Description

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.

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Brutal Doom v21.8.0 Expansion (Stable)
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atzel
atzel - - 15 comments

is it compatible with dox perzonalized addon?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

No our mods are too far apart from standard brutal doom and each other to be compatible.

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atzel
atzel - - 15 comments

ok

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Valken
Valken - - 194 comments

Excellent!

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lyhwha
lyhwha - - 125 comments

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

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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?

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lyhwha
lyhwha - - 125 comments

forget that, I have already seen thatĀ“s speed

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lyhwha
lyhwha - - 125 comments

It's old buuuut:

Looks like certain fluids splashes hurt you.
Another fluid is "no damage blood", but i think there are more

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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Nickelbawker
Nickelbawker - - 62 comments

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.

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carlosanimax
carlosanimax - - 83 comments

Thank you so much. <3

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lyhwha
lyhwha - - 125 comments

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.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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?

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lyhwha
lyhwha - - 125 comments

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

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Hackfleisch
Hackfleisch - - 20 comments

Thanks for the new version, much appreciated! :)

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lyhwha
lyhwha - - 125 comments

It is just something i have discovered

pay attention to speed of spectres before and after attacking or being attacked

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Huh? Explain, speed of the player or?

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lyhwha
lyhwha - - 125 comments

spectres

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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?

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lyhwha
lyhwha - - 125 comments

no, their speed decreased after they attacked or were attacked

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Ok the inherited states from Demon with longer than 1 tic frames are fixed now for the spectre. That was slowing it's speed.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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lyhwha
lyhwha - - 125 comments

this one

And, if you like, add Cyberdemon's Missile Launcher and Spider Mastermind's Chaingun:

cybr: Moddb.com

spd: Moddb.com

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Yeah I see that a lot when a monster is behind a door. Doesnt really bother me though.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

The stealth attack reaching through doors is fixed now in 21.9.0

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3DMaster
3DMaster - - 68 comments

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?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

This is now a brutalv21.pk3 replacement instead of a patch. And what version of what port are you using to play?

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3DMaster
3DMaster - - 68 comments

GZDoom, with BrutalDoom v21, obviously.

And replacing it still gets me the PlasmaAmmo issue.

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3DMaster
3DMaster - - 68 comments

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?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

I'll ask Dox about it on the BD Discord. Have you tried out his personalized addon/patch already?

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3DMaster
3DMaster - - 68 comments

??? 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.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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lyhwha
lyhwha - - 125 comments

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.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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Guest
Guest - - 691,143 comments

in fast monsters scients move weird

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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lyhwha
lyhwha - - 125 comments

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

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Im not able to duplicate that it works for me just now when I tested it.

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lyhwha
lyhwha - - 125 comments

I think it 's a bug but migth isn't

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

I don't know what your talking about, I dont see anything wrong?

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lyhwha
lyhwha - - 125 comments

space between elevator and wall

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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emit800
emit800 - - 199 comments

good job!!enable this unused monsters in normal spawn:bepelgor,juggernaut and ubersoldat,please.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

The belphegor, ancient arachnotron, juggernaut, Volcabus, and motherdemon already will randomly replace their parent monsters in my mod with a rare chance.

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