Disclaimer:
This addon works exclusively with the regular version of BD, I do not plan to separate this or that weapon as it is part of this addon
I saw a lot of new weapons arsenal for Brutal Doom v21, but I don't see how someone transferred weapons from the old version [v20] to the new. And now i did it and perfectly
Credits:
IDDQD_1337 (Me) - Code convertion in BDv21
⋆Ƅarge™ - Original weapons coding for BDv20 (BFG2704, RazorJack, Unmaker (Doom 64 and FeelBoss-MK2), Napalm Cannon, Commander Shotgun, Sledgehammer, Sniper Rifles)
Flammable4444 - Original weapons coding for BDv20 (AK-47, Ripper, UT 2004 Rocket Launcher, Glock 17, M60 and Portal Gun)
Sonik.o.fan - New AK-47 sprite
Infinity Ward (COD MW 2019) - New AK 47 Sound
Treyarch (COD Black Ops 1) - New M60 sounds
Update 1:
Fixed Napalm Cannon in GZDoom and Ripper as non-weapon
Now Napalm Cannon and Ripper used new code
Update 2:
Added new weapons (Sledgehammer, Glock 17, M60 and Portal Gun)
Update 3:
Added new weapons (Lightning Gun and Dual FlameCannon) and fixed first weapons
Update 4 (aka Hiatus update):
Removed Dual Flamecannon and Flammable's Ripper
Added new weapon: AA-12 (Old ASG base and sounds from Killing Floor)
New code and new sounds for AK-47 (Need fix on future, Sounds from CoD:MW 2019)
Added flashes to be work with Dox778's personalized
Added compabilty Dox778 weapons and my weapons which, for obvious reasons, were not part of addon
Added brightmaps for all weapons
Mini Update 1:
Added Old Cry of Fear Glock 17 fire sound
Update 5 (2th Anniversary update):
Added new weapons: M1014 (with new code and sprites) and Cannon Shotgun
Updated AK-47 sounds
Removed weapon compabilty weapons Dox778's weapons (I planned version for Dox778's personalized)
Update 6: (AK-47 Overhaul)
Update AK-47 sprite (made by Joblez)
Fix Code semi-Auto, AK now fires single bullets on click instead of automatic
Restored Switch fire sound
Fix Sledgehammer melee hit and new icon
Update 7 (Custom Weapons pack is back):
-- Glock 19 (that's what it's called now) overhaul --
- New sprites made from scratch
- RMB no longer causes the pistol to shoot fast, instead it will aim
- Now you can finally perform Dual Wield
-- M60 overhaul --
- Update M60 sprites (made by Joblez)
- Updated decorate code, improvement reload animation
- ADS has been no longer stop player movement
-- Weapons Reworks --
- Cannon Shotgun: Reworked reload and fire code and new sounds
- Commander Shotgun: Reworked the code that corresponds to the SSG code, now this weapon is an upgrade for the SSG
- UT2004 Rocket Launcher: Reworked reload and unload code
-- New Weapons: Unmaker from FeelBoss-MK2 and Sniper Rifles (M50 and M55) --
- M50 and M55: I tried to port the gun data for a long time even earlier, but I dealt with the code that, as it turned out, A_GunFlash was used as recoil, this code was combined with the fire code, also when aiming and nitroglycerin, after firing, the weapon will not go into non-aiming mode, but will cock into aiming time.
Hotfix 7.1: Fixed crash when selecting M55
The AK-47 is glitched it dosen't need to reload when you have fired all rounds in the clip.
I forgot fix this (I fixed now)
I love your mods
Does it spawn with other weapons?
Yes
i cant reload when in the alt fire mode when i have less ammo in ak 47
my mistake i have unbinded the bd reload botton and some weapons works with gzdoom reload botton
the napalm cannon sprites shows very low and wont shot and only i can kick with the weapon on and the weapon wont let me use other weapons and the ripper is a non-weapon in the mod
only in gzdoom tho
This only Zandronum work, but i see this problem!
I absolutely love this addon. It goes great with the EMW mutators and the Monster expansion addons. My favorite weapons are the AK-47, the Ripper, and the UT2004 Rocket Launcher.
However, I did come across a few problems with it. The first problem is with the AK-47. The sound of being unable to reload when your ammo runs out will loop endlessly when you press the reload button. Secondly, you might also consider changing the text when you collect an AK-47 so that you won't confuse players in picking another Assault Rifle pickup. Not sure if that was intentional or not lol.
Lastly, the Napalm Cannon's alt-fire didn't consume ammo. Not sure if that was intentional but it breaks the game.
Other than that, I love the way you compile these weapons together and it's a fun ride to play UD with them. :)
Note: This review was done based on the game played with the Zandronum 3.1 alpha.
Awesome mod!
Maybe the incinerator could use more Hdish looking sprites, if possible?
Also, the bullets puffs don't look that good, they are pretty big and looks kinda bad.
Maybe the ripper has better firing sounds out there.
The Napalm launcher is my favorite, so i had an idea, you know when the monster is on fire and you launch a rocket at them? they explode into fiery pieces, maybe the napalm launcher should do that? it would be friggin awesome!
i have been playing this mod for a bit and i like but can you remove that smoke effect it get in the way alot but other than that i really like this mod and would love to see more weapons added
Nice
Hello.
Is there a way to remove the smoke effects?
Soon i planned add Lightning Gun (https://www.moddb.com/mods/brutal-doom/addons/d64-lightning-gun) and code fixes for first weapons
Alrighty. I see that this addon has been updated so let me start my re-critique.
I'm glad that you fixed the Napalm's alt fire. Now it actually consumes the ammo which makes the game feel fair right now. However, I dislike the nerfing of the Ripper. I feel it's not as effective against some of the more advanced monsters so it fell out of my favor due to other weapons being better now.
As far as new weapons go, I respectfully concur with the Captain above me. The M60 is the only good addition of the new weapons you added as of late. While the alt mode limits you to stationary mode, it forces you to strategically use it as if you are using a makeshift gun turret. The sledgehammer and the glock are redundant; not only does the glock have poor animation but the pistol has more functions and does well enough to kill the lesser enemies. The sledgehammer is very hard to use and not always accurate with kills. The axe can kill lesser enemies in just 1 to 3 hits compared to the sledgehammer's 3 to 6.
I still think this addon is cool, but some of the additions are not needed.
Great mod, ak47 continues to click when i try reloading with no ammo left. This is fixed by swapping weapons but its still a bit buggy
how do i make it work and where do i put the files, i play on gzdoom with brutal doom v21.
Script error, "Custom_Weapons_Pack_For_Brutal_Doom_v21.pk3:commander.txt" line 139:
Parent type 'BrutalWeapon' not found in COMMANDER_BLASTER
Execution could not continue.
Script error, "Custom_Weapons_Pack_For_Brutal_Doom_v21.pk3:commander.txt" line 143:
'@property@weapon.kickback' is an unknown actor property
WHAT THE **** IS THIS CAN ANYONE HELLP ME PLEASE I ******* WANT TO PLAY DOOM
This is for Brutal Doom
how does the portal gun work? there's a "1=off 2=on" thing over the ammo count. How do i swap it to 2?
Press unload
Сделаешь Ядерный Bfg На Brutal Doom?
при стрельбы из дробовика очень много частитц что делать?
Execution could not continue.
Script error, "Custom_Weapons_Pack_For_Brutal_Doom_v21.pk3:commander.txt" line 143:
'@property@weapon.kickback' is an unknown actor property
Load after brutal doom
Not a half bad weapon pack.
Hi! With this new update i don't need to use "Doxs_Weapons_and_IDDQD_1337_weapons_for_Custom_Weapons_Pack" patch? Only load after Dox Brutal Doom?
Yes this is older version i just added new weapons, i planned in future made for Dox778's personalized version
Oh, i'm using Dox778's personalized version. Ok, only need to wait. I see, the Dox778's personalized version has been updated.
What about Duke's ripper?
His removed, you can use Dox's addon
is it compatible?
Just asking who made this mod as i want to credit them in a YT vid I'm making of this mod if i don't hear by time it uploaded i credit you IDDQD_1337
Execution could not continue.
Script error, "Custom-Weapons-Pack.pk3:commander.txt" line 47:
Script error, "Custom-Weapons-Pack.pk3:commander.txt" line 47:
Tried to define class 'DragonBreath' more than twice in the same file.
I can't find any tutorials or something to help me figure out how to install mods for Brutal Doom and each time I try I always get
Execution could not continue.
Script error, "Custom-Weapons-Pack.pk3:commander.txt" line 138:
'@property@weapon.kickback' is an unknown actor property
im using gzdoom btw