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Dexiaz

Boiled Doom (Brutal Doom for DOS and Chocolate) [New version 12.05.2023]

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Impressive work on your mod! Not a fan of the actual Brutal Doom but this is much more enjoyable. Makes me wanna put together a kickass DOS machine again. 

 

Love the new blood splatter! 

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Very fun!

 

 

Odd that you chose the old Brutal Doom V19 sprites for the weapons though...

 

 

Played it in Chocolate.

 

I wanna make a map for this now!

Edited by Codename_Delta

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Hey Dexiaz, was that mysterious bug that was showing up in vanilla only ever fixed? That was a huge roadblock when I looked under the hood (ages back). If it was fixed I’d love to know how!

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4 hours ago, Doomkid said:

Hey Dexiaz, was that mysterious bug that was showing up in vanilla only ever fixed? That was a huge roadblock when I looked under the hood (ages back). If it was fixed I’d love to know how!

 

Well, no xD

 

I didn't find any solution, so it's still the big problem here.

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Lmao, Boiled Doom works in ANY sourceport.

 

And yes, E5M2 I've played in Chocolate Doom here.

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5 hours ago, Dexiaz said:

Lmao, Boiled Doom works in ANY sourceport.

Well yeah obviously.

5 hours ago, Dexiaz said:

And yes, E5M2 I've played in Chocolate Doom here.

Wait did you essentially just rename the map to MAP01 and load it in Doom II or something?

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31 minutes ago, OpenRift said:

Wait did you essentially just rename the map to MAP01 and load it in Doom II or something?

Yes

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Now all I need as a CRT VGA monitor and then Boiled Doom would look very fantastic when the monitor is hooked up to my Toshiba 2060cds laptop running Windows 98.

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The hud feels very eternal doomy.

 

Maybe it's based off of the eternal doom hud?

 

Nevermind I originally thought it said doom eternal in the OP.

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Special Thanks to DeVloek for gibs sprites for impaled bodies.

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I think I'm close to finally finish this project, because there are not many things can be implemented (remember, we're talking about possbility to run it with DOS), the last 2 things I had to somehow fix is game-crash (in DOS) when rocket explodes (the hell?) and chainsaw "wrr wrr" sound while you're keep it in your hands.

 

But maybe you have some suggestions about mod features? It's possible that I something forgotten. The last thing I could try is destroyable light sources, but I'm not sure this is a good idea plus I'm not sure if I'm actually can do this.

 

Anyway, if you have suggestions please post it before this mod "goes gold"

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Is it possible to have the hell nobles do a roar animation when you first wake them up? 

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@Dexiaz possibly upgrade the assets? the sprites are from an earlier version of brutal doom, also reloading does no sound at all, if you can implement it somehow it'd be nice

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12 minutes ago, dotQLL said:

Is it possible to have the hell nobles do a roar animation when you first wake them up? 

No, it requires to add too many new animations which is impossible.

 

9 minutes ago, Frost-Core said:

possibly upgrade the assets? the sprites are from an earlier version of brutal doom, also reloading does no sound at all, if you can implement it somehow it'd be nice

I'm using earlier version sprites because I like them more. Reloading sounds are already added, you didn't checked the development progress properly.

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yeah maybe you should share the latest wad revision somewhere, so people will make suggestions based on the actual contents of this mod

if the only downloadable wad is that one on moddb, it goes back to almost a full year ago

 

since I'm here: my suggestion would be to change the M_DOOM lump to something that reflects the actual mod name (Boiled instead of Brutal)

as it is, it seems that it has been ripped from the SgtMark's .pk3

 

 

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8 hours ago, Dexiaz said:

But maybe you have some suggestions about mod features? It's possible that I something forgotten. The last thing I could try is destroyable light sources, but I'm not sure this is a good idea plus I'm not sure if I'm actually can do this.

edit: I deleted this post, sent you a PM instead

Edited by Noiser

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2 hours ago, kgsws said:

And i don't think that is your goal.

 

Well, "yes", I wanted to make something working in given limitations of original Dehacked (for example, it might be much easier to make a Boom hack or even DEH-Extra, but this doesn't feel challenging and makes less sense to play while having original Decorate mod)

 

BUT

 

possibilities mentioned in ACE Engine sounds like "You can do things like you're working in ZDoom but it's actually the DOS" and this buys my attention. Maybe, after releasing my current Boiled Doom project I'll try to recovert it for ACE Engine.

Edited by Dexiaz

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51 minutes ago, Dexiaz said:

Well, "yes", I wanted to make something working in given limitations of original Dehacked.

I understand that and i like the idea. At some point in the past i was considering the same.

But then it quickly escalated to code execution :D

 

51 minutes ago, Dexiaz said:

possibilities mentioned in ACE Engine sounds like "You can do things like you're working in ZDoom but it's actually the DOS" and this buys my attention. Maybe, after releasing my current Boiled Doom project I'll try to recovert it for ACE Engine.

ACE engine is in proof-of-concept stage and i am not currently working on it. But yes, it already has working limited subset of DECORATE.

If you, in the future, decide to try it, i can make cleaned-up, and most importantly, stable version.

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On the note of the Dehacked, I was REALLY trying to work out what was crashing this thing in DOS. Couldn't find any answers - all states that had an action still seemed to have one, and all states that didn't originally have an action still didn't have one. I don't see anything that strikes me as "obviously wrong" with the .DEH under the hood, so I'm totally stumped still as to why the RL and BFG crash :(

 

I think it's perfect otherwise (sprites, sound, etc)

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Hmm, i don't think its possible in dehacked but adding new weapons would be nice, each in their own slot

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43 minutes ago, Doomkid said:

I think it's perfect otherwise (sprites, sound, etc)

 

What if the sounds are the problem? Could you try to delete them and play with the original sounds?

 

34 minutes ago, Frost-Core said:

Hmm, i don't think its possible in dehacked but adding new weapons would be nice, each in their own slot

 

unfortunately, that's not possible. Maybe, in future, I'll try to do this in ACE.

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9 minutes ago, Dexiaz said:

 

What if the sounds are the problem? Could you try to delete them and play with the original sounds?

 

 

unfortunately, that's not possible. Maybe, in future, I'll try to do this in ACE.

Do note that if you are going to do anything in ACE, you may go mucking with some esoteric stuff that will crash DOSBox, and that it will be in pure DOS only.

 

ACE is code injection within the game itself, so the options are limitless (Dynamic colored lighting? Sure!) but it does come with some limits. Still a super cool thing though.

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36 minutes ago, Redneckerz said:

Do note that if you are going to do anything in ACE, you may go mucking with some esoteric stuff that will crash DOSBox, and that it will be in pure DOS only.

 

 

I will need a DOS machine... Not a biggest problem I can get here, but still. Thanks for info ;)

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2 hours ago, Dexiaz said:

I will need a DOS machine... Not a biggest problem I can get here, but still. Thanks for info ;)

You do not need DOS machine. Unless you actually want to.

While it is possible to do some obscure stuff that won't work in DOSBox, i have no intentions to do such things.

ACE Engine is and always will be working in DOSBox. And mods using DECORATE subset i support should also work in ZDoom.

 

3 hours ago, Redneckerz said:

ACE is code injection within the game itself, so the options are limitless (Dynamic colored lighting? Sure!) but it does come with some limits. Still a super cool thing though.

OT: It's limited by the hardware itself. You can run a modern Linux trough it with Steam installed ... but why :D

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