cacodemon345) -New textures of lava traps have been added. -SSG-Support improved the optimization of the tablet hung on the wall formed while defeating a small enemy. -You can cancel the return/ reload of many guns.

Anonymous jpg

cedr777

Regular
189, 5 K B-Browse: 15

Anonymous jpg

Hello, I found an error in your demonstration, and as a result I can't do it.

Pheonix KageDesu

Regular
Enrollment October 28, 2015 Posted on 61 Response Score 17 The first language English mainly uses RMMV. This is not a bug. If you don't want you to come back, set a large number, for example, 100.

I found that everything went well, zombies did not return to that old space, but if the zombies do not destroy it, they always have the ability to follow the player's footprints in any space. In fact, zombies do not follow the footprints of the player in case their appearance is thin and that they do not return to the old space.

Enrollment date February 22, 2018 posting 267 Comments 70 Frequent use except for English mainly RMMV

I tested it, it's okay, zombies do not return to the old space, but zombies have the ability to follow the player's footsteps anytime, anywhere, if the player does not destroy it. In fact, zombies will not follow the footprints of the player unless their appearance fades and returns to the old space.

What are you trying to achieve?

Logon November 25, 2015 Posted on 372 feedback evaluation 875 1st Language Russian Main user RMMZ

cedr777

Regular
189, 5 K B-Browse: 15 Thank you for the news. I am fixing the broken luggage. After a large code change, it is not always possible to grasp everything. As for the image: You can display the drawing with the plu g-in parameter without worry (although not everyone yet, I am working on it).

Can I report a bug?

I used version 1. 1, but I think I found some errors when the player left the enemy.

Can I post a video here?

0-default, hig h-speed (teleport) Return 1-Normal return (at normal speed) 2-Leave the player at the last position where the player was lost from the symbol

Pheonix KageDesu

Regular
Enrollment October 28, 2015 Posted on 61 Response Score 17 The first language English mainly uses RMMV.

Thank you for your report. We are repairing broken luggage.

I am looking forward to the wonderful, good update. I want you to consider my proposal:

-Mart hit skill. (Fire bolt Lv10) -Multiv to attack. (Thie f-Double Attack, Mon k-Triple Attack) -Seace that affects enemies (spells with the ability to slow down movement. For example, "AGI DOWN") -Preet is painted in scarlet, and the enemy loss is snowy. It turns white. -RadiusSelect. png rotates in the center while using skills. (This adds dynamism to the game) -The skill has the ability to retreat one or more tiles. (Firewall, storm surge)

These three markers have not yet been tried, but they are considered great to be added to the plugin. For example, there are many uses, such as the beginning and end of the battle, and calling a joint action with the death of a monster!

cedr777

Regular
189, 5 K B-Browse: 15

Joji date: November 25, 2015 Contributions: 372 Comment Score: 875 Russian Used Language: Mainly Rmmz

Build 903 is published on GitHub. Only some bugs and problems are corrected.

I made my PATREON page https: // www. Com/kagedesu. If you are interested in Alpha ABS, please support us. For those who have become patrons, we will deliver a small update of the Alpha Abs plugin every week. (Other plugins will be delivered as soon as there is an update.) We are currently preparing updates to add new features.

With your cooperation, you can get the formation of the α-abdominal muscles and the start of a fresh plug-in development. thank you.

Because I am not a philanthropist, I can use fresh assembly, but more frequently (once a month, it has the ability).

SNELD February 22, 2018 Posted on 267 Response Score 70 Daiichi Language English Mainly used Rmmv

Hello Phoenix, it was a kind idea to create my own PATREO N-I was a cartridge to prove my own help. Edit: This is a report on the bug I found, well, it's not a mistake, but it's a basic small visual defect.

In the case of a gun, an error was found to reflect the news of the object acquisition twice. In the case of an object, it is reflected properly. I don't doubt Armor, but I still found the same overlooked over the assembly 901.

Spoiler [Bug] Alpha_abs. js Version 1.

After testing on edit1: bild 903, there was this problem.

Edit2: Similarly, if Alpha_abs_build_903 is placed on yanfl y-plu g-ins, this case will be saved. Edit3: Escapeonbattle: 1 & amp; amp; gt; Thank you for correcting the error,

Is there a possibility of temporary bypass between radiusSelect. png and target. png?

Otherwise, I can still stay without this.

Edit4: Btw Build 903 is quite stable (at least for me), so I started applying it as the current plu g-in of our current game ABS.

Spoiler [Bug] Alpha_abs_build_903 Massive Ball ZZZ to appear with enemies

Once again, it is a visual glitch that is not noticeable, and when a bad position is imposed on the battlefield, the ZZZ ball is always displayed. (Confirmed in all assembly)

As you can see from the video, I am equipped with a "freeze Katana", which imposes an "freeze" position to the enemy, which can have a certain impact of 34 %. If you hit the enemy well, the ZZZ ball pops out.

Edit the 3924 line of the plu g-in, "This. Requestballon (10);" This is this. Requestballoon (0); "Without quoting. In fact, I will be different to explain this creator, as I noticed the opportunity to link this in the future with the characteristics of plug-in in the future. I was thinking.

Spoiler bug

I don't know if this is a mistake, so I apologize in advance if it is, but if alpha_abs_build_903 is above YEP_COREENGINE in the plugin manager, you cannot install skills in the skills/items column. If you put it under YP_CoreEngine, everything works fine. In the video, I have enabled recording in the plugin manager.

Pheonix KageDesu

Regular
Enrollment October 28, 2015 Posted on 61 Response Score 17 The first language English mainly uses RMMV. This is definitely true. I just tested the CEO N-commands in BILD 903. I can use these commands to call normal events, but I noticed that when I do this, I can't loot objects from defeated enemies. Spoiler [Bug] alpha_abs_build_903 Players don't get expo and don't level up

A bug was discovered that prevents players from gaining XP for leveling up. I received it in the current build 903 and compared it to the stable build alpha_abs.

cedr777

Regular
189, 5 K B-Browse: 15

Last edited: August 7, 2018

Sneld Posted on November 25, 2015 372 Response score 875 Primary language Russian Mainly used RMMMZ

New Build 910 Features

Spoiler: YouTube video

CEDR777, thanks for the error message. I will try to fix it all next week in the new build.

Job 267 Rating Response 70 Rating 70 Primary language is connected, not English, which is mainly used RMMV

Hello, great job on the "Impulse" and "Multi-Priest" skills! I was very improved by the "Magician/Wizard" class. Also thanks for making the player red and allowing them to see their own radio select.

After further testing, I created a bug report for the new ABS Build 910 with some suggestions:

ABS Build 910 Bug Report

1.) Enemies lose CP when they leave a state 1.) When an enemy is released from a status abnormality, their HP is restored to 100%.

Spoiler [Bug] alpha_abs_build_910 When an enemy is released from a status abnormality, their HP is restored to 100%.

This seems to happen when an enemy is repeatedly affected by a skill that inflicts a negative status ("Freeze" in the above case). We have confirmed that this does not happen in older stable assembles.

2.) Using a skill from a certain direction can throw an enemy back into an impassable tile.

Spoiler [Bug] alpha_abs_build_910 Using a skill from a certain direction can throw an enemy back into an impassable tile.

This only seems to happen when an enemy is hit by a targeted down, right, or left skill and the second hit is made with a diagonal approach.

3.) The enemy is thrown back for 0 damage.

Spoiler [Bug] alpha_abs_build_910 Enemy is thrown back for 0 damage

Note: In the case of a video on Google Drive; download, if not displayed, Vimeo only allows 500MB.

Proposal: -Pr 0 damage to knockback.

4.) I D-Game about card; when accepted, the player who has lost life is colorless.Spoiler [Bug] Alpha_abs_build_910 Game over Map ID;

It was checked for the measured assembly with this bug.

Note: The Scarlet Circle was specially specialized to display the position of the player when transferring to the game overmap, which was created with the support of the KHA S-Writing plugin. If you migrate to the game overmap with a coordinates 0. 0 point x and y, the player will be rendered colorlessly.

Proposa l-Enable continuous events before death. (To reproduce SE and animation) ・ When moving to the game via MAP, you can specify the coordinates of X and Y.

5.) The enemy's storm is only one direction.

Spoiler [Bug] Alpha_abs_build_910

The enemy's storm is only one direction

When I checked the build 910 and the measured build, this phenomenon did not occur in the measured build.

Other proposals for the correct build

1.) Random target of random target 0 = normal 1 = random target

2.) Damage draw box in mult i-hat. -Mult guidance has been deleted, but if a warning is standing when you are hit with a very incomplete skill, is it possible to arrange it more slowly or a little delay between strikes? Insert?

Helheim

Warper
3.) Now, if you provide several strokes and have the ability to return to the inside/ outside, it is a specific number of recommended items that can be applied here.

Skills that generate loss on the floor "Create a tile area that loses your opponent every day while stepping on the tiles"

cedr777

Regular
189, 5 K B-Browse: 15

For example, a snowstorm, "Create a snowstorm that lasts 5 seconds in the area, gives a big loss to the opponent, throws back with random instructions, and keeps it frozen."

I think more =)

Last editing date: August 9, 2018

TenTranVN

Regular
Sneld at August 9, 2018 Posted 1 Response Score 0 Figuage Espanola mainly uses Rmmm

I would like to find a solution to a problem I have in my project. The version I am using is RMMV 1. 1 and I am using Alpha ABS 1. 2 Build 91 0-plu g-in. This is the problem: MadeAmagePuppup "Uncertain" from "Unable to read property", occurs when I close the project and reopen it to download the game, even if I access the normal card and load the game, load and then enter the abs-card, I also get the error "Cannot read property", I hope you can help me. I thought it might be a compatibility error, I disabled all other plugins, but it didn't help.

cedr777

Regular
189, 5 K B-Browse: 15

I would like to find a solution to a problem I have in my project. The version I am using is RMMV 1. 1 and I am using Alpha ABS 1. 2 Build 91 0-plu g-in. This is the problem: MadeAmagePuppup "Uncertain" from "Unable to read property", occurs when I close the project and reopen it to download the game, even if I access the normal card and load the game, load and then enter the abs-card, I also get the error "Cannot read property", I hope you can help me. I thought it might be a compatibility error, I disabled all other plugins, but it didn't help.

It would be helpful if you could post a screenshot of the debug window. I have tested this assembly and so far there are no errors.

TenTranVN

Regular
Sneld at August 9, 2018 Posted 1 Response Score 0 Figuage Espanola mainly uses Rmmm

It would be helpful if you could post a screenshot of the debug window. I have tested this assembly and so far there are no errors.

This may be a small error when my second participant switched to map ABS, then switched to map without ABS, then switched back to ABS, now the second participant is no longer active.

cedr777

Regular
189, 5 K B-Browse: 15

This may be a small error when my second participant switched to card ABS, then switched to card without ABS, then switched back to ABS, now the second participant is no longer active.

It would be helpful if you could post screenshots and/or videos to help developers understand your problem. Personally, I haven't tried the party system so I can't review it yet.

Sneld at April 13, 2017 Posts 191 Response score 20 Primary language Vietnam mainly uses RMMMV.

Maybe it's good to explain with screenshots or a video so that the developers can understand your problem better. Personally, I haven't tried the party system so I can't report it yet.

HM. I'll post a video tomorrow, in that case, make the controls bigger because they're hard to use on mobile devices.

Sneld at February 22, 2018 Posts 267 Comment score 70 Primary language Non-English mainly uses RMMMV

Well, I retested Build 910 and came up with more offers, and one bug I found.

Bug Reports: 1.) Visual glitch with HP/MP Rain. HUD always shows HP/MP-Rain values ​​even though player's HP/MP is at 100%.

Spoiler Alph ABS Build 910; Visual glitch with HP/MP Rain.

Suggestions: 1.) Enable Counter Attack, Dodge Magic, Reflect Magic parameters. Counter Attack in the properties window doesn't seem to happen even if you set it to 100? Same for Magic Evasion and Reflection. Maybe it's not implemented yet? If not, hopefully this feature will be implemented in a future build someday.

Spoiler Alph ABS Build 910; Not yet implemented (Counter Attack, Magic Evasion, Magic Reflection)

2.) Allow user skills to be used for basic attacks. (Maybe by placing a tag on the weapon?) Reason: Basic attacks are always tied to skill 0001 by default.

Edit For example, say you have a spear type weapon. Spears hit enemies 2 tiles away.

EDIT: Silly me, Already it seems to work on weapons by default.

All that's left is to build it into the weapon and have it have a rollback effect. (Weapon "Impulse")

3.) Allow weapons (allowing attack speed to vary when using different weapons, like fast when using knife, slow when using sword, even slower when using axe).

But I solved this problem by using a formula(*) based on AGI. You have to give weapons an attack speed attribute that adds a fixed value to attack speed. It can also be used to create other items like armor, giving flat bonuses or reducing attack speed.

4.) Allow to input formulas that reduce spell casting depending on parameters, like MATK and MDEF. For example

The idea is that if you want magicians/wizards to scale in the game, you should give them a chance to reduce the caste-time of their spells, instead of fixing the caste-time of each spell. The idea is very similar to the attack speed reduction formula above.

x = 200- (mat + mdf/25) mat = 80 mdf = 70 x = 106 frames.

5.) Can objects that can decrease/increase the result of a spell be in the form of a marker? Ex: Spell Ring; decrease spell by 30.

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