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 three years worth of polishing and tweaks to the included levels, weapons, ammo, monsters, and vehicles.

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Brutal v21 Expansion v21.12.3 + Hotfix
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TheVidmaster
TheVidmaster - - 623 comments

much appreciated and already installed from GitHub :-)

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carlosanimax
carlosanimax - - 83 comments

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.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

What?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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carlosanimax
carlosanimax - - 83 comments

Thank you so much, I go to test. :D

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PRinceBhai
PRinceBhai - - 500 comments

I had a seizure reading this.

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carlosanimax
carlosanimax - - 83 comments

Hahahahahaha, Sorry, My english don't very good. xD

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Guest
Guest - - 690,816 comments

So... i have to use this along v21Gold or this is a "replacement"?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

It's a replacement

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Guest
Guest - - 690,816 comments

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?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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lyhwha
lyhwha - - 125 comments

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

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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lyhwha
lyhwha - - 125 comments

it's fine

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lyhwha
lyhwha - - 125 comments

is it fine deathmatch mode? i am trying to play it even if i change difficult marines doesn't spawn

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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lyhwha
lyhwha - - 125 comments

No, i mean deathmatch marines

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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?

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lyhwha
lyhwha - - 125 comments

Menu>new gamer>normal (riffle)>brutal deathmatch AND i've chose many diffcults and marines don't spawn

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Thats not how it works. You have to go into multiplayer options>offline skirmish

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lyhwha
lyhwha - - 125 comments

Before it does, actually Mark has created maps specific for that

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

yeah and you would select the BDM01-10 in offline skirmish it works.

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lyhwha
lyhwha - - 125 comments

I mean something happened

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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

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lyhwha
lyhwha - - 125 comments

Thanks

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sovauthority-zuzu
sovauthority-zuzu - - 74 comments

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.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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Bass-Junkie
Bass-Junkie - - 532 comments

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

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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

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Guest
Guest - - 690,816 comments

no longer work with edayvanilla

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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matthewfarmery
matthewfarmery - - 48 comments

Really nice update to Brutal doom, is there a full changelog?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Yes the expansionchangelog.txt is in the zip folder from v0.1.0

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JharedPH
JharedPH - - 7 comments

AN ACTIVE MOD??? HOLY ****!!!!!



Also, good job on that!

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Yeah...I playtest it every night on my servers on allfearthesentinel.net (played with zandronum through doomseeker)

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JharedPH
JharedPH - - 7 comments

kool

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matthewfarmery
matthewfarmery - - 48 comments

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?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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matthewfarmery
matthewfarmery - - 48 comments

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.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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

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matthewfarmery
matthewfarmery - - 48 comments

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.

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Guest
Guest - - 690,816 comments

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.

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matthewfarmery
matthewfarmery - - 48 comments

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.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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

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matthewfarmery
matthewfarmery - - 48 comments

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.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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matthewfarmery
matthewfarmery - - 48 comments

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.

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matthewfarmery
matthewfarmery - - 48 comments

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)

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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