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.
Quick Update 1/9/2019 - Will be outdated soon will be uploading a new single Pk3 that as all the features, Double jumping, togglable grabbing, and more such as weapon sound updates.
Doom 2016 Ledge Grabbing For PB 1.4.5 Mutators PACK!!!
Author: Dragonball1957 - on moddb - youtube.com/dragonball1957
Jason D- on Facebook group
Facebook group: Facebook.com
Thanks to the Brutal Doom group that motived me to try and finish this project I abandoned
months ago. I learned alot in the process, the couple of you in the FB group know who you are!
:)
See below for huge bug fixes
I added this as a bounus since someone mentioned it to me.
I had this laying around but dont know how to add Cvar from scratch.
You can add this file in anyorder. Should not conflict after I checked its structure.
You can now double jump like PB3.0 and D4D also now!
Added credits to him as well below.
Also I suggest checking this Link out for an update to the mutators packs bugs for 1.4.5
Things like DARK IMPS AND FLESHWIZARDS, as well as other enemies not spawning are restored. I am currently using this as well. ALthough not required, you are missing out on what Project Brutality is suppose to be!!!. Moddb.com
Go there to get your Mutator pack updated to fix and reenable enemy spawns rifle ammo bugs etc.
All Credit goes to doomguy214 for that ^^^^^^^^^
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ANYWAY CONTINUE BELOW for the grab pack.vvvvvvvvvvvvvvvvvvvvvvvvvvvv
What this is:
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Now you can grab ledges Doom 2016 style in Project brutality 2.03/Mutators.
Don't need to experience this with Project Brutality only anymore or D4D.
Since as of writing PB3.0 is wip, and I always wanted that option since once you
get use to it you cant go back!
NOTE:
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This is mainly for Project Brutality 1.4.5 pack and tested with its main file:
Project_Brutality_mu. It SHOULD work for normal PB 2.03 but didnt test it.
It should work but could be some weapon firing sounds missing since I know mutators
changes some sound file in SNDINFO and in the FIRE: fields.
PB2.03 is outdated anyways as the mutators version fixes bugs like the fading Standard
grenade launcher and the disapearing weapons in Zandronum.
Instructions:
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Please see the photo for detailed intructions on loadout.
Please load this AFTER the Mutators UDV files IF YOUR using the included Ultimate Doom Visor mutators. You do not need to use UDV as a requirement but if you are LOAD IT AFTER. Thats why its numbered 9 so you do not get confused.
Because the UDV will remove the menu options toggle it on or off.
I adjusted the menu were the option to toggle will be on the very top
Over "ultimate doom visor settings".
From there you can toggle it at anytime. No need to restart the map either :)
GRAB A - is the main file and is all you need when your not using the extra BFG/unmaker
mutator addons.
GRAB B - if you are using the extra mutator weapon addon then you need to
also put GRAB B after it so it can update the weapon switching order and add required
animations for extra weapons etc :) Otherwise "LOOK MAH NO HANDS!!!".
See the included picture of my example loadout again! If its hard to see or read do not worry. The photos are included in the zip file.
Examples if your not using extra weapons loadout.
NOTE I FORGOT TO INCLUDE IT IN THE SCREENSHOT BELOW. PLEASE Have at least SMARTSCAV AMMO in the LIST or you will get a crash saying its MISSING. This file is a MUST regardless.
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Credits to the original creator of the movement mod/parkour system. I believe whoever made it
was the one who 1st made that double dashing thats in PB. Correct me if Im wrong.
I cant name creator because I lost original file.
Also credits to person who sprited the grabbing animations otherwise you would just be
doing so with no hands :) All I did was port the ACS and added the
Of course credits to ID software and the Carmaks.
Sgt mark for making brutal doom that inspired Project brutalites creation.
Credits to the PB creators as well like Pa1nK1ller,Quaker, and Daarkon for making mutators pack!
D4D creators
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D4D Team
Developers
Major Cooke
Michaelis
ZZYZX
DBThanatos (Retired Owner)
DOUBLE JUMP CREATOR "Agent ME"- Copied the credits as requested in his code below vvvvvv
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/ Code by Agent ME
// Free to use/edit/distribute, just give some credit.
// The code should technically use MODINPUT_OLDBUTTONS instead of INPUT_OLDBUTTONS, but there seems to be
// a glitch with the former right now. Forum.zdoom.org
// INPUT_OLDBUTTONS works as well in this case anyway.
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Currently working on :
*Finding away to remove the landing circle. Main bugs should be all fixed now. See below.
*Doing a BDv20 version.
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UPDATED and fixed -
10/21/2017 4:47pm
Discovered single Upgraded Autoshotgun has no animation.
Dual mode worked fine. Issue is now fixed
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UPDATED and fixed -
10/19/2017 11:56am
*Forgot a personal glitch, Infinite ammo
with deactivated laser for submachine gun -fixed
*Chamber pull sound was not properly declared in The mutator part1 pack.
This had nothing to do with me, but the creator of mutator pack. A sound does not play
when reloading empty carbin after you pull the lock. I filled that part in with the locknload
sound from the DMR. This is just a personal touch up from me as I found it annoying.
Took me a while to figure out why this was happening but noticed it was the Part_1 file.
Try unloading and reloading. Then add my update. You will hear the sound now. :)
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UPDATED and fixed -
10/17/2017 7:00am
Got sound playing of doomguy pulling up during animations.
Was stupied glitch. placed sound files in root instead of
a sound folder I made and it worked. Go figure. makes no sense
but hey!!!! This will be last update for a while.
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UPDATED and fixed -
10/16/2017 8:01pm
QuadShotgun playing switch sound while grabbing - fixed
Dual M1 Grab animations not playing - fixed
Also as precaution, I added script to make sure dualm2plasma
plays fine as well although cant confirm if it was an issue in the first place.
But just to be sure. M2plasma should be fine also - fixed
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UPDATED- :10/16/2017 12:35AM
Grab sound doesnt play for any weapon. even though I declared in SNDINFO it wont play.
UAC DMR makes sound when ledge grabbing Fixed
MINI GUN makes sound when ledge grabbing FIXED
MINI GUN UPGRADE makes sound when ledge grabbing FIxed
PLASMA RIFLE makes sound when ledge grabbing - fixed
LIGHTING GUN makes sound when ledge grabbing - fixed
FLAME CANNON makes sound when ledge grabbing - FIXED
REVENANT CANNON makes sound when ledge grabbing - FIXED
QUAKE SHOTGUN makes sound when ledge grabbing - ??? - This Is fixed if refering to woodshotgun
When using the wood shotgun shin the animation does not work - Fixed
Sometimes when ledge grabbing with the unmaker it won't show the animation - FIXED
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UPDATED- :10/14/2017 8:40AM
*Fixed Sledgehammer not doing the grab animation
*Fixed Upgraded Dual Autoshotguns grab animations not playing
*Fixed Shotgun playing switch sound
UPDATED- :10/13/2017 6:21pm
*Fixed Weapon wheel and light fog menus missing.
*SSG Preanimation bug fixed
FYI *Also currently I don't know how to remove the landing reticle yet since I worked with the original Park-our mod. Still learning how to trim the fat , although this doesn't bother me.
Average
93 votes submitted.
Good luck trying to fix this bugs, nice work!!
hey thanks bro!!!!
reuploaded just now to fix SSG bug with the grab animation autoplaying when selecting it.
EXCELLENT....BUGS SQUASHED!!
Found another issue, when you ledge-grab with the shotgun you hear a clicking sound...the sound when you switch weapons.
The other weapons don't make this sound when ledge-grabbing.
ok will check that out!
Fixed Shotgun switch sound playing and sledgehammer animation plays now.
I lıke your hud Can you sahre it or least tell me the Hud addon Please ?
Fixed Shotgun switch sound playing and sledgehammer animation plays now.
you work fast...:)
yep! thx mate!
Some new bugs:
UAC DMR makes sound when ledge grabbing
MINI GUN makes sound when ledge grabbing
MINI GUN UPGRADE makes sound when ledge grabbing
PLASMA RIFLE makes sound when ledge grabbing
LIGHTING GUN makes sound when ledge grabbing
FLAME CANNON makes sound when ledge grabbing
REVENANT CANNON makes sound when ledge grabbing
QUAKE SHOTGUN makes sound when ledge grabbing
Sometimes when ledge grabbing with the unmaker it won't show the animation
Grabbing Animations for Dual Autoshotguns DOES work after you get the upgrade
When using the wood shotgun shin the animation does not work
Oh wow the Upgraded Dual autoshotguns work now? maybe some changes I worked on fixed it and I didnt know yet. lol. thx man will work on those to bypass the sound playing again! and I will check the unmaker. Guns like the unmaker have a looping idle animation when ur not firing. The gun just wobbles , just like the m1 plasma, m2 plasma "with the spinning UAC logo". So what I have to do is alot EACH frame of animation playing to say "hey play the animation here too if hes grabbing the ledge" Ill go do that now.
I will also check the wood shotgun animation. I forgot u can even toggle that. I know the dual carbines work
Is there anything similar to this for BDv20b?
To grab? I dont believe so. The double jump file in this will work for BDV20. however Even vanilla doom.
If u want I could add it for BDV20 as well. After I fix the current last bugs. :)
How is the progress for this coming along?
I am still working on v20B version and starting a v21. Although ill prob have to redu the v21 version if the weapon stats change in v21 full .Almost already done with v20B and halfway with 21beta. Although I dont have an option to toggle this time since I dont know ACS. It will always be on from default once you add the pk3. To not have it you will have to not add the file again :) give me about 5 more days at least for 20b.
Its hard because i have to add the code in between each animation so that way at anytime the weapon will go away to show ur hands imagin reloading, and grabbing at the sametime with 4 arms. or with none at all. So imagine the Chainsaw animation lord have mercy, including at idle with the blood dripping.
That would be absolutely awesome m8
no prob. Learned alot from this so should be easy. will work on it today.
You should get onto discord on the project brutality channel, we need people like you to help out!
Daarkon wants you there, we were talking about you last night...he said you're doing great stuff.
Oh wow really thats awesome. when I 1st tried BDoom in jan of 2016 I would of never though I would of been knowing anything at all in this lol. thats an honor. Ive been on there a couple of times, thats how I got some of those stimpack stuff. But usually i check the mutators section. I never made an account on there. Just as a guest. I guess I have to know. I dont know how much of a help I would be though. Still learning.
THis is awesome!! oh btw I just updated everything. Im not sure about the quake shotgun though Never heard of it in PB. Unless ur refering to the wooden shotgun. THen I fixed the sound playing for it and added animation.
UAC DMR makes sound when ledge grabbing Fixed
MINI GUN makes sound when ledge grabbing FIXED
MINI GUN UPGRADE makes sound when ledge grabbing FIxed
PLASMA RIFLE makes sound when ledge grabbing - fixed
LIGHTING GUN makes sound when ledge grabbing - fixed
FLAME CANNON makes sound when ledge grabbing - FIXED
REVENANT CANNON makes sound when ledge grabbing - FIXED
QUAKE SHOTGUN makes sound when ledge grabbing - ??? - This Is fixed if refering to woodshotgun
When using the wood shotgun shin the animation does not work - Fixed
Sometimes when ledge grabbing with the unmaker it won't show the animation - FIXED
Ok all the weapons don't make sound except for the QUAD_SSG.
ALL other weapons are good.
I haven't tested the dual weapons...
Just need to get that landing reticle fixed now!
It's something to do with powerups, if you get an ULTRASPHERE it will show the same reticle, must be attatched to it in the code somewhere.
ok no problem!! ur finding things left and right lol. Yea Will see if I can trim the fat. its its ACS then theres nothing I can do since I cant read c# c++ anymore or whatever it is lol
You're very close, just the quad ssg makes sound when grabbing...not much else left :)
Just uploaded v6. fixed quad.
I also checked. Fixed Dual m1plasma. Animations werent playing in dual mode. But the sound for it was ok.
And as a precaution I touched up the dualm2plasma in the scripts. Since I never got to aquire both in my playthoughs to get dual mode. I saw some stuff the script/code that I touched up to make sure certain bugs don't show. for example both hands and both guns showing at the sametime, and the switch sound from playing just in case.
All thats left is that recticle. and a bug I found On my own with the actual Grunting sound when doomguy pulls himself out. I cant get the sound to play even though its declared in the SNDINFO. stumped.
There's suppose to be a sound when doomguy pulls himself up? I didn't know that.
In 3.0 there is a sound when pulling himself up.
In mutators he doesn't make a sound when pulling up, BUT grunts when landing...in 3.0 he does not grunt when landing..
So, if you can't fix it just leave it, because if doomguy grunts when landing in the mutators,,,that's still a feedback for the player.
There is also an issue with the double-jump..
If you move forward and double-jump, doomguy will jump forward really far...i think in 3.0 it does that too, so the mod could be glitchy or something.
yea I think the original code from the parkour movements has this somewhere. I dont even think that has anything to do with painkiller or quaker etc. Seems like it was ported into Project brutality from since it was a submod. Thats where the dashes came from. Dont know if they can find where thats coming from either lol.
Heard it in PB3 also. I think because they dont have that yellow circle
I borrowed 2 roll dodge sounds from brutalpack v8 and its not playing.
instead just a faint weird distortion sound if u put volume up I think its the sound of the yellow circle overriding sounds at that point
Got sound to work with grunt sounds playing that I added.
PB has 2 sounds. I added 3 different ones. It didn't read from sound folder. I moved files to the root and it worked. Strange.
great work just tested :)
the reticle thing..it will show when you pick up an ultrasphere also...something to do with powerups maybe.
Someone must know what that is :)
yea workign on that and a fix for the Submachine gun. It fires forever if ur not using laser and holding the firebutton after u ran out of ammo. lol. It was from a sound pack im workng on were the firesound is looped and i forgot to fix that up, this mod get that version of it but its ok. No one notices until i just mentioned now lol.
Haha yeah just tried the SMG...infinite ammo!!
Im about to upload the fix now. I was toying with looped sound effects and I made something called uacloop: but thats were It looped forever . removed it about to upload lol.
uploaded new one. Also fixed a sound glitch mistake possibly by darrkon. its from the Mutator pack Part_1 file
When u reload an empty carbine after the clip goes in and the animation plays to lock n load, you hear nothing. He declared boltpull but it looks like nothing plays. So I reassigned it to the boltpull sound of the main rifle. and it works now when you do an empty reload for carbine. This had nothing to do with the climbing but it always bugged me and I found where it was coming from
awesome work :)
thx bro all left is yellow ring!
Excuse me sir? Where can i get that visor hud you are using?
Hey man Thats called the Ultimate Doom visor. It comes with mutator pack.
If ur using the mutators pack. in the hud folder I used in this order : UDVPART1 , UDVPART2, and UDVvisor_OG. But if u want the most up todate versions go here: Moddb.com,
I forgot to mention the doomguys face has a mini helmet. Im using this also for that Drive.google.com -
hey dude any luck with that last issue?
hey bro! u mean the fading ring and when it shows with powerup not yet but may have something soon actually!
excellent :)
so, any news on BD version of this?
I kind of paused because not sure if I should finish the v20b version. I figured to stop since most ppl playing beta now. Should I still?
I noticed a few bugs when using this:
Most of the weapons don't make a few sounds when you switch to that weapon or fired it.
Sometimes grabbing the Demon Morph Rune will either:
1). makes you turn into a revenant but not doing anything(and leaving you wide open for attacks).
or
2). After grabbing it, you'll still be a human and still use your weapons, but the screen remains red.
Although it works fine, the bugs keep getting in the way.
Ok cool ill look into that. I know Terminal said something about the ring staying when getting certain orbs.
I'm working on removing all that code for good. Hope I dont break anything
Oh I just noticed what you mentioned. Yea people complained that it was annoying that after grabbing, the weapon load sound would play. So I stopped it. But it should play when you switch back and fourth normally. Is this what u mean?
I found a bug or something on where you grab any ledge there's this summoning spark or something on the ground when ever you climb up.
Yea im aware of that , thats the yellow ring or recticle that I havent figured out to remove yet. I was working with the original parkour mod from scratch. Ive just about figured out how to remove it though!
Hi, i wanted to know how the ledge grabbing works? what do i have to extract from the .pk3 file to make it work in vanilla doom?
in theory is should work. U would just need the ACS folder and crab an actor from decorate.txt, and the crab code that calls it thats somewhere in all the weapons "including melee" txt file. Should I do one for vanilla doom? only thing is also do get it working , u have to add it under all weapons, or u will grab but no arms will show. so technically the ACS folder would work. But then it would just be like the ledge grab mod thats already public before i modified it to show the arms as well. it was based on this mod that I just added arms learning from PB3.0 Zandronum.com, u can just download this. Its samething. Its what I started with.
Hi, since PB 3.0 has already had the ledge grab, do you consider making a version for Brutal Doom?
I did the mutators one also because I didnt like Project brutality 3.0 compared to it at the time. I still prefer PB2.03+mutators version. Btw its kind outdated as Im about to also release an updated one that adds all of this, including the double jump and new weapon sounds. etc all in one file.
However I am working on v20B version and starting a v21. Although ill prob have to redu the v21 version if the weapon stats change in v21 full
glad to know that!