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Clear evilution of brutal doom gameplay, fixed most bugs, added two unique difficulties, 4 different gameplay classes, 4 balance mode, improved blood decals,classic spectre and more...
Currently doesn't work with some sounds mod, i made compatibility patches soon
If you find bugs pm or post in comments, i try to fix
1. Fix blood, now it works with latest gzdoom build
2. Fix when you can't pick up plasma rifle
3. Fix when you can ressurect dead marines
4. Fixed infinity berserk, add timer when active berserk
5. Restore missing v20b cvar(Random Spawn Captured Marine or Blur Sphere, only captured marine, only blur sphere)
6. Remove water explosion effect
7. Remove taunt damage
8. Add cvar classic spectre(sprite credits to smoothDoom)/BD spectre
9. Fix lostsoul render mode
10. Fix speed after you throw barrel with realism/black metal difficulty
11. Fix When grenade rip off shotgun guy, they will lose a zombieman legs.
12. Fix when blow up hellknight with super shotgun and he will stop bleed, he's corpse changes into lower half of he's body
13. Fix when rocket or plasma pass through barrel
14. Add to first mancubus death destroyble body
15. Fix When you cut mancubus dead body spawns teleport fog
16. Add cvar for toggle water splashes
17. Fix speed when you deselect fists with barrel
18. Fix fists alt fire with barrel. Now alt fire put down barrel
19. Fix when use Vannila monsters you can't finish E1M8 E2M8 E3M8
20. Add cvar for alternative grenade damage
21. Restore Classic saw for classic gamemode
22. Fix ssg deselect with classic gamemode(Probably)
23. Fix after death marines disappear
24. Now LostSouls throwed by alt fire
25. Remove Radius damage for stealth kill
26. Increased plasma ball radius
27. Fix SSG unloading
28. Fix Dual Rifles unloading
29. Fix when you drop all weapons and then pickup bullets have plasma damage
30. Fix some hanging men are only destroyable with explosion
31. Added cvar for dual weighting weapons (If you have dual weight weapon and you enable cvar don't be a scary about disappearing weapons switch)
1.Added Version for old version sourceports
2.Remove unused sprites for SmoothDoomSpectre
3.Fix fists select
Hotfix: fix one more critical bug on brutal doom
HotFix2: Finally fixed d4 morphrune
Fixed pickup rifle ammo
Fixed disappear cacodemon gibs when Janitor off
Some fixes for Demon Rune morph script in doom 4 weapons
Remove unused user var in D4Weapons
Small Changes in rifle pickup
One of three new difficulty preview:
Sorry for noob preview
Average
9.715 votes submitted.
Very nice bro! =)
Timer for berserk. Fix for water, Black spectre, Fix for Plasma Gun, Fix for Barrel and other.
Amazing.
looks like there is now nothing when big projectile hit water, what is worse like before
berserk remain until exit map, then timer is for what?
Is there any way you can fix the bugs in his BD lite?
No problem
one thing on there that needs fixing, is with the flareguns. anytime you use a mod with a flaregun, you get like this big texture block of an explosion or something
also like to throw here the small issue that when you go with classic weapons there's that little problem that when you have an SSG, you always select that first even if you pick an other weapon, and you have to select it again for that weapon to come up.
Thanks, i look into this bug
finnaly, someone talk about patches and bugs I appreciate that
some i found when playing:
-marines get stuck and dont follow or retreat together with player, that will be easily fixed if they are allways use teleport when distance from player reach some value, but they dont
-in some missions is stationary HMG, if i mount it and marines is follow me i take damage from them, also i can move withHMG left and right, if using UDV mod visor, without is OK, not sure what cause this
-in mission one starter pack when i try silently kill imps somehow is posible to kills multiple at once, i grab one and that one near him explode and die too, i think the explosive melae system cause that
lmao, why cant sargeant mark iv update the mod. now we have people from the community trying to fix the problems mod has atm
Because he is working on other projects at this time.
Also because Sarge has more important things to do rather than work with Doom engines 24/7
Or have someone else fix the bugs, like having a team of developers.
can you fix the bug that prevents players from completing the episodes from the Ultimate DOOM when you are playing V20b?
Your fixed version is a regression with Zandronum (don't work -- script error)
Why remove the water explosions?
Because for some people, those water explosion effects crunched up their PC performance.
Some of these bugs fixes are nice, others seem unreasonable, and aren't really bugs (but are things that obstruct good PC performance).
1.Reasonable
1a.Probably intentional, but still seems reasonable
2.Really really reasonable (no sarcasm intended)
3.Don't know why you would do this
4.That's good
5.Make it optional
6.That probably needs to exist or else monsters would not react properly to the taunt (I could be wrong)
7.That's a goody
8.Don't know about this, but K.
9.Not a bug, it was meant to be intentional, but it's good that you removed it.
10.Goody
11.Another goody.
12.Does this actually happen to people playing BD? Or does this only occur when you play with GZDoom 2.2?
13.Interesting...
14.Oh? This also happens to BD players too?
Anyways, thank you for this, I can fix some of the bugs in my own submod.
Thank you for your reply.
Please wait.
Today i upload new version :)
I hope that drop a rifle instead of pistol ammo when running in Classic mode.
and...
I've got a full ammo ...
I can eat enemy drop weapon.
I don't speak english very well... sorry
I have different nationalities
I hope there details.
"Plasma Animation" in the classic mode, I do not like.
It will be replaced by a plasma rifle animation of "Beautiful Doom MOD"?
Forum.zdoom.org
Might want to also tone down the damage of the grenades. You can kill the Icon of sin (John Romero) with one grenade in the original Doom 2 wad.
No problem, i add cvar :)
grandes is in >
DECORATE.Grenades
TNT1 A 0 A_Explode(200,400, 0)
TNT1 A 0 A_Explode(200,200, 0)
how can we see the radius is 400 !!, and damage 200 is extreme too, in map tricks and trap (doom2) u can kill all imps in big room with just one grenade
+ A_Explode(160,200) :) (BarrelExplosion)
But i think it's not a bug it's mistake, i made cvar for alternative Explosion Radius and damage.
do you also know where is damage for archville explosion ?
In code used A_VileAttack and A_VileTarget
Look:
Zdoom.org
thx, its maybe hard for me to understood
i found only this >
DIAB JKLMN 3 BRIGHT A_FaceTarget
DIAB O 3 BRIGHT A_VileAttack
DIAB P 3 BRIGHT
Goto See
where i can found that stats for A_VileAttack ?
name of file ?
A_VileAttack its standart Doom function, you can add parameters for this
so is not there? brutal doom dont change the archvile explosion damage and radius? that not what i expected, thanks for reply
and one more, thats not cause mod self, but some people dont like infinite respawn in coop, in gzdoom is that maybe possible, i dont find how, i found mod with lives (softpermadeath) but after losing all lives you dont restart level again, if it will be possible somehow add that in mod like option
I try add this like addon
Maybe for people who still like the nice effects and have PC's that can handle them there can be a mutator to keep them? :o
Im already made cvar. Soon i upload new version
Awesome!
can you add a option to return the water explosion effect?
Sorry for waiting, very soon i upload new version with cvar for splashes
lost soul and berserk problem:
when using PLAYER ABILITIES
"Rip and Tear Mode" you can pick Lost Soul and throw it
problem is cuz left punch is used for pick up and for throwing too, most time lost soul is throwed away immedietly after pick up and player get hurt with explosion radius
solution:
left hand for pick up lost soul, right for throwing (or E (USE))
alternative:
add some delay before lost soul can be throwed, seems seargant head has little delay before can be used
There's a bug with the plasma rifle. Whenever you shoot an explosive barrel at a different height with it. The plasma shots go right through it. But, when at a level height. Works like normal.
Отличная работа, дружище
When I try to load this, I get the message
'Execution could not continue.
48 errors while parsing DECORATE scripts'. \
Every line starts the same: "Script error, 'brutalv20b.pk3:spectre.txt' line (then it states the line number)" And the next line always starts with "Unknown identifier" and then states either 'SFX_TRANSFERRENDERSTYLE' or 'SFX_TRANSFERALPHA' It then says 'Bad hex number: no'
What sourceport you use?
There's a glitch with the chainsaw. If you kill pinky demons with it, their death animation freezes.
Sorry, i upload a hotfix
It's cool. :)
It's cool.
awesome!
I think we need to fix "switch on pickup for weapon".
What exactly you mean?
Auto switch weapon can disable in settings
Does not change with new weapons.
fixed. :)
New version soon :)
Thank you :)