And unlike the demons you've fought in the past, many are sentient, capable, and can do far more than just fling fireballs Nearly all monsters have more than two attacks, and some even have otherworldly abilities - From a lost soul able to possess imps and zombies to give them buffs, or a cacodemon able to push you away with an ear-destroying scream, Hell is exactly that - Hell. with up to 4 'tiers' of monsters, the number of unique threats you will face have beyond quadrupled. Able to smash your head in with a riot shield, football tackle you to the ground, call for backup, or even go prone as they lay down a slam-fire barrage of shotgun shells, this and more awaits you as you lay these poor souls to rest.Īs for Hell itself, well. Possessed humans have an arsenal comparable to yours, and aren't gonna just stand around when you throw a grenade. Gone are the days of mindless shambling corpses who are one-trick ponies Now, the threats you face are far more deadly - Your former, possessed comrades remember their training, and can still think for themselves Throw barrels of volatile radiation around like giant pipe bombs, push back charging demons with a steel-toed boot to the face, and even slit the throats of the unsuspecting.īe warned - Even with your enhanced abilities and movement, Hell brings forth the most powerful army the universe has, and dwarfs humanity's combined efforts tenfold. Take advantage of Hell's own arsenal, and even some weapons of the past. multiple fire modes, features like scopes, lasers, or different rounds, and the ability to hold some akimbo, you'll never feel helpless, and at some times, a god among men. Clamber over ledges that were once too high to reach, just to save yourself from an unlucky encounter with an archvile.Īs for your weapons, the UAC isn't leaving you without help - With more than 20 tools at your disposal, you'll use one of the most expansive arsenals that DooM modding has to offer. Even the way you maneuver has changed.ĭash your way past Imp fireballs and former humans' bullets as you close the gap on your target or slide kick your way through a field of corpses as you kite a revenant missile on your tail. Everything from the arsenal and HUD to the monsters and gore. What started as a mere add-on for one of the most influential and iconic DooM mods is getting a complete overhaul. The tides of hell are changing and the hordes of demons are hungrier. Everything is subject to change and are not reflective of the final state. If there's still a problem then please reopen with more details.Please note: Project Brutality is currently in active development. There was no feedback given for almost two months regarding the bandwidth use. Sounds as if the mod generates too much network traffic, so it's possibly not a Zandronum bug, but a limitation of our network handling.Ĭan somebody check what's eating the bandwidth, with sv_measureoutboundtraffic / dumptrafficmeasure? Unfortunately, the wiki page explaining these commands seems to be gone.Īlright I remembered someone playing the same version of project Brutality Addon in COOP mode using Zandronum on youtube, so did one additional test with Ultimate DoomVisor HUD Addon being excluded everything was just fine. Testing ZandroDev3.0-161030-2038, using Project Brutality 2.03a and Ultimate DoomVisor HUD v1.85 addons, COOP server gets started and local client (127.0.0.1) can play on it just fine, but any client connected through a WLan starts to lag so hard upon entering the game that it gets basically impossible for them to move at all, after observing this I tested same thing using brutalv20b MOD and no problem at all.īug_revision_view_page.php?bugnote_id=16402#r9951ĭoes this build from 0001469:0016193 help with the issue?Īlright I tested and unfortunately it was the same, also tested same thing with gzdoom 2.2.0 and it handled the job fine. 0002935: Using Project Brutality 2.03a and Ultimate DoomVisor HUD v1.85 addons, COOP is not possible
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