Please click "Read More" to view instructions on how to install and use the patch
The Zombie Killer's Brutal Doom Patch
(Designed for Brutal Doom v19)
v2.4
IMPORTANT
Please ensure you are using the latest Git build of GZDoom. (obtainable here)
When you load the patch, do not load Brutal Doom alongside it, because the patch will load it automatically.
Just make sure that Brutal Doom's pk3 is in the same folder as GZDoom or is in any of your custom filesearch paths.
Zandronum is NOT supported (yet)
Changelog:
v2.4
* Fixed "Unknown" value for "Drop Items on Death" in menu (turns out this bug also stopped you from disabling the feature)
* Added "NoAmmo" state for Shotgun (a.k.a it now clicks when it has no ammo and you try to fire/reload)
* Patch version number is now listed at startup
* Fixed bug that caused the shotgun infinite ammo fix to only work with manual reloads
* Fixed bug that caused you to throw all of your meatshields upon death/suicide if you had the "drop items on death" option enabled
v2.3b
* Fixed bug that caused you to only drop SOME of your weapons when you die if you had that feature enabled.
v2.3
* Removed DoomMetal autoload
* Added "Allow >100 Regeneration" option to menu
* Increased regeneration slider maximum from 100 to 200
* Added blood fade options, can go from instant to 5 minutes, or never fade.
v2.2
* SSG improvements
v2.1
* Fixed a mistake I made where I forgot to give the player "Melee_Attacks2" instead of "Melee_Attacks" (this would prevent you from using Melee unless you used cheats)
* Added full reload function for SSG
v2.0
I'm working on the patch again, with some old and new fixes:
* Brutal help menu works in Ultimate Doom/Registered Doom (Doom 1)
* Loads DoomMetal, DoomMetal2, DoomMetalVol3 and\or DoomMetalVol4 in proper order if present
* Automatically loads Brutal Doom v19 if present, no shortcuts or batch files needed, just load the patch by itself!
* Large amount of fixes to the SSG
* Custom "fuck yourself" sounds can be used, hell, you can change it to the sound of an imp just by changing a console variable (cl_fuckyourself)
* Infinite ammo works
* Built-in regeneration addon, can be enabled/disabled in the options menu
* You now have the option to have all your weapons drop on the ground when you die (like in Postal 2)
* MP40 shows ammo count
* SSG shows ammo count
* You now start with a pistol as well as the rifle. The pistol is completely optional to use of course.
* Minor cosmetic fixes
* Weapon tracers look the same in GL and Software thanks to voxels
Average
6.111 votes submitted.
Just one question:Do enemies spill guts when killing them with chainsaw?
If they do in normal Brutal Doom, then yes
I'm pretty sure they do
Well, im using ZDdoom and already killed some monsters with chainsaw, and no guts spilled. :/
Well, that's a shame :\
See if you can contact Sarge and ask if he can make the chainsaw deaths spawn gut actors. I'll see if I can put it in my patch too.
They LEAVE guts. As you said, you were using, look carefully, not GZDoom but ZDoom. ZDoom is a software version of Doom (Doom Original Graphics) and because of this ZDoom is unable to play 3D models. To see them, you need to play it with GZDoom, which enables OpenGL features.
Other customized Brutal Dooms:
Brutal Doom SE Forum.zdoom.org
Brutal Doom CE Forum.zdoom.org
Brutal Doom EE Forum.zdoom.org
SE is ******* amazing <3
shoulda edited..... Enhanced Edition isnt worth touching. classic maybe, if you want that feel.
Isn't worth touching? Well, that's what you say. It doesn't necessarily mean it's true. ..
for me EE good but i do not like new shotgun and rifle
This doesnt work on GZdoom at all
If you read the instructions, you'd realise that you need to use the latest Git version of GZDoom... The current official release of GZDoom doesn't have all the required features to use this patch. This doesn't work with Zandronum for a similar reason
You can get the Git builds here: Devbuilds.drdteam.org
Regeneration? Seriously?
I hate regeneration in games as well, I reckon it's one of the cancers of game development at the moment. I only included it because people were complaining that the regeneration mutator wasn't working. It's optional as well, so no need to complain
aslong as we can set it to max of 30 hp or 15 hp, I have no problem with it. Its a welcome option.
It's optional, and it's a great feature; I used to play with the regeneration mutator myself, and it's good to have the option in game.
this mod work with skulltag best
This patch doesn't work with Skulltag :P
Skulltag is dead, use Zandronum. Or GZDoom if it's not compatible.
Thanks for all your effort! One question: is it possible to deactivate blood fading manually? Where can I find the parameter that changes / deactivates the time? (I mean via text editor, not in the menu of your patch of course) Thanks!
All the "never fade" button does is set the blood fade time to -1. So to disable the blood fade, set the "sv_bloodfadetime" command to -1.
Awesome, I was looking for that option since v19 came out! Thanks!
It doesn't work with DoomNukem Brutal mod; I know it's just a test (the mod, not the patch), but are you planning to make them compatible with each other?
I might do something like that (maybe with Brutal Doom SE as well) once I have a few little fixes and additions out of the way.
i tested gzdoom version and i have to say that it looks ugly, i prefer zandorum textures.
Zandronum is an old version of GZDoom with client-server multiplayer.
I'm guessing you have texture filtering enabled in GZDoom. Go into Options -> Display Options -> OpenGL Settings -> Texture Options
and disable the texture filter and the "high quality resize mode" options.
Really good patch!
Thanks! :D
Script error, "bdp_v24.pk3:decorate.txt" line 26:
Unexpected 'Rifle2' in definition of 'Doomer2'
The ****?
I have the same problem, any solutions yet?
I can think of a few causes for this:
1. You're loading Brutal Doom with the patch, don't do that. The patch loads Brutal Doom itself, if you load Brutal Doom with the patch manually, then Brutal Doom will be loaded twice.
2. Brutal Doom is not in your GZDoom folder or is not called brutal19.pk3
3. (unlikely in this case) You are using an outdated version of GZDoom.
The funny thing is, I managed to get it working by loading the patch AND brutal doom at the same time. Only loading the patch still gives me that error. And no, I have the latest version of everything, as always, and everything is in the right place.
v19 has fatal bug when doomguy kicks monster's head while he's jumping to the monster. Your patch has same problem too.
Well, TNT Evilution level 1 is the perfect stage to check that bug.
Brutal Doom SE fixed that bug, but SE's sound effect isn't to my taste.
Anyway, it says: Fixed self-damage bug when kicking heads while being too close and berserking.
Can I expect TheZombieKiller's next patch will not have that bug?
I'll take a look and see if I can fix it, it shouldn't be too hard.
Hey TZK, I checked that problem some time ago and I've to tell you that the bug is in the "HEAD_SYS" file. Here's the fixed version of them;
Link; Mediafire.com
I use this fix in my Add-On as well and feel free to use it.
SE's addon pack does include a mutator with sounds that are more like the style regular BD, if you don't SE's sounds.
Hey, I just noticed an interesting caveat regarding loading the patch. I often use .bat files to simplify the file selection process, however I found that trying to load your patch with one caused the...
Script error, "bdp_v24.pk3:decorate.txt" line 26:
Unexpected 'Rifle2' in definition of 'Doomer2'
...error that somebody mentioned earlier. I assume that attempting to load from a command line or shortcut causes the same issue. Dragging and dropping the file onto the gzdoom exe, however, caused the game to run without any issues.
Very strange. Simply running the patch by itself, with Brutal Doom in GZDoom's folder works fine for me, and it's how I intended things to work. It's interesting how it only works in other ways for different people though.
I find this an essential addon for Brutal Doom, why does this get low ratings?
Probably because it's GZDoom-only :p
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What should i do if i want blood to fade instantly, how should the slider be set?
Set the slider as far to the left as you can, and the blood will fade instantly.
When will this come out for Zandronum?
As soon as it supports all of the ZDoom-specific features that this patch requires. Which will probably take a long time unless some feature requests are made, and they have a large amount of support from the Zandronum community
why the pistol it is pointless?
I think it's for people who want the classic pistol start option.
That, and the fact that it was kinda pointless to have the pistol in the mod, but completely unused.
How do you completely remove the pistol from the pk3 file or can you give us a file that doesn't have it at all?
And also This might be hard to do but can you add the option if you want to have corpses shootable or not in the next version?
It would be extremely difficult, but I'll take a look at trying to do it for the next version. It might not be in the first BDv20 version though, I might release a second version with that in afterwards
I'll make it a toggleable option in the next version
What will you make toggleable?
The pistol