Brought Brutal Doom 64 up to code with GZDoom 3.2.5 & Zandronum 3.0.
- Every gun has its own ammo pool (pickups are consolidated into categories)
- The pistol, the chainsaw, the laser gun, the BFG, the super shotgun, & the unmaker now come in tactical variants (reloads & all)
- The Tactical Minigun now needs to be reloaded (every 400 shots)
- The shotgun reloads as though from a stripper clip (If someone could help me with magazine sprites, that would be nice)
- The Tactical Rocket Launcher & the Tactical Super Shotgun now have clip counters
- Weapons automatically reload upon emptying the clip
- The tactical pistol & rifle reloads take an empty clip into account
- Reloading is now done with the source port's built-in reload key
- Separate DM classes. This is mostly for the DM variants of the Plasma Rifle & Rocket Launcher
- The ammo for the Chainsaw & Unmaker now have their own respective graphics
- Kicking is now done with the "weapon state 1" command
- The Player Classes are defined in GAMEINFO
- KEYONF is removed entirely
- Custom spawners have been added for the new weapon changes
- All ammo types come in classical & tactical variants
- MENUDEF no longer interferes with vanilla menu
- Chainsaw ammo usage can be turned on or off in the menu
- Magazine counters now show up in the ALTHUD
- The stamina is registered in the ALTHUD as the fist's ammo
- regenerating stamina is now a part of the player pawns themselves
- The skulltag actors are now directly included in the PK3 (to prevent load errors)
- A new Difficulty: "I Am The Doom Slayer!"
- Text Strings are now in the LANGUAGE Lump, which also received an overhaul
- Included proper Doom 64 soundtrack
- The Player start items set has been updated to reflect the inventory changes
- The Unmaker Power Runes received an overhaul: the icons now show up in the key bar when using the ALTHUD
- The Unmaker has an alt-fire. Try it out. You'll like it.
- GZDoom 3.2.5 & Freedoom Phase 2 version 0.11.3 are included.
UPDATE:
- removed the Unmaker's alt-fire (OP Please nerf. Will fix)
- Fixed the load-interfering errors in the LANGUAGE lump
- Fixed the missing actors at load-time
- Classical & tactical variant weapons are now restricted to their respective classes (this doesn't interfere with the spawns)
UPDATE 2 (3/2/2018):
- Included a readme clarifying the gameplay changes
- Fixed the pistol reload (turns out it didn't save last time I tried to put in the reload sprites or register the sounds with the SNDINFO.)
- Reduced the bloat on the ZIP file. Freedoom Phase 2 version 0.11.3 is still included
- Fixed the remaining load errors
- Updated the LANGUAGE lump with strings for the new menu options.
UPDATE 3 (3/4/2018)
- Added a separate version for usage with Zandronum
Found some problems:
- script errors (script 373)
- missed sprites and sound of pistiol reloading
- ssg at slot 9, seriously?
- shotgun: dommer insert only one shell, but it counts as all 8 shells
- missing bfg sounds
- 40 000 ammo for chaingun?
sounds cool.... but how the hell am i supposed to run this?
im an advanced user but i cant for the life of me figure out how to run this mod?
no matter what i try, somehow the mod only seems to half-functional,
im not even getting the option to play tactical and all weapons seem to be the default doom2 weapons?
how exactly am i supposed to run this? is there a specific load-order required?
as simply loading both the UFE files instead of the regular BD64 files doesnt seem to work?
nvm im a derp... found out that loading the files manually works
tried making gzdoom load them automagically by putting them in skins folder, which for whatever reason didnt work. ¯\_(ツ)_/¯
just tried loading the UFE files manually instead, which seems to work
now for some criticism.....
0
why is with the SSG being moved to slot9? that doesnt make any sense.
i'd suggest moving it back to slot 3.
50bfg blasts in one clip? kinda defeats the point of reloading,
if you get so much shots before you have to reload.
try lowering it to 4 perhaps?
same with the chaingun.... 400bullets in one clip?
try to perhaps lower it to 100, a more sensible amount.
getting a massive EIGHTY bullets per clip from the pistol-soldiers seems extremely excessive....
i was only playing for 2 minutes and i already found myself carrying over 1500bullets
perhaps just make it be double of the default amount?
both regular fire and alt-fire of the SSG now only fire a single barrel,
and i get flame-particles on any surfaces hit by SSG-shells?
might wanna look into that and fix it so the default fire shoots both barrels again.
the pistol-soldiers seem to drop 2 souls upon death?
one when being killed and another one when their corpse hits the ground.
seems really odd, for a common soldier to have 2 souls.
would make sense for bigger enemies to have more souls, but not for a common human.
chainsaw... 600fuel in a single clip? try perhaps lowering it to 50?
.
the max ammo-counts of nearly all weapons are also waaaaaaaay to high....
800 pistol-bullets, 3100 machine-gun bullets, 800 shells, 400000chaingun bullets, 60000 chainsaw fuel, 600000 laser-gun energy, 5000 bfg blasts, 3000 unmaker shots?
i'd suggest to massively lower those to less absurd amounts.
200 pistol, 300 machine-gun, 200 shells, 600 chaingun, 600 chainsaw, 200 laser-gun, 40bfg blasts, 100 unmaker shots?
those sound much more reasonable maximum amounts.
.
i do highly approve of making it so all weapons have to reload,
its something ive been wanting in brutal doom64 for a long time.
having to reload your weapons adds so much tension to any game imo,
and reloading fits right into doom64 which is already very tense & slow
.
it seems kinda strange that on doomslayer difficulty that enemies take 25 MORE damage? wouldnt it make more sense if enemies took 25% LESS damage?
.
so far ive only played map1 and tried messing around with the weapons to see the changes made to them.
will let you know when i play more what i think of any other changes i come across and anything i feel could be improved and how
another thing i wanted to mention is taht your zip contains
a looooot of files which are completely unnecesary.
really litterally all the zip needs to include is the two UFE files.
removing all unneeded files would lower the file-size to 70mb
instead of to the massive 408 mb the download is right now
also, a good idea would be to include a little readme that explains how to load the mod,
and maybe a simple batch file you could run to easily start the mod
also agree with MarkMk2 in regards to shotgun reloading
it seems kinda odd that the player only inserts one shell yet it counts as inserting a full clip
maybe change it to how its like in regular brutal doom,
and make the reload animation play multiple times really fast?
to make it seem like the marine is reloading his shotgun as fast as he can
For everybody complaining about the errors:
•The shotgun reload is a placeholder until I can get proper magazine reload sprites for it
•This is an outdated version. I have the latest version on my system. I’ll upload it when I get home today.
•The version of the GZDoom files I included has the extra sound backends
•The ammo pool amounts are supposed to be because you’re supposed to be carrying 100 magazines worth of ammo for each gun.
•The “I am the Doom Slayer” difficulty is supposed to combine the stuff from “Hardcore” difficulty & both versions of “Survival Horror” difficulty, minus the “respawning enemies” ******** & plus some extra stuff.
•The SSG’s alt-fire is supposed to be a choked shot (like the SSG’s alt-fire in Doom 2016’s multiplayer)
•I’m still figuring out SNDINFO.
•The flame particles are supposed to be bullet puffs. No idea why they’re showing up as flames
•The weapon slots I use for my mods are as follows:
••Slot 1 is fist replacements
••Slot 2 is Pistol replacements
••Slot 3 is pump shotgun replacements
••Slot 4 is Chaingun replacements
••Slot 5 is Chainsaw replacements
••Slot 6 is Rocket Launcher Replacements
••Slot 7 is Plasma Gun replacements
••Slot 8 is BFG-9,000 replacements
••Slot 9 is Super Shotgun replacements
••Slot 0 is weapons that don’t replace anything
•The ammo amounts you get from the clip pickups are being fixed. I accidentally put the clip box amounts in the regular clips.
•The BFG’s clip size is a WIP.
•The Lasergun, minigun, & Chainsaw’s Tactical versions having ridiculously large clip capacities can be excused on 2 levels:
••Gameplay-wise, they all have quick-enough fire rates that they burn ammo quickly enough that lowering it like that would make them impractical
••Realism-wise, The lasergun is an energy weapon (meaning its battery could reasonably last that long IRL, unlike the Plasma gun & BFG), The minigun is a bloody Gatling (& 400 is on the low end of mag capacities for infantry Gatlings), & the Chainsaw is using gasoline.
Doesn't work on zandronum 3.0
Script error, "bd64game_UFE.pk3:actors/pickups/classical weapons/decorate.chainsaw.txt" line 79:
Sprite names must be exactly 4 characters
I must have broken that by mistake. I’ll fix it later tonight.
Now this showed.
Script error, "bd64game_UFE_Zandro.pk3:actors/pickups/classical weapons/decorate.chainsaw.txt" line 79:
Expected ')', got ','.
Also some script errors.
Script error, "bd64game_UFE_Zandro.pk3:actors/pickups/all-class weapons/decorate.punches.txt" line 38:
Unknown identifier 'WRF_ALLOWUSER1'
Script error, "bd64game_UFE_Zandro.pk3:actors/pickups/all-class weapons/decorate.punches.txt" line 41:
Unknown identifier 'WRF_ALLOWUSER1'
Script error, "bd64game_UFE_Zandro.pk3:actors/pickups/classical weapons/decorate.chainsaw.txt" line 59:
Unknown identifier 'WRF_ALLOWUSER1'
Script error, "bd64game_UFE_Zandro.pk3:actors/pickups/classical weapons/decorate.chainsaw.txt" line 62:
Unknown identifier 'WRF_ALLOWUSER1'
I've had the same trouble with alot of mods on Zandronum, specially brutal doom related or with decorates and chaingun/punches.
Currently fixed everything. No idea what's causing the "line 79" error, though.
Having the same problem here:
Script error, "bd64game_UFE_Zandro.pk3:actors/pickups/classical weapons/decorate.chainsaw.txt" line 79:
Expected ')', got ','
I'm working on fixing the mod now. Unfortunately, with the impending implementation of C/S multiplayer in GZDoom & the general datedness of Zandronum 3.0 in general compared to GZDoom 3.4.1 & QZDoom 2.1.0, the Zandronum version will have to be put on forever hold until Zandronum is updated for that.
Could you write some installation instructions for newbies?
Why is "autorun" not possible in Tactical mode? I have autorun on in the player settings and in classical mode I run just fine; but if I start the game in tactical mode I walk and, I have to hold shift to run, and using the key configured to turn on/of autorun does nothing.
Is that how it's supposed to behave, or is it a bug?
So, that automatic kick if demons are close by... where the hell does that come from? Was that in Doom64? Because that makes the game nearly impossible to play at higher difficulty levels; instead of shooting and killing them, you kick them back, and they they close again before you're you can fire your gun.
Is there a way to turn this off?
The "automatic kick" was meant to make it so you don't accidentally blow yourself up from a point-blank missile blast. The "autorun" problem has to do with how the "get player input" function recognizes the "hold to run" button, but not the "toggle run" button. Note that I'm working on updating a lot of the dated code to fix problems with deprecated functions & using dummy tokens to allow stuff that can be replicated with built-in keybinds (bringing the code up-to-date is 1 of my modding trademarks).
In the current version some zombies disappear when you kill them and just leave soul ammo. I fixed this, fixed PK3 file here Tinyurl.com. You can also fix it yourself by opening the bd64game_UFE.pk3 file in SLADE and replacing Actors/Monster/DECORATE.Zombies with this file Tinyurl.com. Works great with gzdoom 3.2.5.0.
To launch, make a .bat file with the following instructions contents:
gzdoom.exe -file "bd64game_UFE.pk3" "bd64maps_UFE.wad" "DOOM64OST.PK3"
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