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

This is an edit of Tomtefar's extension v1.6. This includes all of the resources in the extension, however, all of the weapons save for the pistol have been removed. Thus, the improved enemy sprites, fx, etc are included, and you will be able to use ironsight on the pistol thanks to some tweaks that I made to the pistol decorate in brutal doom using the decorate in this extension. The ironsight can be used by pressing secondary fire, and as such, it now overwrites the standard pistol punch.

Preview
Tomtefar's Resources and Pistol v1.5
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Killerbreath
Killerbreath - - 32 comments

I asked Tomtefars to make an option to deactivate the improved weapons since they use new sprites and it makes hard to use replacements like yours, and it can't be used with the extermination day beta, but this edit seems to be working perfect, i'll be using this until he decides to update it.

The only strange thing i found is that when you aim with the pistol is that it uses the silencer model and sound but not a big problem easy to fix by just replacing some sounds :)

You could also make the new weapons standalone, like the sniper rifle or revolver, but i think than that is what makes it crash with the extermination day maps

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Tomtefar1988
Tomtefar1988 - - 404 comments

Argh, you completely mutilated my mod! :)

Jokes aside, it makes me glad to see that people enjoy my work and makes modifications to it. Even if said modification is to remove most of what I've made ;)

I've got a lot of requests lately to be able to completely disable stuff from my mod, so I plan to add such options in the menu in the future. Having the new weapons as separate pk3-files is also something I'm considering.

In the meantime, feel free to continue mutilating my stuff all you want :P
Oh btw, next version will have some slightly better sprites for the pistols ironsights.

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ctezcan
ctezcan - - 104 comments

it gives *Script error, "Tomtefars Resources.pk3:u_player.txt" line 9:
Unexpected 'Modern weapons' in definition of 'Doomer3'* error

Edit : It doesnt work with Zandrpnum,works with GZDoom

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ctezcan
ctezcan - - 104 comments

btw Im so much looking forward to see iron sight itol with working recoils and spread which mean 1 taps and 2 taps are working well. Can you please improve it for Zandronum too?

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THEGRUARRR
THEGRUARRR - - 57 comments

Man, I´m loving your addons, really.

I like a lot to aim with the pistol but I´m getting some error messages that I don´t know what they mean or why they appear:

JUMP TARGET "PLAYERISIDLE" NOT FOUND IN BRUTAL PISTOL
JUMP TARGET "WEAPSPECIAL" NOT FOUND IN BRUTALPISTOL
JUMP TARGET "PLAYERISIDLE" NOT FOUND IN BRUTAL PISTOL
JUMP TARGET "WEAPSPECIAL" NOT FOUND IN BRUTALPISTOL

They only apperar when I have the pistol selected.
I´m using Zandronum 3.0

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deathlock176 Author
deathlock176 - - 19 comments

Sadly I don't think it works in zandronum. However, I think tomtefar may eventually do the pistol only. Perhaps he'll be able to make it compatible.

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THEGRUARRR
THEGRUARRR - - 57 comments

ahhh, okey then it´s because of Zan, well now at least I now it, thank you 4 replying!

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ctezcan
ctezcan - - 104 comments

all iron sighted shoots are silenced now?

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deathlock176 Author
deathlock176 - - 19 comments

Yeah, the iron sights mode acts as a silencer. I kind of like that mechanism honesty, but I can figure out how to reverse it.

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ctezcan
ctezcan - - 104 comments

so can you think you can add silenced pew pew sounds when firing?

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deathlock176 Author
deathlock176 - - 19 comments

There actually are silenced pew pew sounds that I added. But you need to load both pk3s for them to work. Try loading the tomtefars resources and the pistol and let me know if that works.

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ctezcan
ctezcan - - 104 comments

Im using Zandronum,if I put resources file into anywhere,It doesnt load game. when I use only pistol file,it doesnt give any sound while iron sighted shots

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kadkad
kadkad - - 14 comments

Regular (assault rifle) zombies don't drop ammo. Please, fix this.
Cool mod btw.

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deathlock176 Author
deathlock176 - - 19 comments

Are you loading both pk3 files? Because you have to.

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kadkad
kadkad - - 14 comments

Yes of course.

Here is more detailed information:
I tested it with bd21testdec16 using gzdoom 3.2.3 version.
It doesn't matter which mode you chose to play.
Issue persists only with assault rifle, it just disappears right after zombieman drops it.
Meanwhile pistols drop without any problems.

Also I tried to test original Tomtefars extension v1.6 and this issue didn't occur.

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kadkad
kadkad - - 14 comments

The problem is with this part of code:

ACTOR U_DropedRifle: DropedShotgun replaces DropedRifle
{
scale 0.8
States
{
Spawn:
TRII A 4
TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
TRII BCDEFGH 4
Loop
Death:
TNT1 A 0 A_SpawnItem("U_Rifle")
Stop
}
}

ACTOR U_DropedRifle2: U_DropedRifle replaces DropedRifle2
{
scale 0.8
States
{
Spawn:
TRII H 4
TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
TRII GFEDCBA 4
Loop
}
}

I don't know why but now assault rifle drops without any issues.
Also I don't know if this mod will work as intended without this part of code.

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kadkad
kadkad - - 14 comments

I forgot to say that this problem solved right after I removed that part of code.

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Shockwave_S08
Shockwave_S08 - - 134 comments

Any word on an update for the FEB.28 build of Brutal Doom v21?

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ctezcan
ctezcan - - 104 comments

are you going to imply 1.7b? Also chainsaw is not working with current state. It just slice as knife and not chaining the bodies

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ctezcan
ctezcan - - 104 comments

Add-on doesnt work with RC1 release

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Guest - - 687,512 comments

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