This is an unofficial bugfix release to make Brutal Doom run on newer GZDoom and Zandronum versions and fix several other bugs. There are some minor tweaks as well but it's 99% faithful to original Brutal Doom. Of course Brutal Doom is made and copyrighted by Sergeant Mark IV and this patch requires loading Brutal Doom v20b first. Remember that old savegames are not compatible. (UPDATED 05/08/18)
List of changes:
05/08/2018 update:
- Fixed wrong plasma death frames shown with wads resetting player's inventory after each level.
- Removed extra gzdoom options menu required for compatibility with GZDoom 3.2.x.
04/26/2018 update:
- Removed evil marines completely, on levels with many nazis (thousands) the engine could slow down and even crash.
- Reduced number of water particles even more.
12/31/2017 update:
- Fixed player becoming non solid after picking up the plasma rifle in last update.
12/09/2017 update:
- Fixed plasma rifle not staying in multiplayer plus sometimes not dissapearing after being picked up.
- Reduced bullet amount for rifle ammo boxes.
- Changed pistol sprites to those from BD v21 and added unloading and one in the chamber for it.
- Made MP40 deselection faster.
- Fixed: if you were killed while changing weapons after resurrecting you could not select any weapon.
- Now you can blow Hell Knights heads off with the minigun.
12/02/2017 update:
- Fixed missing brutal doom options menu in GZDoom 3.2.
- Fixed rocket launcher sprite 'jumping' while running and pressing the reload key.
- Fixed revenants were invulnerable before performing their smashing fatality.
- Fixed another infinite loop (game hung on deep water sectors again).
- Fixed flying trees due to bad mass amount.
- Fixed commandos not dropping miniguns when killed by explosions.
- Increased rocket splash damage radius.
09/03/2017 update:
- Fixed game hung on deep water sectors.
- Fixed too long melee range for Hell Knights.
- Decreased particles for the rest of liquid splashes as well to increase performance.
03/24/2017 update:
- Removed easy marines (more nazis, savegames not compatible).
- Added missing sound for the supersecret weapon.
Initial release:
- Now loads with GZDoom 2.2 and above and future Zandronum versions. (*)
- Nazis are back for most maps, evil marines mostly removed. This takes into account the number of original Wolf3D soldiers in every level. However removed specific wad support.
- Now you can actually get the Hitler's Buzzsaw and the MP40 is back. Added another secret weapon, a strange nazi artifact (taken from my Heresy mod).
- Fixed secondary BFG attack dealing no damage.
- Free pump action is back for the shotgun, now has higher priority than the SSG.
- Raised damage slightly for the SSG.
- Pistol now works and has autofire. (you start with both the rifle and the pistol).
- Removed jumping for barons and knights.
- Fixed throwable barrels.
- Agonizing demons no longer stay frozen for a while.
- Fixed wrong palette for lava splashes.
- Fixed unusable clip ammo still being picked up.
- Moved MP40 and MG40 to slot 8, hellish missile launcher to slot 9 and added something to slot 0.
- Fixed imp shields dissapearing after being thrown.
- Decreased number of particles for water splashes (caused massive slowdowns).
- Removed one in the chamber for the MP40.
(*) Tested with GZDoom 2.4.0 and 3.3.2, QZDoom 1.3.0.1. ZDoom32 and ZDoom LE are recommended for old hardware.
Github.com
Thanks to Alexey Lysiuk (_mental_) for his help.
Have fun! Original Brutal Doom still rulez.
And don't forget to try my Romero's Heresy II mod for Heretic. :)
Moddb.com
drfrag.
Does this also include the fix here?
Moddb.com
It does.
Does it fix the lag that happens when barrels explode in liquids? because in normal brutal doom, barrels that explode in any liquid cause FPS to drop to 1. (Doom 2's second map for example), although that's fixed in Project Brutality, i wonder if that fix is in here too?
That's not a bug but will be fixed in next release (available tomorrow). PB decreased the number of particles for splashes.
Anyway i had to update it, the new GZDoom SVN releases parse decorate in a different way and due to a severe bug the chainsaw is broken in ZDoom 2.8.1 and GZDoom 2.2.0. I'll update the description of the addon with the SVN build you need to download. I've tweaked the SSG a bit more by the way.
Hell ******* Yeah! Thanks alot, i mean really!
I was legitimately afraid of playing brutal doom (and other variants of it) on doom 2 (and other mods with the brutalized doom demons)
Could you remove the "one-in-the-chamber" from the MP40? It's an Open-Bolt System, it can't have a cartridge the chamber since the chamber is always open. Also when using idkfa i can't get the Buzzsaw and the Secret Weapon, but enough of the whip, time for the sugar: OH GREAT DIABOLO666, BLESSED BE YOUR NAME FOR BRINGING US THIS UNOFFICAL PATCH! HAIL! HAIL! HAIL!
Thanks, uploaded again removing the one in the chamber for the MP40. The secret weapons can't be used in MP anyway, i'm thinking on adding a new nazi player class with some esoteric weapons just for MP fun. I might do it after Sarge releases the new Brutal Doom version.
I've just uploaded it again due to a bug i introduced while fixing something with the shotgun strap, sorry for the inconvenience.
On the one in the chamber for the MP40 i think that's intended, i don't know why.
There's a bug when I chainsaw the demon in primary fire. It freezes in like a gib-like state instead of showing me the demon's corpse split in half.
In case you are wondering, I am referring to the Pinky Demon specifically.
Not a bug, it's exactly the same in v20b. Sometimes demons lose an arm and make a last attack before dying. I just decreased the time they stand frozen and added some sort of animation.
Might be a stupid question - but HOW do I use this patch?
I load Brutal Doom 20b with gzdoom 2.2.0 x64 and that seems to work...and then what? How to make this patch work? I really have no clue :)
Hi guys,
Is there a guide explaining how to install this mod? I really want to play original Doom 2 in Brutal style. I download the archive, extract, but this mod is not selectable...
You just need to load the patch after Brutal Doom v20b. Use ZDL (ZDoom launcher) and add brutalv20c_UP.pk3 after brutalv20b.pk3.
I can confirm that the patch runs fine on GZDoom 2.3.2.
Does this fix the lag in explosions and too many enemys and fix the thing when there is spammed blood on the wall which makes you loose some FPS
Just a minor update to remove easy marines (you get more nazis instead) and fix a missing sound for the super secret weapon. BTW runs fine with GZDoom 2.4.0. Remember that this update will break savegames.
Execution could not continue.
No player classes defined
I've just updated this:
- Fixed game hung on deep water sectors. (PB 2.03 is also affected).
- Fixed too long melee range for Hell Knights.
- Decreased particles for the rest of liquid splashes as well to increase performance.
Does this fix the bug in version 20b with GZDoom 3.2.0 where the Brutal Doom Options submenu doesn't appear?
Fixed in the last update.
Kudos for the work but the fact old saves are worthless is a very striking price.
Why does the Zombiemen drop clip ammo instead of rifles? I'm having this problem with GZDoom but not Zandronum. The shotgun guys also has the original shotgun firing and reload sound.
11/29/2017 update:
- Fixed rocket launcher sprite 'jumping' while running and pressing the reload key.
- Fixed revenants were invulnerable before performing their smashing fatality.
- Fixed another infinite loop (game hung on deep water sectors again).
- Fixed flying trees due to bad mass amount.
- Fixed commandos not dropping miniguns when killed by explosions.
I forgot to mention i also increased the rocket splash damage radius slightly.
12/02/2017 update:
- Fixed missing brutal doom options menu in GZDoom 3.2.
12/08/2017 update:
- Fixed plasma rifle not staying in multiplayer plus sometimes not dissapearing after being picked up.
- Reduced bullet amount for rifle ammo boxes.
- Changed pistol sprites to those from BD v21 and added unloading and one in the chamber for it.
- Now you can blow Hell Knights heads off with the minigun.
12/09/2017 update:
- Made MP40 deselection faster.
Sorry.
Hotfix:
- Fixed: if you were killed while changing weapons after resurrecting you could not select any weapon.
After a while of playing - like a few levels - I am always left with all enemies and decoration not being a solid object anymore (I can walk through them). This state is then permanent (persists after level changes and loading save games).
I am using GZDoom 3.2.4 + Brutal Doom, your latest patch (version 6) and the megawad "No End in Sight". No idea if this is a GZDoom bug.
Note regarding my previous post: The player is not solid anymore. E.g. Doors do not reopen when standing in the doorway.
It seems as if line 594 in PLASMA.txt can cause the Player to loose its "SOLID" flag. I posted more on this in the Zdoom.org thread.
Thanks, fixed. I will explain what happened later in the ZDoom forum.
12/31/2017 hotfix:
- Fixed player becoming non solid after picking up the plasma rifle in last update.
Oops, sorry. For those who downloaded the 12/9 update you can continue your game by typing 'summon plasmagunonthefloor' and picking it up.
diablo666,
Thank you very much! I was trying to trouble shoot a few errors & your patch took care of everything. Great job!!
Could the number of particles be reduced even more? - Currently i have 100% on one core in i7 CPU in software mode - upon exploding barrels near water in the underhalls and upon firing the flamethrower, thanks!
04/26/2018 update:
- Removed evil marines completely, on levels with many nazis (thousands) the engine could slow down and even crash.
- Reduced number of water particles even more.
05/08/2018 update:
- Fixed wrong plasma death frames shown with wads resetting player's inventory after each level.
- Removed extra gzdoom options menu required for compatibility with GZDoom 3.2.x.
Moved to Moddb.com