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I have decided that Brutal Doom v20c will come up as a quickfix patch (without the full campaign) instead of a full release.
This year, the GZDoom engine was updated to the 2.3 branch, which included several new improvements, new effects such as post-processing Bloom and SSAO effects, Anti-Aliasing, and several other effects. The engine also updated it's compiler and now Brutal Doom v20b can no longer run on it, forcing players to use older versions of GZDoom to run Brutal Doom.
For the v20c release, I was planning to release a new campaign along it, Extermination Day (the finished version of "Hell On Earth Starter Pack"), featuring 34 levels, destructible environments, cutscenes, and a lot of stuff.
The development of this campaign has been quite long, and it is dragging Brutal Doom v20c from being released, and with 20b unable to work on GZDoom 2.3, it has become more and more necessary for a quick update to fix this issue.
So I am planning to release Brutal Doom v20c this week, and leave Extermination Day to be released with Brutal Doom v21 in a few months from now.
Things that I am planning to include on this release:
- Fixing the bugs that prevents it from running on GZDoom 2.3 branches.
- Some improvements on weapon feedback (new ways to handle recoil, sound effects, new sprites, some tweaks, etc.)
- Skulltag weapons being able to be used again.
- Better blood decals.
- Cleaned up code (making it easier for other modders to work on it).
Expect to see an announcement followed by a video around the end of this week.
I recently released a new video showcasing some stuff of the incoming update.
Brutal Doom v20c is mainly taking some time because I am re-working the Starter Pack. I am adding several new maps, and heavily updating the existing ones with new light effects (as seen in Brutal Doom 64 and other maps I did in 2016), new areas, etc. I will also fix GZDoom Dev Build compatibility, add back the Skulltag weapons as an optional mode called "Extra Mode", a mode that can be selected in the skills menu much like the realism mode (maybe even add new weapons such as a Sledgehammer and an AA-12. On v21 I really plan to extend this Extra Mode with a lot of new weapons and monsters). I am definitely not wanting to push it further than this month. I will soon announce a release date followed by an official trailer. In the end it will be all worth the wait.
Check some screenshots here:
BD64 Survival Co-Op
Brutal Doom 64 won the 5th place on Moddb's Mod of the Year awards. It even ranked higher than Brutal Doom when it got its MOTY on 2012 (9th place). I want to thank everyone who supported the mod either by voting on it, or playing it and recording gameplay videos, helping the mod to grow in some way. Special thanks to Kaiser (for Doom 64 Absolution) and Nightshade (for GZDoom64) which were the wads used as a base to build BD64.
Also thanks to everyone who contributed to the development of the mod in any way. Thanks Andrew Hulshult for making the theme song, Skjalg L. Sellæg for helping me to managed stuff with the 2.0 update, Doom community members Cage, Scalliano, Leonard, Footman, Mike12, TerminusEst13 for aditional resources, and CodeImp and sirjuddington for Doom Builder 2 and Slade 3, the tools that made making this mod possible.
V20c will probably come up before Christmas
Have you tried reducing the blood amount or enabling the janitor?
You already can do it. The gameplay part and the maps are two separated files.
Why so jelly? :^)
That's strange. But I can confirm that the Unmaker still receives the upgrade.
Can you tell me what was your fix so I can add this error to the FAQ?
This error only happens when you have two BD files being loaded together. Probably a problem with the instalation (you have your own version at the skins folder, and trying to connect to a server with a different version).
You have to delete 1.0, and only use 1C
Nno, you can't use your old save files.
Be more specific.
Hey everyone, there is a version C uploaded now. Check it out.
This has been fixed on the latest patch. Check it out.
This is just a regular Doom TC, there is nothing different between this and regular Brutal Doom. Yes, it's completely possible to make mods out of this. There are people joking about somebody making a "Project Brutality 64" soon, and I can imagine this happening.
Yes, on Tactical Class, on V2.
This can be considered fair use. It's not like M4cron is trying to exploit it for money, or using it for a purpose that takes it away from Doom 64's image.
Anyway, Doom Depot has been hosting the D64 soundtrack for a decade, and they still didnt take it down.
Not on this update. It will have to wait for v2
CVAR errors happens when you try to load a mod twice. Check what you are loading.
1.1 version will come up this weekend, featuring lots of fixes.
Stay alert, brothers.
Probably I have repeated actors somewhere in the code, they break save games. There will be a quickfix update this week, and I will look into it.
Bloom and Tone Mapping alone are not capable of making flares like this.
You CAN run this on GZDoom 2.2.0 btw.
Nope, its a witchery using both sprites and models.
Map28? Of course it does.