It wasn't until I had started looking into the brightmaps feature and hearing that gzdoom had a default set of brightmaps for the games I realized these PK3s weren't being autoloaded. I had no clue that lights.pk3 was actually a set of definitions for the standard iwads. And when I played a mod that was set up to use its own lights, and I saw the lights, I figured that lights.pk3 was working fine at getting the lights to work. I figured I didn't have to manually load that file, and I shouldn't have to manually load these files.Īnd before anyone says that a user could obviously notice that lights and brightmaps weren't being used by gzdoom and that it should be obvious since they aren't there these need to be loaded - I figured back then that they were just some sort of extra data used by the engine to configure how lights worked. Sometime later I finally realized PK3s were like wads, holding lumps like wads and being able to be loaded like wads, but I figured these two were autoloaded just like the (g)zdoom.pk3 file. I regarded them with the same type of mysticism a normal user regards DLL files - don't touch them, leave them as they are, and they'll be used and all will work fine. You could look most of the way up and down to let you judge your jumps, you hovered slowly down picking up momentum as you went which let you jump up to slightly higher ledges and you have grenade jumping, grenade climbing, wall-walking and flamethrower jetpacking.Ĩ0% of those acrobatics were nerfed in the sequels but are still possible, only much harder.A long time ago when I first started using Gzdoom, I didn't even recognize these two files as being similar to wads and being needed to be loaded manually. Marathon got Doom's Sprint of Faith right and made it really fun after some practice. In that, you can't look up or down at all and you drop like a stone when falling which makes the sprint of faith difficult. I love first person platforming in games but the only times it doesn't work are Ultima Underworld (for obvious reasons) and vanilla Doom. M1A1 used transparent liquids in conjunction with the original hotplates in the lava only to create a pretty shimmering effect which worked a little better with the old textures and not so well in deep pools.Įven the first and second Tomb Raider's had hotplates in lieu of actual lava (except the shallow pools in Temple of Xian) and it's cheating.ĮDIT: Also GZDoom and Brutal Doom together have much better platforming. That's something that M1A1 did too as Marathon 1 could also only support hotplates whereas Marathon 2 and Infinity had liquids. What about the liquids that replace the original's shitty "hotplate polygons"? Potatomasher23: I like Brutal Doom if only for the fact that you get an assault rifle instead of a lame pistol. This is good guide but there a more comfortable way operating the GZDoom and all the addons through utility called ZDL, which is cooperating with the GZDoom itself, also it is recommended for launching and playing Brutal Doom and Project Brutality respectively with all desired add-ons, here a shot from my config: That's it, I hope this was helpful and let me know what you think of the Brutal Doom mod. I needed this problem fixed and my brother, who got BD working for me in the first place isn't here right now. I don't know if this will work for the other Dooms though.įinal entry here: Sorry if I appear to be spamming. RE EDIT: I've found a rough work around by loading it from GZ Doom itself. The error is: Script error "brutalv20.pk3:cvarinfo line 1: cvar bd_bloodamount' already exists. What's going on?ĮDIT: I've now tried deleting all Brutal Doom files from the Steam version folder and starting anew but there is still an error that stops it launching. It's only letting me choose the BFG IWADS and not the GOG ones I added to the ini file. ini instead of copying them follow this example The easiest way to make GZDoom find these files is to simply copy them into the directory, but you can also add their address to the. It should be in C:\GOG Games\DOOMįinal Doom TNT C:\GOG Games\Final DOOM\TNTįinal Doom Plutonia C:\GOG Games\Final DOOM\Plutonia Next GZDoom will have to find the Doom.wad file. pk3 files or adding the files to the GZDoom directory and just typing path=. You'll need both the Brutal Doom and Metal Doom. Download both brutal Doom and Metal Doom and extract the contents ģ. Maybe this one can be.īrutal Doom is my favourite mod and I would like to show you how to it to work the GOG version of Doom.Ģ. Magmarock: I am surprised there's no sticky here for brutal Doom.
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