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Various fixes to minor bugs that have been reported on moddb.com, Discord, and found during my own gameplay.
// Brutal Doom v21 BLOODWOLF Patch
//
// Authored by BLOODWOLF
//
// v21.0.1 05/30/2019
//
// Player.txt: Changed floor execution actors spawn xoffsets to 26 units in front of player
// Axe.txt: Replaced colored blood sprinting states (which were displaying no weapon sprite) with
// normal sprint state code and changed frames.
// DualRifle.txt: Updated to v21
// -ExplosivesPatch.txt: Deleted
// +MeleePatch.txt: Changed speed of melee attacks to simulate more realistic range/reach of attacks.
// +Saw.txt: Changed StartSprint state removing the lines that take away the blood on visor effects
// Added red, green, and blue variants of all sprinting states for tactical mode.
// WeaponSpawnersPatch.txt: Added patches for ShotgunSpawner, ShotgunSpawnerDroped, RailGunSpawner, BFG9000Spawner, BFG10KSpawner, and UnmakerSpawner
// that fix Spawn states to prevent double-sprite issues.
// Added MachinegunSpawnerPatch actor that gives the ClassicChaingun for purist mode and clip2, 20.
// +Artifact.txt: Added MorphToken Actor and set the DemonRuneMix to run the morph scripts
// -ArtifactPatch.txt: Deleted
// +Health2.txt: Set HeavyArmor back to 80% damage reduction
// BaronPatch.txt: Removed Health and Mass properties (fixed in v21)
// Belphegor2Patch.txt: Changed species to "Baronofhell" to prevent infighting
// Changed fireball spawn height to 47 (half of sprite height) was going over player's head.
// MancubusPatch.txt: Added a height check before allowing a Volcabus to spawn.
// RevenantPatch.txt: Revenant now throws patched zombiemen actors who can cause 8-64 damage
// SergeantsPatch.txt: Changed spawn probability of SMGGuy from 128 to 64/256.
// VolcabusPatch.txt: Changed height to 83 so that headshot actors and volcabus-hitbox matches sprite dimensions.
// Adjusted headshot spawn heights to match sprite dimensions.
// -BURNPatch.txt: Fixed in v21
// +Bike.txt: Changed Enter and Exit scripts to use the HMG Enter/Exit scripts
// +EnemyTanksPatch.txt: Patched the ZombieHelicopter actor's death state to use "BDDisableCameraBig" instead of script 871 (no longer exists)
// +Tank.txt: Changed NoAmmo state frame to TNHD from TNT1
// DemonMorph.txt: Created World variable arrays for each player's health, armor#, and armorclass.
// Created MorphedLevelChange script that checks for the MorphToken if player exited while in demonform
// And returns that player's stats when entering the next level unmorphed.
// +VehicleControl.txt: Modified the GetVehiclePreviousHealth2, BDEnterHMG, BDLeaveHMG, BDEnterTank, and BDLeaveTank scripts to store and then return the player's armorclass
//
// RC10.2 05/17/2019
//
// +ArtifactPatch.txt: Patched the DemonRuneMix actor which now runs either the MorphBaron or MorphRevenant script.
// +DemonRunesPatch.txt: Patched the BaronPlayer class to have 1200 health and will match the monster.
// +DemonMorph.txt: Created a MorphBaron and MorphRevenant script that store the player's health & armor values returning them after unmorph.
//
// RC10.1 05/13/2019
//
// Player.txt: Updated to RC10
// +DualRifle.txt: Inserted the single Rifle's TurboReload state, changed the frames, and added a check for ammo which fixes the infinite loop crash.
// +ThrownMonsters.txt: Changed damaged of monsters thrown by the revenant to 8-64.
// BURNPatch.txt: Added back in lines for script 477 but corrected to "InitializeChasecam"
// BaronPatch.txt: Renamed file to match RC10 (was Baron2.txt)
// RevenantPatch.txt: Changed seekermissiles threshold and maxturnangle to 3,6 from 2,4 (track a little better)
// Changed speed of both revenant missiles to 15 and reduced zombieman, sergeant, and imp fatalities to only two slams before throwing.
// +VolcabusPatch.txt: Added Tag "Volcabus"
//
// RC9.1 05/04/2019
//
// Player.txt: Updated Land: state to RC9 and removed A_GiveInventory("IsFloating", 1) from SubMGIsJumping state.
// +GrenadesPatch.txt: Created FGEPatch, set grenade explosion max radius to 480, and has progressive damage.
// +WeaponsSpawnersPatch.txt: Normalized fake sprites that were using multiple images and causing drops to blink between two sprites.
// Baron2Patch.txt: Moved A_Die("Vanish") under the Death.Vanish state.
// +RevenantPatch.txt: Changed YellowFlareSmall to A_SpawnItemEx and 10 units behind the missile actor
// Changed SeekerMissile speed from 10 to 15, threshold to 2, maxturnangle to 4, and gave it the SMF_PRECISE flag
// SpidersPatch.txt: Removed ACS_NamedExecuteAlways("BDCHeckClassicMonsters") Vanilla Arachnotron doesn't exist.
// +CVARINFO: Adds the CVAR bd_disablereloading=0 to allow for reloading to be disabled online.
// +CVARSPatch: Adds a BD_DisableReloading script that gives turboreload if the CVAR is true and player is not tactical class.
// +LOADACS: Adds CVARSPatch to the ACS load order.
//
// RC8.1 04/27/2019
//
// +Player.txt: Sets Player.Face "STF" in Doomer
// +ExplosivesPatch.txt: Created a patch for the JuggernautRocket that spawns the backblast effects behind the rocket.
// +BURNPatch.txt: Created patches for Zombieman and Sergeant's XDeath that removes script call 477 (no longer exists).
// +Baron2Patch.txt: Sets health to 1200, mass to 1000, and adds the chance for the Belphegor2 to spawn 1/64th of the time.
// +Belphegor2Patch.txt: Adjusted actor radius to prevent it from becoming stuck when spawning in place of a Baron.
// +JuggernautPatch.txt: Many edits to properties and states.
// +MancubusPatch.txt: Adds the chance for a Volcabus to spawn 1/64th of the time.
// +MastermindPatch.txt: Adds the chance for a Juggernaut to spawn 1/64th of the time.
// +SpidersPatch.txt: Adds the chance for an Ancient Arachnotron to spawn 1/64th of the time and adds a stand state.
// +Spider2Patch.txt: Adds a Pain.Kick state for Ancient Arachnotron
// +SergeantsPatch.txt: Changes SMGGuy spawn chance to 50%.
// +ZombiemenPatch.txt: Changes LabGuy spawn chance to 1/64th and PistolZombie to 65.63%(RifleZombie at 32.81%).
Average
9.33 votes submitted.
***Note: GZDoom is broken and it's new updates are breaking compatibility with Brutal Doom. And their devs probably don't care so, idk maybe we should torch and pitchforks over on their forums until they unfix stuff that wasn't broken in the past lol.
Does it contain the fixes included in the following:
www.moddb.com/mods/brutal-doom/addons/bd-fixes-patch
Or both should be used together?
Also, which version of gzdoom is supposed to use with the patch?
Please advise.
No my stuff is all done for Zandronum and SoniK.O.Fan states in the description:
"Uncomaptible with Zandronum due kicks animation system (Zandro does not support "A_Overlay" script). So it's meant to be played in singleplayer."
I have a potato laptop that can't handle all the fancy GZDoom stuff and I enjoy hosting servers and playing online so that's what I make my mods for.
Load Order:
-IWAD (Doom, Doom2, & expansions like TNT)
-brutalv21.pk3
-bd21.0.1Patch.pk3
-everything else that does not overwrite the files that I have modified and recorded in the changelog (so, like music, map, weapon, and monster wads are fine but, not gameplay mods like PB or HardDoom ontop of this)
I think i'll make Zandro-compatible version, without kick system update for people who prefer Zandronum.
Maybe you could use A_Gunflash instead of A_Overlay ? I think Zandro support it
Please could you fix some more bugs that are minor but still bug the **** out of me?)
1) (mentioned before) The SSG alt fire in tactical mode is somewhat glitched, when the left barrel fires the sound is automatically cut out by a dry fire sound.
2) In tactical mode, after both barrels blast of SSG too much time passes before you can manually reload it. Reduce this time please, make it like for Normal player class.
3) Also in tactical mode, it's impossible to sprint with MG42.
4) The knuckle crack (reloading with fists) animation freezes for half a second.
5) Please make MP40 have 33 rounds when reloading a non-empty weapon, as one round is chambered (and 66 for dual MP40s).
6) Make dual-wielding MP40s impossible in tactical mode, as well as SMGs and rifles.
7) The description of Artillery tank shown when entering it is actually the one for Main battle tank.
Alright yeah I can fix those for 21.0.2. The MG42 if a sideview sprite of the weapon doesn't exist then I can't fix that, am not a sprite artist unless someone has already made them on Discord but, I will fix these.
I found a sprite that can be used for sprinting :)
Drive.google.com
it's actually from BDBE.
That doesnt match the BD21 MG42 anymore there is no drum.
I am not able to duplicate 2 and 4 in Zandronum with brutalv21.pk3 loaded. I can immediately manually reload the SSG after a double blast or firing both barrels in sequence. And the knuckle crack animation doesn't appear to hang/freeze for me. Might be more GZDoom fixing things that were not broken issues.
5) The MP40 is an open-bolt automatic weapon so there is no +1 round in the chamber for the weapon. And it wouldn't make sense to code that in for it.
Didn't know, thanks!
Pistols, MP40s, and Plasma Rifles now cannot be dual wielded in tactical mode just like the Rifles. Artillery Tank now has its own specific HUD message and will make one for the mech and helicopter as well. And then that's it pretty much for v21.0.2.
Give back dual-wielding Pistols pls ;)
That would not be consistent with the tactical mode theme.
MBT
I.imgur.com
Arty Tank
I.imgur.com
Helicopter
I.imgur.com
Mech
I.imgur.com
Now to fix the shotgun looping reload when out of ammo
I am not able to duplicate that with just the brutal21.pk3 loaded. It just clicks once when you try to fire or reload with no ammo.
It also makes you unable to shoot afterward if you have auto reload off
Can't duplicate that either your going to have to be more specific.
Try playing on tactical mode with the most recent gdzoom build and then reload the shotgun when out of shells on reserve
Oh, it works perfectly on Zandronum (all that I play) tactical mode or normal. GZDoom is breaking compatibility with Brutal Doom and I cant fix their broken port.
it happens in zandronum as well
Ok, I finally duplicated this and it's fixed in 21.0.2 now. Reload state of the shotgun was going to NoAmmo2 and got stuck there. Now it goes to ReloadNormally which loops back to Ready and allows the shotgun to be fired after pressing reload with no reserve ammo like how the rifle behaves.
So it was indeed a loop. Well i wouldn't be able to fix it myself so thanks a lot for trying. Also forgot to mention it also happens to the nazi smg and the granade launcher if you reload after it's already loaded but i think it was kinda regarding the shotgun
The MP40 I can duplicate and will fix but, wasn't able to reproduce that issue with the grenade or rocket launcher in tactical mode.
It's not the same as the shotgun and mp40 it only happens if you reload when the granade launcher is already loaded
MP40 is fixed, grenade launcher...Isn't acting up for me on Zandronum tactical(auto reload off) or normal mode.
The chainsaw has no chain saw animation.
Can you fix it?
Can you be more specific? Like the chains moving while it's idling? No Im not a sprite artists and none exist for that in stock Brutal Doom.