Updated XV117's ME1.2.0 to work with the modern version 21 of Brutal Doom. Removed several of the magical/cartoonish monsters that I am of the opinion would fit better with the Brutal Heretic project (data is saved with the monsters still updated to v21). Load Order (launcher required): 1. IWAD (Doom, Doom2, etc) 2. brutalv21.pk3 3. bd21_xvme1.3.0.pk3 4. bd21_xvme1.3.0_respawner.pk3
// --------------------------------------------------------------------------------------------------------------------------
//
// Version History
//
// (Developed by XV117)
// Modified by BLOODWOLF
//
// --------------------------------------------------------------------------------------------------------------------------
//
// v1.3.0 07/10/2019
//
// Decorate.txt: Removed SuicideBomber, Shadow, Fleshspawn, Trite, Wraith, Satyr, Pyrodemon, HS, SmokeMonster, and Incarnate lines
// TomtefarsCompat.txt: Removed Trite actor
// Player.txt: Updated to bd21.0.2 Patch
// WeaponDrops.txt: Added ChainsawSpawnerDropped actor for ChainsawZombie (no EvidenceCheckerChainsaw spawn)
// Removed unnecessary EmptyPistolClipSpawn and AssaultShotgunSpawner actors
// Moved RiotShieldDrop from RiotSergeant into WeaponDrops and set it to spawn the PistolSpawner & an ArmorShard
// Aracnorb.txt: Changed properties to be similar to a cacodemon
// ASGGuy.txt: Changed drop from AssaultShotgunSpawner to AssaultShotgun (does the same thing)
// BruiserDemon.txt: Added SeeSound "vile/firecrkl" to BruiserFire projectile
// ChainsawZombie.txt: Changed DropItem to ChainsawSpawnerDropped
// -Fleshspawn.txt: Deleted (Brutal Heretic)
// -HS.txt: Deleted (Brutal Heretic)
// -Incarnate.txt: Deleted (Brutal Heretic)
// -Pyrodemon.txt: Deleted (Brutal Heretic)
// RiotSergeant.txt: Changed EmptyPistolClipSpawn to EmptyClipSpawn (same exact thing)
// Moved RiotShieldDrop into WeaponDrops.txt
// -Satyr.txt: Deleted (Brutal Heretic)
// -Shadow.txt: Deleted (Brutal Heretic)
// -SmokeMonster.txt: Deleted (Brutal Heretic)
// -SuicideBomber.txt: Deleted
// -Trite.txt: Deleted
// -Wraith.txt: Deleted
// StealthMonsters.txt: Removed SuicideBomber, Shadow, Fleshspawn, Trite, Wraith, Satyr, Pyrodemon, HS, SmokeMonster, and Incarnate lines
// GLDEFS.txt: Removed SuicideBomber, Shadow, Fleshspawn, Trite, Wraith, Satyr, Pyrodemon, HS, SmokeMonster, and Incarnate lines
// Removed non-existant TerminatorBlaster, RedStar, RedGrenade, GrenadeBlast, TerminatorPuff, and CyberAttack2 actors
// Added in missing filepaths and corrected the naming format for brightmaps
// SNDINFO.txt: Removed SuicideBomber, Shadow, Fleshspawn, Trite, Wraith, Satyr, Pyrodemon, HS, SmokeMonster, and Incarnate lines
//
// v1.2-Pre6 05/09/2019
//
// Player.txt: Updated to RC10
//
// v1.2-Pre5 05/03/2019
//
// Decorate.txt: Notated SuicideBomber out from inclusion (finds it annoying).
// Player.txt: Updated Land: state to RC9 and removed A_GiveInventory("IsFloating", 1) from SubMGIsJumping state.
// StealthMonsters.txt: Notated-out SuicideBomber stealth actor.
// All Actors: Adjusted actor flags and species to prevent infighting
// Removed all "BDCheckClassicMonsters", vanilla states, and vanilla spawns. This isn't for vanilla.
//
// v1.2-Pre4 04/27/2019
//
// Decorate.txt: Removed XV117 RifleZombie.txt and added BurnME.txt to #includes
// Player.txt: Sets Player.Face to "STF"
// Replaced with bd21rc8 Player.txt then added the xvme12 extra fatalities, stealth kills, and fatality checker
// Removed script calls 582 (Green blood) and 583 (Blue Blood) from fatalities of monsters who have red blood.
// Added NetherDarkImp fatality (green)
// All files: Changed all old numbered script calls to the new NamedExecuteAlways("") scripts in rc8
// Changed all old gore and particle names to the rc8 equivalents.
// Tokens.txt: Added NetherDarkImpFatality1 and 2
// +BurnME.txt: Added Monster Expansion's own Burn.txt for the NetherDarkImp's green-blood death animations.
// DyingGuys.txt: Added in NetherDarkImp specific actors (green-blood)
// Gore.txt: Added in NetherDarkImp specific actors (green-blood)
// +LegME.txt: Added a green blood LegTarget4 actor for the NetherDarkImp.
// SuperDemon.txt: Added custom sprites and new attacks.
// All Actors: Many tweaks to all actor properties and animations.
// Set all actor sizes to that of the parent monster.
//
// v1.2-Pre3 (Public Pre-Release) - 03/09/2018
//
// Tested on Zandronum 3.0
//
// You Need a version RC1 or lastest to work Correctly
//
// Added Internal Compatibility to Work whitout Enhanced Weapons Mutators
// Added Nametags for All Monsters
// Added New Reload Animations for monsters, thanks to mryayayify for Sprites
// Added Proper Fatality for Pistol Zombieman
// Added Proper Fatality for Riot Shield Sergeant
// Added Smart Reloading System for Monsters
// Added New Definition for Pistol Zombieman
// Added More Last Stands Monsters, thanks to mryayayify for sprites
// Added Silenced Attack for Stealth ZSpec Ops
// Changed Re-code Chainsaw Zombie
// Changed Chainsaw Zombie Speed Function
// Changed Fatality Module converted to RC Test Build
// Changed "Flamethrower" dropitem to "Flamothrower2" in Pyro Sergeant
// Enhanced Gore System for Satyr, thanks mryayayify for Sprites
// Enhanced Gore System for ZSpec Ops, ASGGuy, Major, QuadSSG Guy
// Enhanced ZSpec Ops AI and attack functions
// Fixed Some Functions in Tomtefars Extension Compatibility Patch
// Fixed Missing Dismenber Animation for ASGGuy,Major,DarkImps,QSSGGuy,SSGGuy and ZSpecOps
// Fixed Missing "ShakeShakeShake" Actor used in Fatality Module
//
// v1.2-Pre2 (Private Pre-Release) - 11/08/2018
//
// Updated to work whit Aug 09 Test Build of Brutal DOOM v21
//
// Changed Now requires Enhanced Weapons Mutators
// Changed Fatality Module converted to Aug 09 Test Build
// Changed Pyro Sergeant Now Drops Flamethrower
// Fixed Few Errors
// Fixed Some Bugs whit MinigunGuy and Major
//
// v1.2-Pre1 (Public Pre-Release) - 04/08/2018
//
// Added Dark Imps
// Added Dark Imps Variants
// Added Plasma Zombie
// Added Sniper Zombie
// Added Stealth ZSpecOps Sub-Variant on ZSpec Ops Preset
// Changed Terminator has now been divided into 2 versions, the boss variant that has more life appears in the Cyberdemon preset, and the normal appears in the baron but has 1500 instead of 7000
// Changed The fucking instakill from Chainsaw Zombie
// Changed The random spawners have been restructured
// Changed ZSpec Ops now also appears as a sub-variant of the SMGGuy
// Changed The random spawner has been divided into 2, one for the iwad DOOM 1 and Ultimate DOOM and the other for DOOM 2 and Final DOOM
// Changed The flamethrower fire that triggers the Pyro Sergeant is now called "XV_FlamethrowerMissile" to avoid conflicts
// Fixed vanilla death animation in the Chainsaw Zombie variant
// Fixed Super Demon no longer flashes in cyberdemon every time he walks or does something else
// Fixed Z-Spec Ops/Black Ops they generate a pool of blood instead of particles, now when they are hurt they will release blood like any other enemy
// Fixed Fixed Sound of the new animation for the Pistol Zombieman
// Fixed The HW Major becomes a Commando to be destroyed with a Minigun, now used as base RifleZombie for fewer errors
// Enhanced It has improved the Shotgun Guy sprites, so now this has a strap to resemble the shotgun we use, of course thanks to Xamp for the skin for v20b.
// Enhanced D3Wraith can now be massacred and also killed with plasmagun.
// Removed Sprite of Sergeant variant with SMG
// Removed Unnecessary actors that replace the current BDv 21
//
// v1.1 Overpowered Update - 24/06/2018
//
// Updated Fatality Module to work whit lastest BDv21 Version
// Added Aracnorb
// Added Cyber Baron
// Added Cyber Knight
// Added Major
// Added Super Demon
// Added Lost Smoke Monster for Death Incarnate
// Added A proper reload animation for Pistol Zombieman
// Added Frozen Death for Monsters
// Added Stealth versions of Monsters
// Added Main Library for Gore related Actors
// Added Last Stand Monsters
// Changed Terminator actor name to TerminatorDemon to prevent conflict whit Zandronum and old Skulltag Content
// Changed Some Custom DOOM Editor Spawn IDs
// Changed Trites can now fatalize Marines
// Changed Trites now bleed green blood instead of red
// Changed Riot Shield Sergeant shooting mode
// Enhanced Tomtefars Extension Support, now ASGGuy and Riot Shield Guy drops 20% Assault-Shotgun-(ASGGuy) and Revolver-(RiotShieldGuy).
// Enhanced Gore System for New Monsters
// Fixed Missing Sprites for Rolling animation of Assault-Shotgun Zombie
// Fixed the fucking vanilla dead on Chainsaw Zombie
// Fixed massive errors in the actors in the monsters
// Reorganized file system to MonsterExtension for more compatibility and prevent file conflicts
// Reajusted Monster Randomizer
// Replaced the old Zombie_Man Actors to RifleZombie to work correctly
// Removed All innecesary Actors
//
// Note: This version has taken a long time to be
// made, plus there are many notable changes and
// corrections of major errors in the next version
// will add dark Imps.
//
// v1.0
//
// Added Proper Skin for Sergeant SMG Guy
// Added Rifle Commando
// Added Terminator
// Added ZombieMan Voices from Project Brutality
// Added Commandos Voices from Project Brutality
// Added A Proper Spawn Category for Doom Builder
// Changed Bruiser Demon Name Actor to BruiserDemon
// Changed Z-Spec Ops Name Actor to ZSpecOps
// Changed Wraith Name Actor to D3Wraith
// Changed Trite Name Actor to D3Trite
// Fixed Terminator Scale and Projecticle Position
// Fixed Quad-Shotgun Guy Tracers
// Fixed Minigun Zombieman Bugged
// Extra Compatibility Patches for Hell Rising and DOOM Tribute Project
// Reorganized Decorate File System
//
// v0.9.9 Alpha (Dev Build)
//
// Fixed Critical Bug Errors
// Fixed Tracers for Terminator
// Fixed Wraith Teleport
//
// v0.9.8 Alpha (Dev Build)
//
// Requires a BDv21 Test Apr 25 or Lastest
//
// Added Death Incarnate
// Added Pyro Demon
// Added Sergeant Stealth Kills for Z-Spec Ops
// Changed Z-Spec Ops Decorate Base to Quad-Shotgun Zombie
// Resized Trite Scale and Positions
//
// v0.9.6 - 0.9.7 Alphas (Very Bugged Versions)
//
// Fixed Crashes whit using the last BDv21 Test Apr 25 Build
// Fixed major and minor errors
//
// v0.9.5 Alpha (Dev Build)
//
// Some Corrections of Bugs
//
// v0.9.4 Alpha (Dev Build)
//
// Added DOOM 3 Monsters (Trite and Wraith)
// Added Satyr
// Added Minigun Guy (Useful for Ultimate Doom, Register Doom and Freedoom Phase 1 IWADS)
// Fixed Related Bug whit Bruiser Demon
// Fixed Quad-Shotgun Zombie IA
//
// v0.9.3 Alpha (Dev Build)
//
// Fixed Critical Error whit SuperShotgunZombie v2
// Fixed Bug whit Suicide Bomber
// Changed SuperShotgunZombie Base to ShotgunGuy1
// Changed Some Thigs of Monsters
//
// v0.9.2 Alpha (Dev Build)
//
// Added Sergeant Fatalities for Z-Spec Ops and Assault Shotgun Guy
// Added Quad-Shotgun Zombie
// Reajust Random Spawner
// Fixed DOOM Builder Spawn IDs
// Fixed DOOM Builder Spawn Category
// Enhanced Z-Spec Ops Gore
//
// v0.9.1c Alpha (Open Beta Finally) - Emergency Update
//
// Tested on ZDOOM LE 2.8.1b and Zandronum 3.0
//
// Requires a BDv21 Test Mar 27 or superior to Run
//
// Added Sub Compatibility Patch for Maps
// Added SpawnIDs for DOOM Builder, View on the Readme File
// Added Missing Sprites for Fleshspawn and Z-Spec Ops
// Fixed Auto Shotgun Guy IA
// Fixed Shadow Death Particles
// Fixed Pyro Sergeant InstaKill
// Fixed Super Shotgun Zombie Gore
// Changed the Bruiser Demon Actor Name to BruiserDemon2
// Changed the Riot Sergeant Firemode to Burst Firing Style
// Changed the WeaponDrops in the Decorate on Monsters to Use Weapon Spawners
// Removed Tactical Shield Weapon for compatibility Whit Other Addons
// Update to Specifications of new IA of Zombieman and Sergeants
// Deactivated Extra StealthKills and Fatalities for Crashes (Need Help Please)
// Release Random Spawner as Separate .PK3 for use in normal DOOM Maps and EDay Beta
//
//
// V0.9.1 Alpha (Closed Beta) - Betatester Only
//
// Recoded Auto Shotgun Guy
// Added Bruiser Demon
// Added Shadow
// Added Super Shotgun Zombie
// Added Chainsaw Zombie
// Added FleshSpawn
// Enhanced Z-Spec Ops IA
// Fixed Potential Bug on Riot Sergeant that causes infinity firing continue
//
// V 0.9.0 Alpha (Post Release) - Betatester Only
//
// Conversion to Brutal DOOM version v21
// Requires a BDv21 Test December 09 or Superior
//
// v 0.8.9 Alpha (BDv20 Build)
//
// Brutal DOOM v20c Version Only
//
// Enhanced Extra Fatalities
// Hotfix for some issues
//
// V 0.8.8 or inferior are a Developer Versions
//
// V 0.1.0
//
// Intitial Release
//
//
// --------------------------------------------------------------------------------------------------------------------------
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Average
98 votes submitted.
Yeet! Definitely using this in the 132 classic map no death run I'll be doing!
very good work, will there be more updates in the future?
Yes. I kinda dont like the sniper zombie and will reorder him to be more rare in the spawner. Will revamp the cruelty bonus feature in my next bd21.0.3 patch and will have to do all that for ME as well.
it's better add up with different Monsters spawners it makes it more harder
i still have one of the versions with me
i slightly tweaked a few things like the terminator's HP
Script error, "bd21_xvme1.3.0.pk3:chainsawzombie.txt" while using custom wad
Gonna have to be more detailed than that.
no problem while using doom2.wad but with mapofchaos i have this error and I m using Gzdoom.
i try with Zandronum and it works with custom map.
What is the actual script error? This is still too vague for me to diagnose man. ***Note the latest version(s) of GZDoom have broken compatibility with various things in Brutal Doom (it's optimized for Zandronum) so, if you are using the latest version of GZD try rolling back to around 3.7.1 or around there since you said it works with Zand correct?
great work!!in the next update:¿you make very differents variants for bosses and sub bosses?.
I wasn't really planning on that. I might take a look on Realm667 and see what they got. But, I want to keep them the Doom-style as much as possible which is why I took out the magical ones in my opinion(Satyr, Shadow, etc) because I felt like they didn't fit.
You know when you gib a dark imp? will you make its decapitated head more detailed, like the current imp?
Also, i think the sniper zombie is kinda weak, maybe buff his damage a bit?
And, will all monster have fatalities? like both player on monster and monster on player?
Overrall, this mod is awesome!
I'll take a look at the dark imps head gib.
I honestly don't like the sniper zombie, his projectile does 45 damage IRC but, I'm seriously considering removing him.
Most of the monsters do have fatalities but, I am not a sprite artists and do not plan on making more myself.
I know this is probably a stupid question but Is this able to be run with the BDv21 Monsters only Mod or just with Brutal Doom itself.
This is designed to run with Brutal Doom. Has not been tested with and I imagine it would fail with Monsters Only.
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My only suggestion is to maybe make an addon that allows for the "magical/cartoonish monsters that I am of the opinion would fit better with the Brutal Heretic project" to be added back in.
Especially since Doom: Eternal, will contain Heaven, Hell, and maybe even a third faction.
And on top of that, I like fighting magical/cartoonish monsters/demons. It mixes it up a bit besides the boring drab grey.
Maybe it's because I grew up with Serious Sam II, but I don't mind silliness here and there.
:P
Just a suggestion. :3
More suggestions....
I think the special zombies drop their weapons too often, like the flamethrower zombies, they drop one of the most powerful weapons in the mod, maybe if they dropped a manbucus flamethrower or just a gas can, i think it would be more fitting, same goes to heavy machinegun and auto shotgun zombies.
New monsters?
i think Diabolist (with some changes made to him to fit more brutal doom), Hell's fury, hell's warrior, Roach (firing acidic attacks).
I was thinking, you remember those old impaled marines from the previous brutal doom versions? they like gasped while they were skewered, you could mercy kill them or gib them for small items, could you add them back?
I think the powerful monster's rarity balances it out. Like the pyrosergeant is awful rare; 2/256 chance of spawning and I usually maybe see them twice at the most over a 32 map megawad. Sometimes I never see the quadshotgunzombie. But, I want them to drop their weapons.
Found more bugs, when you kick a chainsaw zombie, he gets up and uses a rifle to shoot you, he only switches to chainsaw when he gets close, same thing happens when he gets stunned by getting hit in the face by something that doesn't deal too much damage.
I think dark imps fireball doesn't look that HDish for brutal doom, maybe give them some eye candy effects? like project brutality's?
Is it like, normal for the Zspec ops zombie to turn invisible? Also, when you grab him with berserk, he turns into a chaingun guy.
Maybe add an option to gib dark imps further? like normal Doom's imp?
Fatalities for bruiser demon?
Terminator (the baron of hell variant) doesn't shoot you further with his machinegun in order to tear you in half, also, maybe add some more explosions to him when he dies? only blood spurts out of him.
Aracnorb doesn't spur out too much blood when you execute it, and his corpse seems to float afterwards.
Superdemon is kinda weak for a cybey class demon, maybe give him a buff?
Yeah the chainsaw zombie inherits from the normal zombieman so there must be some unexpected inheritance that is going on.
Yes there is a stealth version of the zspecops zombie that will also drop the silencer for the compactMG and he inherits from the chaingunguy so is why that happens during the meatshield. I could probably just make the grab state goto pain instead to prevent that inheritance (im not a sprite artist).
TerminatorDemon doesn't shoot you further? I dont understand. But, yeah I dont like their death effects with all those huge blood spurts looks kinda dorky and will fix that.
Will take a look at the Aracnorb.
The old Superdemon was worse. This one should be firing a lot faster but, I still don't like that it will go into the pain state when it charges it's triple fireball attack. I'll see what I can do.
Can you add a random enemy skins option like how it is in Smooth Doom?
Is there a way to keep the original zombieman sounds from brutal doom? I'm not a fan of the doom 3 stuff. I deleted the new zombie voices out of the pack but then they are just silent instead of reverting to how they are without the pack.
would have to compare the monster files in brutal doom to this mod and see what their see,active,death,etc sounds were changed to in decorate and just change the text to what the sound file is called in Brutal Doom if they were renamed. I don't notice any Doom3 sounds except for the zspecops zombie which came from Doom3.
Thank you. :3
We really need to correct the size of the man-zombies because they are much larger than the originals.
I guess....I liked them being a little bit bigger and having more hitpoints than their vanilla counterparts (larger enemy = more hitpoints made sense to me) but, yeah your not the only one who didn't like this.
Imo, they look alright being big, makes them stand out more and look more menacing.
I don´t speak english , donde pongo el archivo para que funcione correctamente
I only understand English.
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Will this only work with launcher?? Can I not load it in my ini file??
If you know how to do it with the ini file then I guess it will work. I use RocketLauncher 2.0 life is just easier with it but, you all can do it however you want. Drag and drop method though will not work for this since you cant do that for multiple addons.
Hi will you fix the missing script?