Brutal Doom Platinum is a fork of Brutal Doom designed to keep the original mod's vision, while adding polish, features, and variety. Previously known as 'Dox's Personalized Brutal Doom', this mod is in active development
Small update with new mugshots for Demon runes and quite a few bugfixes
where is the changelog?
On the zdoom forums post
If your posting the mod here surely the changelog can be here to?
Double kick doesn't work during the imp execution.
Vimeo.com
When throwing the chainsaw at enemy's head, he never die.
Vimeo.com
When insult enemies and kickem, he never falling.
Vimeo.com
Scientist Zombie execution show Zombieman Sprite.
Vimeo.com
Awesome work on the mod! I have to say it's my favourite way to play Doom these days!
I've got a quick question that probably has more to do with my settings than anything else, but I notice I get slowdown when I go near a lot of blood spatter on walls, I don't recall having this issue before. Any idea what setting could be affecting this anyone?
Wall decals are pretty inefficient, not much can be done about it unfortunantly besides limiting how many decals can exist
Thanks very much for the response :)
That's good to know, I can live with rare slowdown when point blank to the splatter knowing it's a known issue.
I can't say enough good things about this mod, I decided to try it out for a minute yesterday and ended up going to bed at 0700 after playing it all night xD
Can't wait to see where it goes, I can't see how it can improve much!
I rated it a 10, I really think it's the definitive way to play Doom.
Try optimized Decals addon on Brutal Doom V21 page, it works with Platinum as well. You can also switch rendering to OpenGL ES, it helps ALOT, trust me.
Always run bind doesn't work. Was working fine on Dox's previous version.
its cuz tactical mode spriting is forced though any of the classes that isnt purist i think
Cool!
This looks promising!
Ill be checking it.
Will you be supporting Dox's addon weapons such as the revolver in the future? If the player kicks while having an addon weapon out, all weapons disappear and become unusable. Dropping any weapon fixes this but is annoying to have to do this every time the player kicks.
Yep! It may take a bit, but most of the addons will be available for platinum
they work fine even now. I grabbed ones included with the latest Doxx personal addon download and they work fine with no problems, even additional difficulties addon works!
Hello, I have 4 questions about the mod: is it true that it is a continuation of the modification of "DoxBrutalDoom", if so, are you someone close to the creator? What do you plan to add in the future? And do you accept ideas from users who follow the mod? Good mod by the way.
1. Yes
2. Yes
3. Check the zdooms forum post
4. Yes
i have a complaint about this mod: the moving speed is horrible, i put the always run option "on" and still moves very slow, the previous dox mod didn't have this problem, you have to fix that cuz it's really annoying, it looks like i'm playing tactical mode and i ******* hate tactical mode. i want to move fast without having to press shift all the time. another complaint is the ironsights on the shotgun, it fires way too slow. i hope you'll be able to read this and fix these things.
could you make the sprint to always run or toggle? a few years back my dad lost my pinky finger and its easy for him to just have on always run on
I agree with others here regarding the sprinting. It would be nice to keep it restricted to tactical and allow toggling in other modes.
I noticed a bug on Mt Erebus too: When I was fighting a Mancubus it was flickering between its alternate sprite back and forth. I've only seen this happen once.
Excuse me, is there any way to disable the tactical sprint ?, speaking outside tactical mode because it is annoying not being able to run and shoot, also sublime mod.
Yeah i agree. Its really annoying especially on mobile
And its to hard too play bc of screen touch controls
Loving this custom version of Dox's add-on but there's a neural upscale weapons mod for Dox's add-on that's not long came out and because your version has some custom weapons and animations some weapons glitch with this add-on any chance you could update the neural upscale mod for Dox's add-on so that it's compliant with your version at all please I'm really digging the new nail gun animation by the way when he flicks down one of the nail shooters haha 👌 and I'm digging the new plasma rifle 🔥🔥👌
Exellent work! Already great addon just gets better and better even with the new lead dev. My only suggestion would be to make sprinting mechanics exclusive to tactical player class like it always used to be.
Very good mod, just some questions to remove the doubt: is it a continuation of the mod "BrutaldoomDox"? What will you add in future updates? And when will the next update be? Happy Christmas from me.
It is indeed!
Planned updates are logged on the zdoom forum post
The update is pretty much ready, I just need to get a video done for it
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Hi, I will tell you about my problem, so I play on the lzdoom port because my laptop does not support gzdoom and when grenades and barrels explode, I see black squares instead of explosion marks.
Lzdoom is outdated, and since GZDOOM implemented GLES renderer, the performance is been boosted a lot, even for Laptops.
Just check it in the video settings in the renderer option.
Hm, just noticed that sprinting does not work when playing with a gamepad. Sprint button works with keyboard commands (WASD etc.) but not when using sticks.
I've had a similar problem sprinting (with Rifle only) on old Dox's version, described the solution in here, not sure if it's the same thing now - but all weapons are affected.
Moddb.com
OK, I think the problem is with the way springting is defined using BT_... options in WeaponBase.ZMV - as described here:
Zdoom.org
Note: Currently, joystick or mouse axes bound to movement will not set the corresponding button for the purposes of reading by this function. (E.g. moving forward by pressing forward on an analog joystick will not set the BT_FORWARD key.) However, pressing a keyboard key does set the axis inputs. Therefore, it is recommended that mod authors read the axes above whenever possible, instead of relying on [MOD]INPUT_[OLD]BUTTONS to read directional movement.
I tried writing something like
If(GetPlayerInput(-1, INPUT_FORWARDMOVE)>0)
but it does not work. I have no idea how to make the script check for INPUT_FORWARDMOVE values, instead of BT_FORWARD.
I don't have that kind of a brain I'm not smort
Got the answer finally!
Path in the pk3 file: ZScript\WeaponBase.ZMV
line 72, replace:
If(player.cmd.buttons & BT_FORWARD || player.cmd.buttons & BT_BACK || player.cmd.buttons & BT_MOVELEFT || player.cmd.buttons & BT_MOVERIGHT)
with:
IF(GetPlayerInput(MODINPUT_FORWARDMOVE,-1)!=0 || GetPlayerInput(MODINPUT_SIDEMOVE,-1)!=0)
line 326, replace:
TNT1 A 0 A_JumpIf(player.cmd.buttons & BT_FORWARD || player.cmd.buttons & BT_BACK || player.cmd.buttons & BT_MOVELEFT || player.cmd.buttons & BT_MOVERIGHT, 1);
with:
TNT1 A 0 A_JumpIf(GetPlayerInput(MODINPUT_FORWARDMOVE,-1)!=0 || GetPlayerInput(MODINPUT_SIDEMOVE,-1)!=0, 1);
line 411, replace:
TNT1 A 0 A_JumpIf(player.cmd.buttons & BT_FORWARD || player.cmd.buttons & BT_BACK || player.cmd.buttons & BT_MOVELEFT || player.cmd.buttons & BT_MOVERIGHT, 1);
with:
TNT1 A 0 A_JumpIf(GetPlayerInput(MODINPUT_FORWARDMOVE,-1)!=0 || GetPlayerInput(MODINPUT_SIDEMOVE,-1)!=0, 1);
Now both keyboard and joystick-based movement works fine and you can sprint using a gamepad.
I've uploaded the modified ZScript file here:
Modsfile.com
It can be put after the main mod file and will allow gamepad sprinting. Obviously, all copyright goes to EmeraldCoasttt, since I've only replaced three lines.
Thanks for showing me this, I'll get it added in the upcoming update!
i got one problem THE SPRINT i hate sprinting you should have added that to
tactical like sgt mark 4
I loaded up the test map with monsters and it didn't even stutter! Far as I can tell the mod runs like a charm.
I did see one bug though. In the test map, the spawn buttons for mancubi and pain elementals are mismatched. The mancubus button spawns pain elementals and vice versa. Certainly not game breaking, just a bit confusing.
bruh forcing me to run while holding shift deprived me of the right to molest cyberdemon, I can only fight back when I am walking
The moving speed will make me a living target for e2m8 cyberdemon, you know, e2m8 ultra-fast cyberdemon rocket, I hope to change it to a setting for players who like to challenge the limit, of course that’s not me
Cyberdemons should be scary, though i do think the Lord of Deimos has a bit too much health
dude c´mon don´t be stupid, you need to remove the sprinting, you have received a lot of complaints about that, you gotta have that only for tactical mode, i hope in the next update this problem will be fix because is very annoying to move really slow and having to press shift all the ******* time.
Bruh just wait dont rush you thought updating a mod is a eazy to do ************
Did EmeraldCoasttt say that he will be removing it soon? Just curious. Cuz if he didn't, he still should acknowledge it and say "i will add an option to disable sprinting soon"
also let me know if im being rude because idk if my comment was bad
nahh its ok 👍
ohh ok. I thought i was being insensitive xd.
Well i dont know cuz i dont talk with emerald even on discord but still if he fixes that it will be fun again but really its annoying. I see many on discord that they are annoyed too
Auto run doesn't work.
Absolutely great mod, it's even better than Brutal Doom v21 I'm used to play.
I like this mod the thing is if i try to reload it doesnt let me reload how do i reload
Does this mod only work for GZDoom?
Correct