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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 three years worth of polishing and tweaks to the included levels, weapons, ammo, monsters, and vehicles.
Can also be found at: Github v21.12.3HF
Mainly bug-fixes and finishing of all Brutal Doom's features.
- I've added a new cruelty bonus system (red water flasks and red helmets for the armor bonus)
- new vehicle HUDs
- took rifle sprites from PB because I wanted an ACOG on it (switch between iron sights and ACOG by pressing altfire + dualwield)
- added slug versions of all the shotguns (press dual wield to change ammo) and slug versions of the shell ammo pickups
- added classic MP40, buzzsaw, and D64 unmaker (and the 3 keys/upgrades) to purist class
- added shotgun-start and then arcade-starts (reloading disabled) of the player classes
- added tar, purple, magenta-lava, yellow-lava, and icewater liquids and their splashes for use with Eviternity and various other megawads (have to load the applicable patch after brutalv21.11.0 or above)
- created friendlymarines for every weapon-type that we have a playersprite for
- motorcycle has a working headlight function and all the other vehicles have infinite lightamp
- demonplayer morphs can do fatalities on all the monsters that the actual monster can perform
- revenantplayer can punch (fatalities) and the baronplayer can perform the triple-fireball attack (kick keybind) now
- all the secret weapons (excluding the dragonslayer) and secret monsters (ancient arachnotron, volcabus, belphegor, juggernaut, motherdemon) have a rare chance of spawning in place of their vanilla counterpart weapon/monster in normal gameplay with any wad
Load Order:
1. IWAD
2. Map-only PWAD
3. brutalv21.12.3.pk3
4. music, huds, and any other mods developed with brutal doom in-mind.
Changes since v21.11.0:
- v21.12.3 + Hotfix
- Brightmaps/Weapons folder: Touched-up various brightmaps that were making muzzle flashes look brownish
- GRAPHICS/HUDS Folder: Fixed offsets for fullhelmet HUD
- All Pickups: Added +INVENTORY.NOSCREENFLASH
- All Monsters: Changed the damagefactor from "head" to 1.25 for <500 hitpoint enemies and x1.0 for >=500 hitpoint enemies like v21 Gold
Removed the EnemyMemory feature (breaks numerous maps in other wads)
- Blood.txt: Made dripping blood spawn the waterblood actor if over a liquid and nothing over lava
- BlueGore.txt: Made dripping blood spawn the waterblood actor if over a liquid and nothing over lava
- CVARS.txt: Removed lines replacing DBRAIN with LAVAFL
- Doom2Remap.txt: Removed a DeadTree spawn that was outside the map in Map15 and a BlueCar spawn that was keeping a lift from raising
- DyingGuys.txt: Speed-up BrutalizedCommando spawn state animations
- Fire.txt: Sped-up some fire animations
- Footsteps.txt: Added +THRUACTORS to HeavyFootsteps to prevent Cyberdemons from causing in-fighting inside monster closets
- GreenGore.txt: Made dripping blood spawn the waterblood actor if over a liquid and nothing over lava
- Head_Sys.txt: Made the damage checks more granular and added +NOEXTREMEDEATH flag to keep from gibbing the monster
- Knight.txt: Change headshot spawns in Missile state to A_SpawnItem(...,0,54) instead of A_SpawnItemEX(...)
- Leg.txt: Made the damage checks more granular and added +NOEXTREMEDEATH flag to keep from gibbing the monster
- MapSpecificDec.txt: Corrected a few death.fire frames for vegetation
- Mastermind.txt: Set height back to the vanilla 100 so that it doesnt get stuck (Hellbound Map20)
Added a height-check before spawning the Motherdemon
- Melee.txt: Adjust speed of melee projectiles to fix first-person executions
- Player.txt: Added A_ChangeFlag("NOPAIN",1) to the beginning and A_Changeflag("NOPAIN",0) to the end of every fatality
- Saw.txt: Slowed down chainsaw fuel consumption by 50%
- Shotgun.txt: Sped-up reloading animation slightly
- Shotgun2.txt: Sped-up reloading animation slightly
- Teleports.txt: Removed BrutalTeleportDest and TeleportRemovalThing, screws up Doom2 pistol start endings in certain megawads
- WeaponSpawners.txt: Increased the probability of the brutal-doom specific weapons spawning in place of the vanilla weapons
- dmlevels.wad: Adjusted the player starts and scripts for the bots
- v21.12.2
- Ammo.txt: Set the radius and height for all actor to their default values
- Artifact.txt: Set the radius and height for all actor to their default values
- CapturedMarine.txt: Removed DropItem "PoleWithNothing" and added a spawn for the pole in each death state
Made PoleWithNothing inherit from headonstick decoration with -SOLID flag so it will move with sectors
- +CMPGNINF.txt: Added back in so that brutal deathmatch from the new game menu will spawn bots
- Explosives.txt: Touched-up the nuclearrocket death state
- Fire.txt: Touched-up smoke spawns in the extinguish states of the temp fire actors
- FistMarine.txt: Adjusted CrawlingDyingSpider spawn in ArachnotronFatality3
- Footsteps.txt: Fixed HeadKicking actor to check for "IsStandingStill" instead of the "Accelerate" token
- Limbs.txt: Changed XDeathArachnotronHead's death state to no longer spawn the crawlingdyingarachnotron (doesnt work online)
- Player.txt: Added HeadKicking CustomMissile spawn back into the player's spawn state
- RocketLauncher.txt: Removed Timefreezer2 Actor
- RocketLauncherMarine.txt: Adjusted CrawlingDyingSpider spawn in ArachnotronFatality3
- Spiders.txt: Adjusted radius and height of CrawlingDyingSpider
- Torches.txt: Added a Death.ExplosiveImpact and Death.Desintegrate state to BurningBarrel1
- WeaponSpawners.txt: Set the radius and height for all actor to their default values
- v21.12.1
- All Friendly Marines: Adjusted pathfinders so that marines spawn away from you instead of inside your hitbox
- AssaultShotgun.txt: Added a NoAmmo variant for the sprint states
- AssaultShotgun2.txt: Added a NoAmmo variant for the sprint states
- BFG10K.txt: Adjusted CheckSprint state to not mess with the idle animation
- Dead.txt: Removed TVR! lines from DeadBloodyTwitch
- DYNAMICLEV.txt: Change Slime08 to Nukage1 in D2Map09
Change Slime08 to Blood1 in D2Map12
Removed TVR! lines from MapEnhancementNaziVerification script
- FistMarine.txt: Fixed Arachnotron fatality jumping to the ancient arachnotron fatality
- Grenadelaunch.txt: Moved the IsRunning Check to the bottom of the NoAmmo2 and Ready state
- Machinegun.txt: Added a NoAmmo variant for the sprint states
- Mapinfo.txt: Added a Weapons Testing Map Episode to make switching player classes faster for bug testing
- Minigun.txt: Moved the A_WeaponReady line above the IsRunning check in the Ready2(spinning) state
Added a NoAmmo variant for the sprint states
- Plasma.txt: Added NoAmmo check and start sprint states
- Railgun.txt: Added a NoAmmo and Unloaded variant for the sprint states
- RocketLauncher.txt: Added a NoAmmo variant for the sprint states
- RocketLauncherMarine.txt: Fixed Arachnotron fatality jumping to the ancient arachnotron fatality
- Saw.txt: Fixed Sprinting and colored blood ready states when running
- Weather.txt: Moved TVR! rain actors into the BDCE_TVR_COMPATIBILITY patch
- v21.12.0
- Sprites/Decoration Folder: Added tan sprites of the destructible trees/hellgrowths
- Artifacts.txt: Added a BaronRune and RevenantRune that Barons/Revenants will drop on death instead of the DemonRuneMix
Removed flare spawns from all power-ups
- BossBrain.txt: Added a MapEnhancement check to spawn only the vanilla Romero's head if disabled
- ClassicWeapons.txt: Added checks for curbstomping in kick states to prevent the player from moving when curbstomping a zombie
Made ClassicRocketDM inherit from ClassicRocket
Made ClassicPlasmaball inherit from ClassicPlasmaball
- Dead.txt: Removed the A_Explode line from the DeadHangNoGuts actor's death state
- DefaultWeapon.txt: Added checks for curbstomping in kick states to prevent the player from moving when curbstomping a zombie
- Demons.txt: Fixed demons never lunging at the player
- Doomwalls.txt: Removed brightmap for SW1STARG (circuit breaker switch)
- Fire.txt: Alphabetized the file and removed any unused actors
PentagramSpawner will now spawn a flare actor when an Archvile raises a monster
- Flares.txt: Alphabetized the file and removed any unused actors
Created a PentagramFlare actor
- GLDEFS.txt: Alphabetized the file by category
Removed all unused light and object definitions
Added definitions for any BD actors who were missing lights
- Head_Sys.txt: Removed Monster property to keep realism difficulties from breaking the headshot actor
- Health2.txt: Removed flare spawns from armor and health items
- MapSpecificDec.txt: Modified the HellGrowths (tan episode 3 hell-trees) to be destructible like the TorchTree and BigTree actors
- Rifle.txt: Changed the default zoome to be the iron sights (x1.3) and can switch between iron sights and the ACOG (x4.0)
by pressing dual wield while holding altfire
much appreciated and already installed from GitHub :-)
I don't know if happend only to me, but in version 11.3 to 12, have a bugs about that reloading, and when chainsaw I use, the weapon have bug how a if had to seizure.
What?
The chainsaw sprite spazing out when running I have fixed and all the other weapons having issues when running I am almost finished with fixing as well. v21.12.1 will be released this weekend as a hotfix.
Thank you so much, I go to test. :D
I had a seizure reading this.
Hahahahahaha, Sorry, My english don't very good. xD
So... i have to use this along v21Gold or this is a "replacement"?
It's a replacement
Could do could you make a mod that makes the entire character's glove black just like the one on the cover of Doom 1?
The sprites/weapons folder alone contains 2,108 sprites of the weapons and all their various states so, that is not a project I'm interested in doing.
time ago, I made this: Youtube.com
and i was playing "barrels o fun" ( Youtube.com ) and notice barrels doesn't damage enemies.
as i said time ago and i didn't tell it because specifict case and i don't know if you already did something but there is
No try it again with only v21.12.1 loaded and no other mods. Cause the barrels work fine so some other mod you have loaded is screwing things up from what I see in that video.
it's fine
is it fine deathmatch mode? i am trying to play it even if i change difficult marines doesn't spawn
the capturedmarines? Those do not spawn in deathmatch since v21gold and I never changed it, I dont think they would work correctly in DM anyways or they may end up attacking you/everybody.
No, i mean deathmatch marines
Yeah i just tested it in zandronum and they spawn in. multiplayer options>offline skirmish>pick a DM map>bot setup>chose X number of bots and then start game and it works. What are you doing?
Menu>new gamer>normal (riffle)>brutal deathmatch AND i've chose many diffcults and marines don't spawn
Thats not how it works. You have to go into multiplayer options>offline skirmish
Before it does, actually Mark has created maps specific for that
yeah and you would select the BDM01-10 in offline skirmish it works.
I mean something happened
I see now I just tried new game>brutal deathmatch on the old v21gold and mine and seen that they arent spawning. I never do that or have tried it I always went through multiplayer options like how you would do it for vanilla doom. This is fixed now in v21.12.2
Thanks
Any way to make this compatible with Doxs Personalized Addon? While I'm loving the tweaks and fixes and changes, it's a personal preference for me to use Doxs over this, but I would absolutely love it if I could use them together.
No not really since both our mods are doing the same things with bug fixing and modifying various aspects of Brutal Doom and with how not adaptive or modular old 1993 decorate code is you have to pick one or another. Dox and them focused more on GZDoom and singleplayer, my thing is geared for zandronum and multiplayer since that is what the wife and I play this with every night.
crash using zandenum didnt have this issue before this update
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script warning, "" line 0:
Icon 'MEGAA0' for 'TimeFreezer2' not found
Script error, "brutalv21.12.1.pk3:fireworks.txt" line 53:
Unknown identifier 'RGF_NOSIGHT'
Script warning, "" line 0:
Invalid face '' for 'Doomer';
STF replacement codes must be 3 characters.
Script warning, "" line 0:
Invalid face '' for 'Doomer';
STF replacement codes must be alphanumeric.
Execution could not continue.
1 errors while parsing DECORATE scripts
What all are you loading with this? I playtest my mod everyday and it doesnt crash on startup so, its something else your running with it.
the Icon MEGAA0 for TimeFreezer2 has been fixed, RGF_NOSIGHT issue might be from running one of the older sourceports I dont know I dont get that error in zandronum or GZDoom
no longer work with edayvanilla
EdayVanilla is not supported it's a partial conversion by iteself and replaces files in brutal doom so, it's not going to be compatible. And edayvanilla is meant to play with other gameplay mods anyways, playing it with brutal doom is circluar-logic. Just play normal Eday in that case.
Really nice update to Brutal doom, is there a full changelog?
Yes the expansionchangelog.txt is in the zip folder from v0.1.0
AN ACTIVE MOD??? HOLY ****!!!!!
Also, good job on that!
Yeah...I playtest it every night on my servers on allfearthesentinel.net (played with zandronum through doomseeker)
kool
Question, can the revolver and the MP40 drop in doom? (campaign?) completed the first episode, and not got either weapon. Just wonder how to make these weapons drop? The railgun drops, so got that, just not seen the revolver or the MP40.
awesome mod by the way.
I saw the changelog when I downloaded the version here, I originally got it from github so it was only the file. Nice lot of changes by the way.
edit 2, that goes for the grenade launcher as well, I can't remember if I saw that in episode 1 playthrough as well. Also the machinegun. So how do these weapons drop? or are they only available through custom maps or MP?
The revolver has a very rare chance of spawning in place of a shotgun pickup and the MP40 has a very rare chance of spawning in place of the chaingun as well as the nazis in Doom 2 will drop MP40s every time. The revolver is actually placed on a map in Extermination Day but I added them to the weapon spawners in my version so that we could maybe see them but not often since theyre kinda "secret" weapons including the nuke launcher which can replace the BFG pickup. And rare as in a 1-2 / 256% chance.
And the alternate grenades I dont want to add, I'm sticking to this mainly being a bug fixing and polishing-up of the original Brutal Doom though I've made some big changes I don't want to add to or overcomplicate this anymore than it already is. The GL I only use to bounce grenades around corners or down into trap rooms if Im out of hand grenades so yeah that weapon is useless otherwise. Machinegun isn't really needed either (M203 grenade launcher should go on the rifle if someone made all the required sprites) but, we will see what Mark does in v22.
OK thanks for that, OH yes, I don't think you know this, but Mark is working on a new game, so I dont think there is going to be a V22, his new game is called Brutal fate, (it has a listing on steam and will be coming in 2023, but a beta will be available soon) (or maybe not, just read a post on the BF forum, he having to push back the release date due to personal health problems, that was late last year, so who knows what is happening, or if there will be a BD V22 either)
Store.steampowered.com
Also uses the GZdoom engine.
So if you do plan on adding stuff in your BD version, then that is your call.
He just released a video back in April on YouTube and his twitter thing that he is working on v22 again and showed it running on map30 of Speed of Doom. Youtube.com
I wasn't aware of that, I guess BF is no longer in development then, or been put on hold for a long time. Got to admit that video shows a lot of promise and optimisation done to the game. Interesting indeed, and thanks for the heads up on that.
This mod is really awesome, and I do like what you done. My only main complaint is, the chances for some of the extra weapons dropping seems really too low.
I completed Doom 1, Doom 2 master levels, no rest for the living. Never saw the revolver. Only had the railgun once. BFG10k once. Not much point having those weapons in, if they have too low a drop rate to be useful. (or seen)
Otherwise, nice job on the mod in general.
Previous comment was mine, I forget I wasn't signed in.
Have to say, the assault shotgun, is probably my fav weapon, then the minigun, then the assault rifle. The weapons do feel nice and powerful. So overall, I had fun playing the game with this mod. So yeah, going to be interesting in what V22 brings. and what enhancements will others make to it.
Alright, I increased the probability of the brutal-doom specific weapon spawns for 21.12.3.
-Revolver increased from 1/255 to 4/255(1.6% chance) in the shotgunreplacer
-MP40 increased from 2/255 to 4/255(1.6% chance) in the chaingunreplacer
-SMG and Machinegun lowered from 64/255 to 16/255(6.3% chance) in the chaingunreplacer, chainguns are very common placements on maps and the machinegun is kind of redundant
-Grenade launcher lowered from 48/255 to 32/255(12.5% chance) in the rocketlauncherreplacer, RL > GL
-Railgun increased from 16/255 to 32/255(12.5% chance) in the plasmagunreplacer since plasmarifle's are kinda rare
-Nuke increased from 1/255 to 4/255(1.5% chance) in the BFGReplacer, this should not be a commonly occuring weapon
-Unmaker, MG42, and flamethrower increased to 16/255(6.3% chance) in the BFGReplacer, secret/over powered weapons
-BFG10K increased from 16/255 to 32/255(12.5% chance) in the BFGReplacer since BFGs are rare as well
That sounds a lot better. I do agree with the machinegun been a bit redundant, the only thing going for it is the included rocket launcher. But the minigun is far better. I managed to find a railgun in Doom 2, still yet to get to use it. But it is a nice weapon.
The SMG I do kinda like, I use it mostly on low level threats, and helps to use another type of ammo, if your low on minigun / assault rifle rounds. But yeah, decreasing the chance for it to drop is probably fine.
So nice that you are increasing the chance for the other weapons. Should hopefully see them a bit more, when the new update is live.
Thanks for listening to the feedback. I do enjoy your mod very much.
Edit
Love the railgun, Very good on Doom2 outdoor maps for sniping enemies. So nice I finally got one and its really useful. Haven't seen the assault shotgun yet, That is a nice weapon, just got to watch your ammo.
16/255(6% chance) for the ASG to spawn in place of the SSG I think should be enough? The SSG is a commonly placed weapon in lots of megawads. Are you only playing vanilla Doom-Final Doom with this? The wife and I play online on my servers every night but, we have weapon and ammo respawn on (more chances for things to spawn in that situation) and we always go to the test map and load-up before warping back to the map we left off on the night before so, I dont always see issues that other people see who only play solo with no wepaon and item respaws on. And we play the hundreds of cacoward winners that are out there so its a different experience from vanilla and I may not always realize that a change I've made effects something in the vanilla campaign.
I been playing Doom 1 (completed all the episodes) then the doom 2 master levels (combined into a single wad (21 levels (with secret level) And no rest for the living (also as a combined chapter)
Currently working my way through doom 2)
I'm using GZDoom, (latest version) and your mod. The only extras I added are texture mods)
I find the ASG most of the time, just not seen it yet in Doom 2. So I think increasing the spawn chance a tad is a good idea.
I never seen the nuke launcher, (seen ammo for it, just not the launcher)
After I completed Doom 2, I will move onto final doom, TNT and then The Plutonia Experiment. So yeah, mostly vanilla.. I guess if you play with other levels, then the results might be different. (and maybe you will see more chances for the BD weapons to drop. But in vanilla doom levels, don't really see much of the them.
Found a bug, at first I thought it was a problem with the texture wads I have, but no, I then tested the original V21 and the bug is present there as well. So not sure if you can fix the bug in your version?
Map 15 of Doom 2, industrial zone. Once you gone through the yellow door, then flip the switch to raise the stairs. at the top are two faces, one switch is a press only once. While the other is a lion's face. Which brings down a lift (so you need to go down and quickly get on it to go up to a secret area and a plasma rifle.) the issue is, (I think the toxic goo is the problem, and it prevents the lift from going up.
If this can't be fixed, then never mind, as you can cheat with the cheat command "fly" and go up there. But not seen other switches have problems.
Just thought I would report it, just in case. (using the unity versions of Doom 1 and 2) (and the bug is only present in the BD versions, both Marks and yours)
Fixed now in v21.12.3, I've seen that before and thought it was just a glitch but, no Mark had stuff in the map enhancement system spawning off the map and there was a BlueCar spawn on that lift that shouldnt have been there keeping the lift from raising back up.