This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
A continuation of bd21.0.X patch and now on Github! Tons of bug fixes, sprite updates, complete brightmaps, completed friendly marines, dynamic lights, and almost two years worth of polishing and tweaks to the weapons, ammo, monsters, and vehicles.
Can also be found at: Github v21.8.0 Stable
Load Order:
1. IWAD
2. Map-only wad
4. brutalv21.8.0.pk3
5. music, huds, and any other mods developed with brutal doom in-mind.
Changes since v21.7.0:
- Brightmaps folder: Updated brightmaps for various weapons
- Textures/Liquids folder: Changed the CRFAL textures to a brown waterfall texture
- Textures/Replacement folder: Removed BLODGR1 AND DBRAIN1 textures
- Artifact.txt: Created a 64UnmakerUpgradeSpawner that only boss-monsters will drop
DemonRuneMix will now drop the DemonStrengthRune if DemonSpheres are disabled
- AssaultShotgun.txt: Added A_JumpIfInventory("TurboReload",1,"InsertBullets") to NoAmmo state
- BFGMarine.txt: Changed DropItem to "BFG9000Spawner"
- CGuyShield.txt: Removed velocity from all MeatShield actor Spawns
Added A_TakeInventory("BDDualPistolAmmo", 1) to Fire state
- ChaingunMarine.txt: Removed reload state and jumps
- Commando.txt: Changed the deadslumped actor to spawn HeadshotTargetSlumped
Removed the reload state and jumps
- CVARS.txt: Removed lines replacing the BLODGR1 animated wall texture with lava
BDInitiate script will now only replace vanilla textures and flats if mapenhancements are enabled
- Dead.txt: Changed MarineFatalizedbyRevenant frame to PLDH A
- DualPlasma.txt: Added plasmarifle reload sound effect to Unload state
- DyingGuys.txt: Created PoorSpectroLostHisArm and PoorFuzzyLostHisArm actors
Removed +GHOST & +FRIENDLY flags from dying actors
- EvilMarineShield.txt: Removed velocity from all MeatShield actor Spawns
Added A_TakeInventory("BDDualPistolAmmo", 1) to Fire state
- Explosives.txt: Changed GrenadeMissile blast radius to 150 instead of 300
- FistMarine.txt: Now can do all fatalities on every enemy that it doesn't retreat from
- GLDEFS.txt: Attached light to a few fire actors that were missing them
- Head_Sys.txt: Created a HeadshotTargetSlumped actor that inherits from HeadshotTarget20 and has +NEVERTARGET
- Imps.txt: Changed the deadslumped actor to spawn HeadshotTargetSlumped
- ImpShield.txt: Removed velocity from all MeatShield actor Spawns
Added A_TakeInventory("BDDualPistolAmmo", 1) to Fire state
- LostSoul.txt: Removed BloodColor none property
- Machinegun.txt: Removed +WEAPON.NOAUTOFIRE flag
- Marines.txt: Added +DONTGIB flag to prevent doors from crushing them
- Mastermind.txt: Added an Idle: state to prevent morphing into a Juggernaut on target-loss
- Minigun.txt: Changed the wind-up to only be 32 tics long with no firing before moving to the hold state for tactical only
- NaziShield.txt: Removed velocity from all MeatShield actor Spawns
Added A_TakeInventory("BDDualPistolAmmo", 1) to Fire state
- Player.txt: Sped-up the ground & pound fatality sequence
Sped-up the ZMan rifle bash fatality sequence
- Railgun.txt: Added A_JumpIfInventory("TurboReload",1,"InsertBullets") to NoAmmo state
- RocketLauncher.txt: Added A_JumpIfInventory("TurboReload",1,"InsertBullets") to NoAmmo state
- RocketLauncherMarine.txt: Now can do all fatalities on every enemy that it doesn't retreat from
- Sergeants.txt: Changed the deadslumped actor to spawn HeadshotTargetSlumped
- SGuyShield.txt: Removed velocity from all MeatShield actor Spawns
Added A_TakeInventory("BDDualPistolAmmo", 1) to Fire state
- Spectre.txt: Created ArmlessSpectro and ArmlessFuzzy actors
Spectres will now spawn their spectre-variant of the dying pinky with no arm
Changed speeds to match the demon
- Ubersoldat.txt: Changed the deadslumped actor to spawn HeadshotTargetSlumped
- ZManShield.txt: Removed velocity from all MeatShield actor Spawns
- ZombieCivilianShield.txt: Removed velocity from all MeatShield actor Spawns
Added A_TakeInventory("BDDualPistolAmmo", 1) to Fire state
- Zombieman.txt: Changed the deadslumped actor to spawn HeadshotTargetSlumped
is it compatible with dox perzonalized addon?
No our mods are too far apart from standard brutal doom and each other to be compatible.
ok
Excellent!
slow spectres and arachnotronĀ“s bursts persist.
What I do is turn up Fast mosters in gameplay options and reload map becuase if you do this without reload, monsters will react faster but move as allways
Craaaaaaaaaap the brutal doom demon which the spectre inherits from has the +NEVERFAST flag set idk why and I never play with fast monsters but, that is why it won't enable. And what arachnotron's bursts are you talking about?
forget that, I have already seen thatĀ“s speed
It's old buuuut:
Looks like certain fluids splashes hurt you.
Another fluid is "no damage blood", but i think there are more
This is fixed now in v21.9.0, the blood and nukage splash actors had A_Explode lines that would damage the player so they're notated out now. Never noticed that before.
It all sounds good accept the louder and beefier always extracting BD's sounds and either lowering the volume or replacing them with original PC, PSX and N64 sounds.
Thank you so much. <3
I don't khow if it has to sound this but nevermind
And what do you thing about this: berseker necessary for kick baron's balls and hell nitgh's balls. why? because players will not take much advantage of it, and have more sense a berseker kick generates that pain.
That is not my v21.8.0 I sped the marine and player's ground and pound fatality up and made the imp generate the actual imp's pain sound so what mod or addon do you have loaded in that video?
ReportBrutal Doom grab sprites v2 NEW BARREL
Impaled Marines Restored and Finished
Sgt Mark IV's Simple Decals - For bulllet decal ONLY for Brutal Doom
Burnett's HD Door Sounds
Deep Water
*all in addons
Thanks for the new version, much appreciated! :)
It is just something i have discovered
pay attention to speed of spectres before and after attacking or being attacked
Huh? Explain, speed of the player or?
spectres
How the armless pinky runs faster? It's always been like that even in standard brutal doom and no one has a problem with it. What's wrong about it?
no, their speed decreased after they attacked or were attacked
Ok the inherited states from Demon with longer than 1 tic frames are fixed now for the spectre. That was slowing it's speed.
If your talking about the minigun yeah I got rid of that for rifle and pistol start. Now only tactical mode has the initial wind-up so that altfire actually has purpose now. It was pointless before when the minigun fires at full speed regardless.
this one
And, if you like, add Cyberdemon's Missile Launcher and Spider Mastermind's Chaingun:
cybr: Moddb.com
spd: Moddb.com
Yeah I see that a lot when a monster is behind a door. Doesnt really bother me though.
The stealth attack reaching through doors is fixed now in 21.9.0
So, I can start this; if I load both BrutalDoom and this expansion I get the following error message:
Script error, "brutalv21.8.0.pk3:cvarinfo.txt" line 1:
cvar 'bd_bloodamount' already exists
Fine, I figure this completely replaces the main Brutal Doom file; but if I load only this mod/expansion:
Class PlasmaAmmo referenced but not defined
And then I get to choose "exit" or "restart".
What gives?
This is now a brutalv21.pk3 replacement instead of a patch. And what version of what port are you using to play?
GZDoom, with BrutalDoom v21, obviously.
And replacing it still gets me the PlasmaAmmo issue.
So, I figured out the PlasmaCooldownV21.pk3 causes the PlasmaAmmo issue. If I remove it, the game starts; which is very sad, because I like it, and I don't even get why the cool down animation was removed from BrutalDoomV21. The PlasmaCoolDown addon has not been updated to work with 21.8 (or any other .x expansion it seems.
Any chance you can take a look at the PlasmaCooldown and make the expansion compatible with it?
I'll ask Dox about it on the BD Discord. Have you tried out his personalized addon/patch already?
??? Personalized addon? I just went to BD addon tab, and found the PlasmaCooldown there and downloaded that. I didn't see any patch there; I'll go back there and look around.
Is it somewhere else?
Also, the map of Episode 3 Inferno is a garbled mess; I think there is a moment where I think I see the actual map, but it almost immediately get overlaid by various wall textures that flicker around.
I think it did that with vanilla BDv21 though.
Dox told me on the Discord to not even load that old ancient addon use his patch for normal brutalv21 instead.
Moddb.com
And our stuff is not compatible so have to use one or the other.
Doomworld.com
Im not able to duplicate your bd_bloodamount error message but, it has happened to numerous people and I don't remember the fix. I would try Marcaek's suggestion of:
Try clearing the cvars from your zandronum INI file and then load it.
Also make sure you don't have a copy of BD or any other mod in your skins folder.
realism problem with rocket blast
And what do you thing about this: berseker necessary for kick baron's balls and hell nitgh's balls. why? because players will not take much advantage of it, and have more sense a berseker kick generates that pain.
point out the specific problem I cant read your mind. Realism takes x7 damage from all sources including backblast and realism mode replaces the normal backblast with a higher damaging backblast it's working as designed.
And no I dont agree with the berserk kick (which has a damagetype of extremepunches) that would also cause non-fatality berserk punches to cause it to go into that kicked in the balls pain state.
in fast monsters scients move weird
This is fixed in v21.9.0 now, the labguy's A_Chase calls should have been A_Chase("Melee","") so that it never goes to missile which just sends it back to See and makes him loop continuously instead of actually chasing.
I don't know if you wanna fix this. map 15 "industrial zone" Elevator doesnt' work, I don't know why but it is for brutal doom
Im not able to duplicate that it works for me just now when I tested it.
I think it 's a bug but migth isn't
I don't know what your talking about, I dont see anything wrong?
space between elevator and wall
ok I duplicated this and also verified it happens in standard Brutal Dooom. Doesnt happen in vanilla and Im not always able to reproduce it summoning and killing an imp on the lift edge. I'll figure it out.
Ok, I have been trying for the last several hours trying to fix this and nothing is working. If you stand on the edge of a lift under that ceiling like in the video and in the console "summon impxdeath" I'm pretty sure its the CeilBloodLauncherLong actor or one of the actors that it spawns causing this (like CeilBloodSpot or Brutal_bloodspot) but,adding +NOCLIP or +NOBLOCKMAP and a bunch of other **** I tried have no effect. I don't know, this gives me a headache just dont let it bother you anymore.
good job!!enable this unused monsters in normal spawn:bepelgor,juggernaut and ubersoldat,please.
The belphegor, ancient arachnotron, juggernaut, Volcabus, and motherdemon already will randomly replace their parent monsters in my mod with a rare chance.