Project brutality 3.0 doom 2 ammo2/21/2024 Most would just keep this to themselves and curse someone as a poser instead of educating them nonconfrontationally and that doesn't help anyone. Sorry for the long rant but i feel proper explanation is necessary to spread this knowledge to as many people outside the armed forces as possible. All trained infantrymen scoff and shake their heads when they hear/see this, it is literally one of the first things you're taught when handling firearms (after muzzle always pointed in a safe direction/finger off the trigger/safety on until ready to fire) and they will PT you half to death if they hear or catch you referring to either incorrectly so you never forget. If you ask for clips you get clipped ammo, not full magazines. All military personnel hate this colloquialism (Doomguy included!) because you would never equate the two. Three ten round clips will load one thirty round magazine way faster than manually inserting thirty loose rounds. They are for speed loading magazines as opposed to inserting one round at a time. A clip is a tiny strip of plastic that temporarily holds ten rounds in a stack so you can set the bottom round on top of your magazine, hold the top edge of the clip with one hand, put your other hand on the topmost round and shove down, loading all ten rounds in one fell swoop and subsequently discarding said clip. Love this HUD but you should really consider changing "clip" to mag(s)/ammo or something else. All thanks to those error messages, which are now gone xD Though it was giving error messages that pipebombs and satchel charges were not defined weapon types, it led me to check ModDB for these items and eventually stumbled upon, and installed, the awesome UAC Survival Pack. I tend to avoid the first version of the Unmaker because its beam cripples my entire game down to 1fps on dual or more consecutive shots when alone, and with a single shot if I have enemies around. On a note, it forces me to load both Unmaker versions into ZDL to get rid of an error message where it will say "Unmaker BeamMode is not a type of inventory item" etc. My only comments about this, is that there are still a couple weapons not being read properly, such as TheBarge's sledgehammer there's no sledgehammer icon when the sledge is selected. Now I can't play without it, I no longer use the original HUD! Please report any possible bugs you could find in the HUD, for fixing them as soon as possible! Special thanks to Cotton Disciple for his invaluable collaboration and help in porting the HXRTC HUD to Project Brutality addon! Without him, this HUD version would not have become reality. If you prefer a more stable version of GZDoom, visit this page and choose your preferred download (2.1.1 is recommended for use with OpenGL 3.0 or higher, and 1.9.1 is for OpenGL 2.0 only): If you have got any problems related to loading the game with HXRTC HUD, I recommend you to get one of the development builds of (G)ZDoom, available on these links: Latest alpha release of Zandronum 3.0 should also work with it, but it hasn't been tested. The HUD has been tested and works with most recent releases of GZDoom and ZDoom. On the other hand, if you find the size of the HUD is too small, you should open (G)ZDoom/Zandronum console and input the following command: HUD_SCALE 1Īlternatively, you can also turn on the Stretch Fullscreen HUD option in the (G)ZDoom/Zandronum HUD options menu. IMPORTANT: For showing the HUD correctly, you must set in Display Options a screensize of 11 and turn off the alternative HUD.
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