The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.

Description

Please click "Read More" to view instructions on how to install and use the patch

Preview
Brutal Doom Patch (v2.4) [Discontinued]
Post comment Comments  (0 - 50 of 62)
Cristiano.b.
Cristiano.b. - - 107 comments

Just one question:Do enemies spill guts when killing them with chainsaw?

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_TheZombieKiller_ Author
_TheZombieKiller_ - - 89 comments

If they do in normal Brutal Doom, then yes
I'm pretty sure they do

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Cristiano.b.
Cristiano.b. - - 107 comments

Well, im using ZDdoom and already killed some monsters with chainsaw, and no guts spilled. :/

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_TheZombieKiller_ Author
_TheZombieKiller_ - - 89 comments

Well, that's a shame :\
See if you can contact Sarge and ask if he can make the chainsaw deaths spawn gut actors. I'll see if I can put it in my patch too.

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Quaker540
Quaker540 - - 2,150 comments

They LEAVE guts. As you said, you were using, look carefully, not GZDoom but ZDoom. ZDoom is a software version of Doom (Doom Original Graphics) and because of this ZDoom is unable to play 3D models. To see them, you need to play it with GZDoom, which enables OpenGL features.

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TheUnbeholden
TheUnbeholden - - 3,599 comments

Other customized Brutal Dooms:
Brutal Doom SE Forum.zdoom.org
Brutal Doom CE Forum.zdoom.org
Brutal Doom EE Forum.zdoom.org

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prime79
prime79 - - 611 comments

SE is ******* amazing <3

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prime79
prime79 - - 611 comments

shoulda edited..... Enhanced Edition isnt worth touching. classic maybe, if you want that feel.

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Guest
Guest - - 688,627 comments

Isn't worth touching? Well, that's what you say. It doesn't necessarily mean it's true. ..

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bylejakbylegdzierand
bylejakbylegdzierand - - 2 comments

for me EE good but i do not like new shotgun and rifle

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Popscleman
Popscleman - - 231 comments

This doesnt work on GZdoom at all

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_TheZombieKiller_ Author
_TheZombieKiller_ - - 89 comments

If you read the instructions, you'd realise that you need to use the latest Git version of GZDoom... The current official release of GZDoom doesn't have all the required features to use this patch. This doesn't work with Zandronum for a similar reason

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_TheZombieKiller_ Author
_TheZombieKiller_ - - 89 comments

You can get the Git builds here: Devbuilds.drdteam.org

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WeeGee9000
WeeGee9000 - - 1,638 comments

Regeneration? Seriously?

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_TheZombieKiller_ Author
_TheZombieKiller_ - - 89 comments

I hate regeneration in games as well, I reckon it's one of the cancers of game development at the moment. I only included it because people were complaining that the regeneration mutator wasn't working. It's optional as well, so no need to complain

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TheUnbeholden
TheUnbeholden - - 3,599 comments

aslong as we can set it to max of 30 hp or 15 hp, I have no problem with it. Its a welcome option.

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gabrielonuris
gabrielonuris - - 49 comments

It's optional, and it's a great feature; I used to play with the regeneration mutator myself, and it's good to have the option in game.

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hank866
hank866 - - 17 comments

this mod work with skulltag best

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_TheZombieKiller_ Author
_TheZombieKiller_ - - 89 comments

This patch doesn't work with Skulltag :P

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DoomVideoVault
DoomVideoVault - - 324 comments

Skulltag is dead, use Zandronum. Or GZDoom if it's not compatible.

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Stiegi
Stiegi - - 119 comments

Thanks for all your effort! One question: is it possible to deactivate blood fading manually? Where can I find the parameter that changes / deactivates the time? (I mean via text editor, not in the menu of your patch of course) Thanks!

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_TheZombieKiller_ Author
_TheZombieKiller_ - - 89 comments

All the "never fade" button does is set the blood fade time to -1. So to disable the blood fade, set the "sv_bloodfadetime" command to -1.

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Stiegi
Stiegi - - 119 comments

Awesome, I was looking for that option since v19 came out! Thanks!

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gabrielonuris
gabrielonuris - - 49 comments

It doesn't work with DoomNukem Brutal mod; I know it's just a test (the mod, not the patch), but are you planning to make them compatible with each other?

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_TheZombieKiller_ Author
_TheZombieKiller_ - - 89 comments

I might do something like that (maybe with Brutal Doom SE as well) once I have a few little fixes and additions out of the way.

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hank866
hank866 - - 17 comments

i tested gzdoom version and i have to say that it looks ugly, i prefer zandorum textures.

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_TheZombieKiller_ Author
_TheZombieKiller_ - - 89 comments

Zandronum is an old version of GZDoom with client-server multiplayer.

I'm guessing you have texture filtering enabled in GZDoom. Go into Options -> Display Options -> OpenGL Settings -> Texture Options
and disable the texture filter and the "high quality resize mode" options.

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Guest
Guest - - 688,627 comments

Really good patch!

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_TheZombieKiller_ Author
_TheZombieKiller_ - - 89 comments

Thanks! :D

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SPAAAARTAAAA
SPAAAARTAAAA - - 42 comments

Script error, "bdp_v24.pk3:decorate.txt" line 26:
Unexpected 'Rifle2' in definition of 'Doomer2'

The ****?

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limitx8
limitx8 - - 3 comments

I have the same problem, any solutions yet?

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_TheZombieKiller_ Author
_TheZombieKiller_ - - 89 comments

I can think of a few causes for this:
1. You're loading Brutal Doom with the patch, don't do that. The patch loads Brutal Doom itself, if you load Brutal Doom with the patch manually, then Brutal Doom will be loaded twice.
2. Brutal Doom is not in your GZDoom folder or is not called brutal19.pk3
3. (unlikely in this case) You are using an outdated version of GZDoom.

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limitx8
limitx8 - - 3 comments

The funny thing is, I managed to get it working by loading the patch AND brutal doom at the same time. Only loading the patch still gives me that error. And no, I have the latest version of everything, as always, and everything is in the right place.

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Guest
Guest - - 688,627 comments

v19 has fatal bug when doomguy kicks monster's head while he's jumping to the monster. Your patch has same problem too.
Well, TNT Evilution level 1 is the perfect stage to check that bug.

Brutal Doom SE fixed that bug, but SE's sound effect isn't to my taste.
Anyway, it says: Fixed self-damage bug when kicking heads while being too close and berserking.

Can I expect TheZombieKiller's next patch will not have that bug?

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_TheZombieKiller_ Author
_TheZombieKiller_ - - 89 comments

I'll take a look and see if I can fix it, it shouldn't be too hard.

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Quaker540
Quaker540 - - 2,150 comments

Hey TZK, I checked that problem some time ago and I've to tell you that the bug is in the "HEAD_SYS" file. Here's the fixed version of them;

Link; Mediafire.com

I use this fix in my Add-On as well and feel free to use it.

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Guest
Guest - - 688,627 comments

SE's addon pack does include a mutator with sounds that are more like the style regular BD, if you don't SE's sounds.

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Guest
Guest - - 688,627 comments

Hey, I just noticed an interesting caveat regarding loading the patch. I often use .bat files to simplify the file selection process, however I found that trying to load your patch with one caused the...

Script error, "bdp_v24.pk3:decorate.txt" line 26:
Unexpected 'Rifle2' in definition of 'Doomer2'

...error that somebody mentioned earlier. I assume that attempting to load from a command line or shortcut causes the same issue. Dragging and dropping the file onto the gzdoom exe, however, caused the game to run without any issues.

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_TheZombieKiller_ Author
_TheZombieKiller_ - - 89 comments

Very strange. Simply running the patch by itself, with Brutal Doom in GZDoom's folder works fine for me, and it's how I intended things to work. It's interesting how it only works in other ways for different people though.

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DoomVideoVault
DoomVideoVault - - 324 comments

I find this an essential addon for Brutal Doom, why does this get low ratings?

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_TheZombieKiller_ Author
_TheZombieKiller_ - - 89 comments

Probably because it's GZDoom-only :p

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Guest
Guest - - 688,627 comments

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chrisy880
chrisy880 - - 101 comments

What should i do if i want blood to fade instantly, how should the slider be set?

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_TheZombieKiller_ Author
_TheZombieKiller_ - - 89 comments

Set the slider as far to the left as you can, and the blood will fade instantly.

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Famardy
Famardy - - 9 comments

When will this come out for Zandronum?

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_TheZombieKiller_ Author
_TheZombieKiller_ - - 89 comments

As soon as it supports all of the ZDoom-specific features that this patch requires. Which will probably take a long time unless some feature requests are made, and they have a large amount of support from the Zandronum community

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moldycheeto13
moldycheeto13 - - 9 comments

why the pistol it is pointless?

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DoomVideoVault
DoomVideoVault - - 324 comments

I think it's for people who want the classic pistol start option.

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_TheZombieKiller_ Author
_TheZombieKiller_ - - 89 comments

That, and the fact that it was kinda pointless to have the pistol in the mod, but completely unused.

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Guest
Guest - - 688,627 comments

How do you completely remove the pistol from the pk3 file or can you give us a file that doesn't have it at all?

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Guest
Guest - - 688,627 comments

And also This might be hard to do but can you add the option if you want to have corpses shootable or not in the next version?

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_TheZombieKiller_ Author
_TheZombieKiller_ - - 89 comments

It would be extremely difficult, but I'll take a look at trying to do it for the next version. It might not be in the first BDv20 version though, I might release a second version with that in afterwards

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_TheZombieKiller_ Author
_TheZombieKiller_ - - 89 comments

I'll make it a toggleable option in the next version

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Quaker540
Quaker540 - - 2,150 comments

What will you make toggleable?

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_TheZombieKiller_ Author
_TheZombieKiller_ - - 89 comments

The pistol

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