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.
Started with "light" versions of EWM 1.1 and Tomtefars extension 1.1 so they are compatible with each other and can run with BD21 Enhanced Monsters 1.3.1. I edited alot of things, so it has become its own hodgpodge mod. Realistic reloading, dry reloads, many sprite edits and new weapons - Tactical Rifle (Doom Movie Rifle) & triple minigun, demon tech rifle, sniper, dual assaultshotguns and ice pistol upgrade, mastermind minigun. Added some cool things from the Man of Hell addon (quick chainsaw and axe), and from project brutality.
Load order for how I use it:
1a_Brutal21
1b_bd21.0.3patch
2a_bd21_xvme1.3.1_TPR_(Patch21.0.3) //This is the enhanced monsters patch
2b_bd21_xvme1.3.1_respawner_TPR_(Patch21.0.3) //This is the part of the monsters patch
3a_bd21mut_EWM & Tomtefars_light_TPR
4_BD21_Difficulties_TPR.pk3
....other mods eg. a HUD with works with the new weapons (or less ammo optional file if you want)
Moddb.com
works in GZ and Zandronum (tested in Zandronum so better to use this)
Note:
OPTIONAL ITEMS ARE OPTIONAL
3.3c_bdv21_mut_EWM & Totemfars light_TPR_BALANCEAMMO(optional) is approx 20% less ammo
3c_bdv21mut_ewm_1.0-SGslug&reskinv21(optional) is a shotgun skin
Enhanced monsters/new monsters (including compatible patch):
Moddb.com
Added my favorite features from the original mods. Makes the weapons mods compatible with each other, and with more other mods.
- Pistol silencer is added by pressing kick or reloading with a full magazine. Grab while holding pistol.
- Added quick chainsaw and quick axe (remember to bind the new keys in the controls menu)
- Fists can quick knife (press dual wield), new combo knife-punch-knife
v79
- Improved lasgun firing sprites
- bugfixed some errors in dual pistol silenced
- bugfixed marines drop items
- Dual wielding silenced pistol included now (it fires slower and less accurate than non silenced dual wield pistols). No burst fire.
v77
- Captured marine with Lasgun added, as well as rocket launcher captured marine
- Increased spawn rate of plasma captured marine
- Fixed unloading and reloading from plasmagun
- Sprite tweaks plasmagun
- Improved reload sprites and speed for sniper.
- Minor changes to spawn rate of ammo
- Auto Grenade launcher ammo change, more ammo and uses same ammo as throwing grenades
- Auto Grenade Launcher now fires grenades instead of special ammo type
v76
- Triple minigun altered sprite sequence so it rotates like a logical weapon (no longer rotating barrel hubs).
- Reduced fire rate of triple minigun (give minigunupgrade), so it is not just a complete ammo drain.
- alt fire for dual assault shotgun is iron sights
- Press dual wield from shotgun to switch to autoshotgun/vice versa
v75
- Grabbed some cool things/ideas from Brutal doom platinum (fast swinging chainsaw, swing left then right), new machinegun sprites, mastermind autocannon changed to the Lo Wang Riot gun sprites.
- Replaced sniper with the one from Project Brutality (Sniper now in slot 4).
- Sniper has laser dot, press dual wield. Sometimes the Sniper will dismember the victim ;)
- Machine gun in default hold position will jam randomly 0.5% of shots (unjam by pressing reload), but will fire more accurately and reload grenade launcher faster. Alternate holding by pressing dual wield does not jam, but has less accuracy.
- Removed dual machinegun
- LASGUN sprites fixed to be more Doom (arms), added also night vision for the scope if you press torch while zooming
- LASGUN spawns more often (17% of plasma pickups)
- Hitler Buzzsaw is now a secret weapon that spawns very rarely (same rate as nuke launcher)
- CMG in slot 2, beefier fire sound.
- CMG silencer spawns much more often
- Difficulties updated to progressively increase in difficulty
- Plasma gun added a low ammo state (with blinking lights) and very low ammo states.
- Dual plasma gun added secondary fire, and low ammo states. New sprites for dual plasma gun.
- Minigun has a wind up action when firing from cold, this can be stopped from firing by pressing reload (to save ammo)
- Minigun can press reload to manually spin the barrel, if you fire while it is spinning it will continue spinning (like alt fire mode). Useful if you wan tot be silent but still want to be ready to fire at full rate.
- More minigun ammo (slightly more ammo in general)
- Quad shotgun fixed unload and reload animations. Gun is placed ahead of dual shotgun in selection order
- SSG unload and reload from firing single barrel sprite fixes (from Tomtefars extension)
- Rifle start animation from BD platinum
- Tactical rifle start animation moved to taunt. Now less annoying.
- Dual wield button switches from Shotgun to Autoshotgun / vice versa
- Autoshotgun can interrupt reload with a kick
- Added pistol silencer attach animation from brutal doom platinum
- Added dual Mancubus flamer (removed the flamerthrower alt fire)
- Attempted to fix bugs when pressing unload and switching guns
- Dual SMGs fixed unload sprites, dropped magazines and unload single gun then switch to dual
- Flamethrower out of ammo animation (stops flickering)
- assualt shotgun zoom and unzoom fixed flickering
- Dual SMG and dual plasma fixed unload behaviour of single/double gun
v71
- Minigun edits (sounds), removed recoil/increased accuracy for miniguns and machineguns when you have Berserk, bugfixes, QSG bugfix
- Throwing last knife does not crash GZDoom (last knife is not thrown when holding knife)
- Minigun bugfix (sprites, more damage=rifle=machinegun, more shake without berserk)
v70
- Can interrupt reloading action of rocket, autoGL and shotgun with quick melee
- Updated Tactical rifle zombies so they make correct fire sounds & lasgun evil marines shot has better visuals
v68+69
- Pistol/dual pistol reloading fixed
- Fix dual rifle unloaded crash
- Fix dual rifle fire speeds
v66+67
- Throwing knives (dual wield when using knife, axe, saw or fist)
- Faster & more damage knife stab (added a fix for GZDoom crashes)
- Lasgun zooms more when you press flashlight while zooming
v65
- Return of Blue Nazis! (I edited ZioMcCall's brutal wolfenstien version and added original sound effects)
- Lasgun zoom sprite fixed & drop sprite lowered resolution
v63
- Rifles, machinegun & minigun fire 10-20% faster & do 10-20% less damage (pistol, rifle & machinegun all do the same damage now)
- bugfix dual autoshotgun
- made zoom from ADS mode equal for non scoped weapons
- Railgun faster fire, removed idle sound when low powered, improved some animations
- fixed plasma evil marine dropv
62
- Reworked alt fire modes for BFG9k and 10k
- ice damage increased
- new sound for tactical rifle
v60+61
- Lasgun added to slot 9 (spawns 13% instead of plasma rifle)
- Bug fixes
v59+58+59
- Fixed quick chainsaw/axe costing ammo for many weapons
- Autocannon has significantly reduced recoil & shake when you have berserk / demon strength
- Fixed many bugs in autocannon and minigun (added minor recoil)
- Fixed Quick Chainsaw not 'biting' most enemies
- Appropriate coloured blood on Quick Chainsaw (NOTE! Must upgrade to Enhanced Monsters mod v68 or later: see description for download)
- CompactMG, Revolver and Dual revolver bugfixes
v57
- Ice upgrade pistol bullet sprite fixed, now you see the beam when you shoot
- Silenced pistol can grab enemies
v55+56
- Press flashlight when aiming tactical rifle to look closer at the optical sight (full infrared mode, like in the Doom movie FPS scene)
- Tactical rifle = pressunload twice to reload in the same way as the doom movie FPS scene. max ammo 43.
- New sprites for dual rifle and reduced recoil
- Fixed bugs in reloading for dual rifles (lots of code edits)
- Difficulties/Sill levels updated
v52+53+54
- Added kickflashes to all weapons
- More select animations (pistols,minigun,Mp40,GL+Rocketlaunch.)
- Sprite bugfixes (Rocketlauncher reload, empty machinegun & tripple minigun)
v49+50+51
- Hellrifle updated to latest projectbrutality sprites (fixed tactical mode running)
- Fixed kick and grenade throw issues (for silenced pistol, autogrenade launcher, autocannon and hellrifle)
- fixed Hellrifle drop sprite & new tactical rifle gun flashes
v47+48 (ensure you update to latest prof. existential monsters addon else there will be errors)
- Added quickknife to fists (press dual wield) : added a combo (knife, punch, knife)
- Added quickknife to chainsaw (press quickchainsaw)
- Added quickknife to all weapons when you press quickaxe or quickchainsaw without owning the relevant weapon (when you have a knife). Otherwise it will kick
- fixed dual smg/smg switching bug
- hell_rifle has 8% chance to spawn instead of plasmagun
- If you already have a chainsaw, random weapon will spawn instead of chainsaw
- Difficulties updated
v44+45+46
- Update to weapon select order in attempt to streamline/declutter. Grouped similar weapons/ammo types together as I determined most appropriate. (keyconf.txt)
1. (Melee class) - Chainsaw, Fist, Axe, Knife
2. (Pistol class) - Pistol, Revolver, SMG, MP40
3. (Shotgun class) - SSG, Shotgun, Quad shotgun
4. (Rifle class) - Tactical rifle, Rifle, CompactSMG
5. (Heavy machine guns) - Minigun, Machinegun, MG42,Autocannon
6. (Explosives) - Rocket launcher, AutoGL, GL, Nuke
7. (Plasma/sci-fi weaponry) - Plasma, Railgun, BFG9000, BFG10000
8. (Demon weapons) - HellRifle, Unmaker, Revenant missile
9. (Flame weapons) - Flamer thrower, Flamecannon
0. (misc) - Sniper, Autoshotgun, Assault shotgun
- Fixed bugs re.missing weapon sprites during CompactMG start & added silencer spawning 50% of the time with CompactMG
- sprite update droped rifle
- tactical class allows dual wield. fixed sprint for hell rifle
v43
- Ice upgrade to pistol added (note: need to use recently updated Prof. existential monsters mod as the previous version has some errors). Upgrade has 4% chance to spawn instead of shotgun, and 14% chance to spawn instead of plasmarifle.
- Silenced weapons firing sprite change, no muzzle flash
- gunsmoke added to autocannon, machinegun, tactical rifle and silenced weapons
v41+42
- Quadshotgun 'raise-reload' functionality added like SSG (so you can fire and change weapon before reloading animation begins. When you select the wapon again the gun is loaded in the select animation.)
- Implemented idkfa3215's Quick Chainsaw and Quick axe for all weapons (new keybinds in options menu) for instant melee usage (like kick)
- start animation SSG, CSMG, Rifle, Shotgun, SMG & Revolver added
- fixed sprite errors with unloaded CSMG
- updated difficulties/skill levels
v40
- start animation pistol added
- start animation machine gun added
- dual machineguns added (secondary fire shots both simultaneously, a litte more accurate, but a little more recoil)
- dual assaultshotguns added
- reload sounds silencer pistol in line with unsilenced pistol
- tactical rifle + 20% power, less recoil, faster fire rate
- CompactMG has 5% chance of spawning instead of shotgun
- Tactical Rifle has 10% chance of spawning instead of SSG
- Double saw damage
- replaced purist class with CSMG start weapon and removed classic weapons from game (U_footsteps, Classic Weapons)
- allow MP40 with cheats(MP40)
v39
- Autogrenadelauncher unload function added and reload error fixed
- Tactical rifle faster reload
- Silenced pistol reload sped up to be closer to speed of normal pistol
- unloading for railgun added
- increased fire rate of tripple minigun
v37+38.
- Increased spawn rate of new weapons
- added alt fire to BFG9k, sprites update
-quadshotgun start ammo and reload fixed
-faster reload dual rifle
V35+36.
- Tactical rifle faster reload, reduced recoil, faster 3-round burst fire
- Tiny flames do not damage Doomguy
- fixed assault shotgun ads glitch
- added optional removal of laser sigt from pistol (very buggy)
- added option to remove default smg as dual
V34 5.2.2020
- Buzzsaw and Autocannon acquired when cheating with idkfa
- Autogrenade launcher increased explosion damage and radius to be in line with thrown grenade
- Increased ammo from ammo boxes by about 1/3
- More minigun upgrade chance (to 10%)
- Revolver rounds pickup instead of shotgun shells
v33 31.01.2020
- Revolver unloading added (sprites plus code)
v30+31+32
- Updated pistol silencer unload sequence
- Pistol unload and reload sprites
- Dual pistol unloaded and empty sprites and sounds updated
- Silencer detatch when switching to dual wielding does no longer have sprite flash
- Fixed bug which allowed dual wielding from silenced pistol without 2 pistols
- Rocket launcher reload when empty fixed
v29.
- Added silenced pistol (attach/detach by pressing reload after reloading/with full clip)
- Silencer attached does 5% less damage than without silencer
v27+28. 5/1/2020
- Fixed unload and reload behaviour of dual SMGs (including new sprites for unloaded guns)
- Dual revolvers now fire independently (alternating fireleft and fireright increases fire speed)
- Fixed dual revolver not having a flashlight
- CompactSMG dry reload fix for magic reload
- Added Autocannon (only drops from spider masterminds) and AutoGrenadeLauncher (spawns as 30% of RocketLaunchers)
- Added splash damage to Autocannon
- AutoGrenadeLauncher fires grenades
- Increased spawn rate of grenade boxes
- Increased ammo capacity of grenades (from 10/20 to 20/40)
- Increased spawn rate of GrenadeAmmo box
- Grenadelauncher select and deselect sprites added
- RocketLauncher sequential reload added (new sprites + function)
v26.
- added new difficulty/skill level (Get Phsyched!) as the default difficulty
- more accurate tactical rifle when zoomed
- Faster reload & unload tactical rifle
- Reload/unload sounds updated for tactical rifle
v25.
- Dual SMG as default SMG
- Pressing dual wield from DualSMG switches to CompactSMG
- Sounds added to attaching and removing silencer
- Dual SMG Alt fire added (single SMG fire)
- Revolver and Dual revolver ammo connected (fire revolver, decrease ammo in dual revolver)... may have minor bugs
- Fixed CSMG sprite skip during dry reload
v24. 23/12/2019
- CMG added action to dry reload, and unloading (new sprites)
- Silencer on CMG does not have such a dramatic loss of damage
- Fixed sprite flicker during CMG silencer attachment
v20+21+23
-Added compatibility for latest Monster expansion mod
-Enabled grab enemies while holding pistol (no beserk needed)
v19.
-Reduced fire speed of minigunupgrade to 3x minigun speed
-Added option of using a non-flickering flamethrower
-Increased spawn rate of minigunammo
-More meaty sound/power Sniper
v18.
- removed bad frame from demon tech rifle during reload
- increased reload speed of revolvers
- reduced recoil of revolvers
- increased damage from Hell rifle to match ammo usage (double ammo usage)
- fixed flashlight for Hitlersbuzzsaw
- Minigun fire rate reduced to BD21, accuracy and damage increased to BD21
v17.
-Added flashlight to demon rifle and sniper
-Added light flicker to flamerthrower
-Flamerthrowe has more ammo
v16. Added DemonTech Rifle (Hellgun)
v15. Bug fixes with minigun/triple minigun sprites
v14. 25/11/2019
-Included specific sprites for the TacRifle droped magazine during reload
-Added Sniper (slot 0) and updated sniper to match mod
-Bugfixes regarding nomagreload
-Full auto fire mode select replaces semi-auto fire (dual wield button)
v11.
-Running in tactical mode enabled for Railgun, Auto and Assault shotgun, BFG 9/10k, knife, revolvers
-fixed knife flashlight issue
-fixed knife blood coatings, blue, green and red
-knife kills now give cruelty bonuses (aim for the throat to one hit humans)
--Increased tactical rifle magazine capacity to 42
v10.
-Included the realistic behaviour of magaine reloading weapons (if you reload you dont recover unshot ammunition, unless you take the time to unload first and then reload).
-Increased the ammo recieved when picking up ammo for magazine based weaponry
-Added menu for disabling magazine reload under brutal doom options
-Hitlersbuzzsaw , added sprites when running out of ammo
, added selection sound
-Faster firing Tactical rifle when holding trigger (almost auto),
-Increased tactical rifle magazine capacity to 39
-Fixed Rifle before reload animation is complete
-Dual revolver freezes when kicking & throwing grenades (these features are now disabled for this weapon until a fix is found)
-droped magazines when reloading scaled appropriately
-aligned triple minigun ammo belt sprites to minigun's
-reduced ammo drain of triple minigun slightly
-added missing sprint sprites for tripple minigun and tactical rifle
v9. 20/11/2019
-Added TrippleMinigun upgrade (spawns as 4% of miniguns)
-Fixed revolver not reloading at game start
V7. 18/11/2019
-Added Tactical Rifle! (new Weapon) Shares rifle
-All new wepaons no longer need to be reloaded when first picked up (CMG, AutoShotty, QSQ, Railgun, Revolvers
-Autoshotty implemented chambering of shell during reload.
-Taunt states for all weapons workin, fixed no iron sights bug
-Fixed silencer not spawning
-Minigun ammo has small chance of spawning instead of rifle ammo clips
-Minigun shoots faster, does less damage (slightly higher DPS)
-Machinegun uses minigun ammo
V5. 15/11/2019
-Combined both addons into one
-Fixed unmaker 666 error
-Realistic rifle and dual rifle reloading action (unloading is done correctly)
-More realistic Pistol and dual Pistol reloading (unloading is done correctly), pickup-able pistol bullet on ejection added
-No Ammo pistol/dual pistol sprites added
-MP40 reload action added
-Magazine spawning on reload (ASG and pistol clips
-Dual revolver completed reload ability (both guns plus sound fix)
///////////////////////////////////////////////////////////////
TOMTEFARS_EXTENSION_LIGHT
///////////////////////////////////////////////////////////////
V4. 12/11/2019
-Added flashlight usage to all weapons
-Railgun powerup/down mode switch with dualwield button (means you can change the power mode while zoomed in AND switch nightvision omde on using the flashlight button!
-Revolver reload sprites, copper coated bullets, consistent colours between reloading and other sprites
-Revolver spins cyllinger using taunt button
-Chainsaw pickup sprite reduced in size slightly
-Chaingun spawning altered =60% minigun, 30% machinegun, 10% Buzzsaw
-Buzsaw ammo on pickup reduced significantly for balance
-Fixed GZdoom issue with Assaultshotgun spawning and ammo usage
-BFG damage dramatically increased
-Rifle from Tomtefars (cocks the action when reloading/shooting)
V1. 10/11/2019
- Smoke/hot bullet cases: Added cold/no smoke for unfired revolver bullets
- PistolAmmoBox & SniperAmmoBox & HandGrenadeAmmoBox added
Revolvers: - Revolver sprite elongated barrel
- Reload sprites changed to fit new reloading action
- Reloading whole cylinder at once with a speedloader
- Unused bullets are lost (added sprites for wasted bullets)
- Taunt spins barrell (can play Russian roulette with enemies)
- Max ammo 36/60
Autoshotgun: Ammo type-Green shell: New weapon, shares green shells with ASG (shells max ammo 40/80)
Railgun: Ammo type-Railcore: Two power modes
-low power is railgun
- high power is explosive (same as bd21)
BFG10k: Ammo type-Railcore:
BFG9k: Ammo type-Cell: New sprites, bfg ball zaps enemies as it passes by.
Unmaker: 666 max ammo (uses soul ammo as per BD21)
Grenade launch: Faster reload
Saw: More damage than BD21, less damage than Tomtefars
Hitlers Buzzsaw:Alternare sprites
Minigun: Ammo type-minigun: Max ammo 300/600
Knife: Added so it drops from female zombie scientist
Pistol: Added laser dot
Melee: Grab enabled without beserk, select sprites and sound addded
Drop sprites: Pistol & revolver drop sprite size scaled down
Pistol clip sprite size scaled down
Knife drop sprite size scaled down
Revolver bullets sclaed down, changed colour of bullets to brass
Railgun drop sprite size scaled down
Misc: ASG zombie added who leaves green shell behind
////////////////////////////////////////
ENHANCED WEAPONS MUTATOR LIGHT (EWM-1.1)
////////////////////////////////////////
V4. 12/11/2019
- Changed QSG sprites (I'm tiered of that skull gawking at me all the time!)
- QSG pickup sprites changed, doesn't look stupid big anymore
- Added in the missing case spawners (changed pistol case spawner to match pistol case, mini machinegun case from Tomtefars)
- Added drum mag spawn for Assault shhotgun
V1. 10/11/2019
Includes Quad shotgun, CSMG and silencer
revolver drops from riotshield zombie
////////////////////////////////////////
Ammospawning: Shotgun shells: 47% red 25% green, 10%=sniper, 18% revolver,
AmmoBoxs: 40% minigun, 20% rifle, 20% pistol
Ammo clips: 25% rifle, 25% pistol, 50% minigun
Cells: 80% cell, 20% railcore
Rockets: 85% rockets, 15% handgrenades
Weaponspawning:
Shotgun: 20%=Shotgun, 27%=revolver, 21%=autoshotgun, 15% CMG, 12% sniper, 4% ice pistol
SSG: 34%=SSG, 32%=assaultshotgun, 17% Quadshotgun, 16% tactical rifle
Plasma: 33%=plasma, 28%=Railgun, 17% LAsgun, 13% ice pistol, 8.5% demon rifle
BFG9k: 66%=9k, 33%=10k
Minigun: 35%=minigun, 35%=Machinegun, 25% minigunupgrade, 5%=Buzzsaw
Rocketlauncher: 40% RL, 20% GL, 30% autoGL, 5% nuke, 5% flamer
Original main mods below.
Credits to
Tomtefar, Bloodwolf333, Dox778, XV117, Pa1nk1ll3r, Sergeant Mark IV, EmeraldCoasttt, idkfa3215, ZioMcCall, Grey-Wolf,
Brutal Doom PLatinum
Moddb.com
Enhanced Weapons Mutator 1.1
Moddb.com
Tomtefars Extension 1.1
Moddb.com
Man of Hell 1.1
Moddb.com
Better draw animations
Moddb.com
Tested on Zandronum 3.1
Average
9.325 votes submitted.
seems like some of the fatalities lock you up in 3rd person (dark imp and zombieman) when using this. Sorry to rehash this if this is an already known issue, or maybe I'm just loading something wrong or using a conflicting mod. this is what I use and the order..
1.BD21gold
2.bd21.0.3patch (these are the ones included in your zip)
3.bd21_xvne1.3.1_TPR_(patch21.0.3)
4.bd21_xvme1.3.1_respawner_TPR_(patch21.0.3)
5.bdv21mut_ewm_light_TPR
6.)Tomtefars_Extension1.1_light_TPR
after this....
UDV2.13
slomoBulletTime
Cybermobility
enhanced_beamflashlight_zan_0.2
also using GZDoom DEV from 11/9
Thanks for pointing it out (the missing fatalities are in the monsters addon). That is an issue I just fixed and uploaded in the monsters addon v39. If it happens to other monsters, you can roll left or right and get back to 1st person mode.
Can you add the feature from Tomtefars Extension where the cocking handle of the Assault Rifle and MP40 is pulled when performing a dry reload?
Uploaded now. By the way I really appreciate all your feedback and game testing!
Thanks!
The iron sights on the Autoshotgun is a bit difficult to get to stay up. It likes to toggle aiming on and off when I try. Is this something you'd be able to fix? I ended up just hipfiring instead of fighting with it lol.
I worked it out. Was a problem with the taunting state. Next update which comes later today will fix it
Fixed
Bug (?): When using NCHUD, AmmoInfo (forum.zdoom.org/viewtopic.php?f=46&t=60356) or even GZDOOM's alternative HUD, certain ammo like the Green Shells, Rail Cores and Sniper Rifle Rounds don't appear or register on the ammo list, while the Soul ammo register as max 999 and doesn't seem to be related to you mod's Unmaker weapon in any way.
Unmaker and green shells are working now, other ammo will need to be dealt with later
I can't seem to find a silencer for the Compact MG and unable to spawn the silencer in the console. Can you check on this?
I fixed it, I was missing some code. Silencer will now work when you pick it up, and it will drop from XVStealthZSpecops zombies.
I love this mod 😍
Thanks :) what are the features you like? Any requests for implementation?
Hey man, I love your mod! But can you do the Tactical Rifle full-auto? Im not quite keen into the burst-fire thing.
Another thing id like to see would be the Desert Eagle or Colt.45, would make up for some nice sidearms, nice looking and packing a good punch! Anyways, keep up the good work on the mod!
What function would the Desert Eagle or Colt 45 have?
I think the 44. Magnum already occupies the powerful handgun function.
The Tac Rifle has been upgraded to fire much faster now, and holding the trigger releases sequential bursts
Well, I was thinking about the Desert Eagle as a possible change to the standard pistol when picked up ( or an option in the BD options to only use the D-Eagle when picked up just like in Proiect Brutality when u find a new weapon for a surtain slot. Ex: Revolver replaces the pistol ). As you mentioned,the Magnum is allready a powerfull weapon, but the D-Eagle would use the same .44 Remington cartrige, with the advantage of a bigger magazine than the Magnum. Plus the D-Eagle could be upgraded ( just like the minigun ) with the more powerfull .50 AE cartrige.
And the Colt 45 ( I was thinking about the Big Iron type, not the 1911 looking one ) that can have a lower damage imput than the Magnum and the D-Eagle, but the "weapond special" would allow it to give you a dead-eye aiming type like in Red Dead Redemption that slows down the time in order to give you time to land critical hits. I'm allready using a slow motion mod that I like to use when playing with the Magnum ( I forgot the exact name of the mod ), and tought it would be neat.
Ah, and I found a bug regarding the minigun when upgraded, cant remember exactly what ive done to activate the bug, I will try to recreate the bug next time I play to give you more details. At some point, the minigun would start to shake/ spasm in a strange manner when running, the barrels would not start to rotate in both normal and upgraded state and the triple minigun mod would not come to normal when I deselect the upgrade unless I shoot and activate the weapon special key.
Keep up the amazing work!❤️
Thanks for the feedback. I really appreciate it!
That slow mo idea sounds really fun, I'll think about how to implement it.
When you say you were "running" does that mean in tactical mode?
Nope, I was in normal mode, tho I will check If the same issue happens in tactical mode aswell
Update on the bug: right now Im on the weapon testing map and Ive noticed that the previous bug where the barrels would not start to rotate in both normal and upgraded state and the triple minigun mod would not come to normal when I deselect the upgrade unless I shoot and activate the weapon special key has somehow dissapeared. But Ive found the other bugs regarding the minigun and the upgrade:
- When I run and the minigun barrels are spinning, the whole minigun starts to shake as previously mentioned, but when the barrels are not spinning and Im running, everything is fine.
- When the triple minigun upgrade is equiped and I start to kick ( regardless if Im just sitting in place and kicking or running and kicking ) the 3 barrel configuration disapears and comes back to the normal minigun mode, but as soon I press the key to spin the barrels, the 3 barrel configuration pops back again.
- And the minigun bug is not present in the Tactical Mode.
Im going to run some further tests to see if there are other bugs whilst am am on the weapon testing map to keep you updated.
Also, I love the changes to the Tactical Rifle! ( is one of my favorite weapons, animation and movie reference wise ) ;)
Edit: Found the following bugs.
- Dual-wielding the Assault Rifles while running and kicking, makes the guns to start shaking.
- When running and kicking with the Flamethrower, the sprites of the weapon change to the Mancubus Flamethrower ones, after the jump is made, the Flamethrower sprites come back to normal.
- In both Extermination Day and the Hell on Earth Starter Pack , when in the hangar/garage on the first map, the laser-pointer of the pistol destroys the switch that you are suppose to kick/damage in order to open the door, when pointed at the switch.
- When trying the iron sight of the Assault Shotgun, the feature is comporting strange. It enters the iron sight animation, but mid animation it comes back to normal and vice versa.
- The flashlight doesnt work when dual-wielding the revolvers, but as soon as you switch weapons, it activates.
- When using the motocycle in the weapon testing map, you can mouse steer in instead of using the A & D keys ( I dont know if its an intentional feature, tho its neat cause its easier to dodge stuff while fooling around in it, you can even do 180 degree turns in it xD )
Wow you found a few errors in Brutal Doom. Flamer, motorbike.
Assault shotgun: just tap the aim button, holding very shortly it makes strange behavior
Minigun and triple minigun errors. Fixed them all.
Laser thing I'm not sure how to fix as the laser dot is an actor impinging upon the target (otherwise the dot wouldn't show up when aiming at enemies). I can add a switch to turn off the laser at will later.
Dual rev I can't seem to fix, it has some strange behavior, even with grenade throwing and kicking (which I also had to disable).
Fixed flashlight and ADS Assault shotgun
Bro,Can you put the automatic rifle from PB for this Addon :3?
Update on the possible functions of the D-Eagle and Colt:
The standard D-Eagle magazine ( on the Mark XIX variant ) could carry 8 rounds of .44 and .41, and 7 rounds of .50 AE, 440 Cor-bon and 429 DE. Well the difference of ammo capacity between the Magnum and D-Eagle would be 1-2 rounds, but hey, in the thick of the action every round count am I right? ;)
The Colt 45, uses the standard .45, and can use a good variety of other ammo types, the only worth ones to mention beeing the .357 Magnum and .44 Special with the same ammo capacity of the Magnum, 6 shots.
Now, remember about the possible option in the BD settings to select what weapons to use as primarys when u Pick them up? I thougt it would be a good thing since we had that issue with too many shotguns in slot 3, and would prevent bunching a lot of weapons in other slots as the mod progresses.
why in some frames in the reload there some thing that is not in the revolver design?
Um hey ProfessorExistential can you make Doomguy feet to be shown like in Project Brutality or even in gordo.n addon it would really be cool to see his legs
into this weapon mod? or something?
more of a sub-addon-ish kinda thing i mean gordo.n did this in his mod and so did Painkiller's Project brutality
ah okey
Can anyone port the Carbine to bdv21 full auto?
Done
Say, is it possible that we could see a "Triple-Barrel Minigun" for this addon someday?
I love you thank u
the revolver for some reason doesn't fire. it ackowleges that it has ammo but fires as if its out of ammo and it doesn't reload. im looking into it again to see if I might have overlooked somthing
yea even if I try to reload it just spins the chamber so it wont fire just clicks pressing the secondary fire puts it in a stuck animation of whatever its trying to do. so it seems I cant the revolver for now
maybe it's a bug?
It's a bug. I'll fix it tonight. It must have happened when I needed with the starting ammo
Go ahead man take your time.
I’ll continue playing this and see if anything else stands out . Hopefully nothing else hinders gameplay wise
Thanks alot. Check the unload/reload behaviour of the pistols and rifles (that was the major changes this update)
ooookay so after playing around for a bit I used cheats to use all the weapons and the revolver fires and reloads so when I started a new game and grabbed a spawned revolver on the 2nd map it does the same thing it doesn't fire like it was doing before
Ok fixed, uploaded replacement which fixes revolver reloading
secondly the LMG or heavy machine gun and the minigun its ammo counter number doesn't change when the both guns fire in other words you wont know how much ammo you have left before you run out. the hud I was using when I was testing this out was the catvisor so that might have something to do with it. As for the tactical rifle sometimes when you switch back and forth to it it does its animation when you pick it up the first time. it also has no ammo counter as well but it doesn't run out of ammo as well but it does detect when you empty its clip and it still reloads. the bfg 10k, the mancubus flame cannon is also buggy. has also no ammo counter as well. some of these errors might be caused by the catvisor hud as well so I might have to take off the catvisor before I run this again
ammo not showing up is a visor issue (a few visors have this issue).
I have fixed the tactical rifle animation
Okay the revolver is functioning normally now. But now I have to find a custom visor that doesn’t break compatibility to your mod I just might not use anything at all plus I wanted to try out the tactical rifle as well and see if that’s not buggy either
Cool. The UDV visor works for me (I use alt B version). I will try to fix the ammo compatibility
I have made an edited visor combining CATS and UDV (and own sprite edits) so it works in this mod. It's a bit sloppy, so you might not like it.
Moddb.com
Triple-Barrel Minigun upgrade added. Enjoy (it will eat your ammo quickly)
Holy S++t!! Awesome
You can shoot during the charging handle animation of the Assault Rifle when reloading. The Tactical Rifle uses the normal reload sound immediately when reloading it doesn't match with the animation at all.
fixed and fixed. New Version uploaded with ALOT of updates!