Brutal Doom 64 v2.5 (formerly Brutal Doom 64 v2 patched) is an unofficial updated version of Brutal Doom 64 v2 and is compatible with Zandronum, GZDoom and LZDoom. Please see the full description for details. I have resolved most if not all bugs from the Brutal Doom v2 release as well restoring compatibility with newer GZDoom source ports. I have also reworked the classical player mode to be more of a vanilla experience, i.e. no weapon reloading, no stamina, no kicking, no chainsaw fuel, no alt fire and reworked the Unmaker to work as close as possible to vanilla Doom 64 as well as using cell ammo. New player classes are added as well Nightmare difficulties with the Nightmare monsters from Onox792's Project Nightmare. Project Nightmare's random spawners have been integrated in and are optional. Light halos and fog can now be turned off(located in BD64 options from the main menu). Click on Read more... for installation instructions and changelog
Installation from scratch:
On top of the download you will also need:
⦁ "Doom2.wad" or "Freedoom2.wad". (N.B. Freedoom is an open source project and is free to download from: Freedoom.github.io)⦁ The music soundtrack is not included with the download. There are several options:
1. Original Doom 64 soundtrack: Moddb.com
2. Remastered Doom 64 soundtrack: Moddb.com
3. For alternative music, check the BD64 addons page: Moddb.comZandronum
⦁ Download Zandronum. The latest stable and dev version can be found here: Zandronum.com⦁ In the main Zandronum directory place either "Doom2.wad" or "Freedoom2.wad".
⦁ In the Zandronum main directory create a new folder called "skins" and place any mod files here that you want to load (mod, maps, music, etc).
⦁ Run Zandronum.exe to play
GZDoom
⦁ Download GZDoom: Zdoom.org⦁ In the main GZDoom directory place all files here (Doom2.wad or Freedoom2.wad and mod files).
⦁ There are multiple ways to load the mod. Here are a few methods:
- Drag all mod files onto the GZDoom.exe to run.
- Use a ZDoom Loader (ZDL) to load mods.
- Start GZDoom.exe and exit the game to generate a config file gzdoom-<username>.ini. Edit the config file and add the mod file names under the [doom.autoload] heading and save the config.
example:
[doom.autoload]
⦁ Run GZDoom.exe to play
path=bd64game_v2.5.pk3
path=bd64maps_v2.5.pk3
path=any other mod file
Delta Touch (Android Only)
- Delta Touch Google Play link: Play.google.com
- After installing the app the necessary folders are automatically created on your device.
- The simplest way to transfer file is to use a cable to transfer from computer to device. You can also just use the device to download and place the files.
- Place Doom2.wad or Freedoom2.wad into folder OpenTouch/Delta
- Place all mods into the folder OpenTouch/Delta/mods
- Start Delta Touch and select your desired sourceport. Press on the large arrow on the left to bring up the sourceport list. Select either Zandronum or if using GZDoom remember to use v3.8.2 or above.
- When selecting mods, the load order is determined by the sequence you select mods from the list. N.B. To clear the active mods press the X icon, this is handy of you have an incorrect loading order.
- Press the play button to begin.
Optional Addons
A new optional addons folder has been added in the download. It contains the following:
1. D64_Messages_Freedoom.pk3. This is a must if playing BD64 if using Freedoom to display the correct hud messages.
2. bd64game_v2.5-OLD_RIFLE.pk3. Just in case players do not like the new rifle sprites, this alternative game file contains the old rifle sprites. N.B. As this is an alternative game file, do not load this with bd64game_v2.5.pk3
3. HDLASERGUN.pk3. Hi-resolution sprites for the laser gun.
4. ZBD64_v2_Intro_Music.pk3. This is a music replacement for the intro map00 with the original intro map music from v2.
5. NDBD64_Enhanced.pk3. This is a patched and reworked version of the addon New Deaths for BD64. It contains bugs fixes to the original addon and I have added extra death states for the nightmare monsters and zombies. It also has new death combinations and head shot deaths for one arm zombies and imps types.
⦁ N.B. The main mod is also playable without the Brutal Doom 64 maps. Give the "bd64game_v2.5.pk3" a try on other map packs. This is working with Doom 1+2 etc, Freedoom 1+2, Hell2Pay, Perditions Gate WADs maps without any issues and should be compatible with many more.
IMPORTANT: Update 30 has revised ACS scripts therefore old saves are not compatible.
List of fixes and changes
INITIAL RELEASE
⦁ Fixed the OpenAL Error caused by large water explosions when using GZDoom source ports that use OpenAL for sound output.
⦁ Reduced the amount of water particles from large water explosions improving performance.
⦁ Fixed the Revenant standard death where 1 frame was missing showing the vanilla Revenant for a moment.
⦁ Fixed the standard HUD, stamina and health count no longer clash and have added clip count.
⦁ Fixed the Brutal Doom 64 Ketchup options not displaying in newer GZDoom source ports. Ketchup options can be now accessed from the Main Menu under "BD64 Options".
⦁ Punches are now silent.
⦁ Removed unmaker sound when equipped (Classical mode only)⦁ SSG revisions - I noticed if you have 1 shell loaded and use primary fire the shell count decreases by 3. Changed to if 1 shell loaded and use primary fire the SSG will reload. (superseded since u2)
⦁ Fixed various console error messages caused by script errors.
UPDATE 2
⦁ The SSG reloading and firing been reworked and now has a clip like other tactical weapons. (CREDIT TO Xamp)
UPDATE 3
⦁ The SSG for classical mode had been fixed. Alternate fire and reload has been removed.
UPDATE 4
⦁ Random player class removed from the player selection screen.
⦁ Stamina has been removed from classical mode.
UPDATE 5
⦁ The chainsaw for classical mode no longer uses ammo.
⦁ Fixed a small issue in tactical class when first picking up the shotgun and plasma rifle where you had to reload before first use. Now the weapons will be ready to fire upon pickup.
UPDATE 6
⦁ Reworked the Tactical Super shotgun script to make the mod compatible with Zandronum again.
⦁ Removed kicking ability from classical mode.
⦁ Removed or renamed duplicated sprites and sounds from the mod.
UPDATE 7
⦁ Reworked imp shotgun and super shotgun deaths. (CREDIT TO Styd051)
⦁ Fixed an issue with the Classic chainsaw being silent when idle. Idle sound is now restored
⦁ Removed hearing tired sound when attempting to kick in classical mode.
⦁ Fixed the Doom64 marine not giving soul ammo for the unmaker. (Tactical mode only)
UPDATE 8 to 8.3
⦁ Fixed a bug in tactical mode when picking up berserk pack would not switch to fists.
⦁ Further revision to unmaker soul ammo from zombies. Now gives 1 ammo instead of 2 and fixed some death states not giving ammo from Doom64 Marine. Also imps no longer give soul ammo. (Tactical mode only)
⦁ Resolved stamina drain from keeping run button pressed whilst not moving (CREDIT TO Iddqd_Idkfa_Idclip)
⦁ Resolved issues with imp death from chainsaw and BFG. (CREDIT TO Styd051 for the BFG death)
⦁ (u8.3) Corrected super shotgun pickup message. Previously it was showing the shotgun pickup message.
UPDATE 9 to 9.1
⦁ Tweaked chainsaw deaths for imps, now showing the correct death state.
⦁ Fixed not being to get 100% kills on certain maps.
⦁ (u9.1) Additional fix for MAP07 Research Labs. There were four unkillable monsters preventing 100% kills.
⦁ (u9.1) Refixed silent punches. (Somehow this fix was lost inbetween updates)
UPDATE 10 to 10.2
⦁ Added Hellhound sounds. (CREDIT TO Styd051)
⦁ Fixed some ammo and ammo2 icons. Weapon ammo capacity will now show in the AltHUD.
⦁ Fixed some console error message for duplicated defs and image references.
⦁ (u10.1) Fixed Berserk kick attacks on a number of monsters.
⦁ (u10.1) Resolved a number of console error messages relating to Doomdefs.
⦁ (u10.2) Fixed a reload loop bug with the super shotgun when running out of ammo.
UPDATE 11 to 11.2
⦁ Fixed weapons cheat console command. It was giving all weapons from both player classes causing a clash.
⦁ Fixed missing or incorrect weapon tags.
⦁ Fixed console errors relating to unknown actors.
⦁ (u11.1) Fixed default keyboard key binding for weapon reload. Sgt Mark always added a separate brutal doom reload key. (you can use either key binding)
⦁ (u11.1) Added a small graphic change when shooting monsters with either the plasma rifle or laser gun now leaves a small fire on monster corpse.
⦁ (u11.2) Fixed a minor issue by stopping 3 stamina being collected from backpacks. (Classical mode only)
⦁ (u11.2) Fixed a missing shotgun cocking sound when gun was fully loaded.
UPDATE 12 to 12.3
⦁ Fixed hearing chainsaw start-up sound whilst using chainsaw.
⦁ Added doom 64 pickup messages via DEHACKED. Previously, if using Freedoom2.wad instead of Doom2.wad as the base IWAD the Freedoom messages would override Doom messages.
⦁ (u12.1) Fixed ammo pickup amount from weapons in classical mode.
⦁ (u12.1) Dropped weapons now give half the ammo amount, i.e. the shotgun pickup gives 8 but a shotgun dropped by a zombie gives 4.
⦁ (u12.1) Removed the always pickup flag from weapons. Now when ammo is full you will stop picking up weapons for ammo.
⦁ (u12.2) Minor fix to the Hellhound raise state. Before if resurrected it was showing a pinky demon.
⦁ (u12.3) Fixed issue where monsters will always face the camera even if looking from above or below.
UPDATE 13
⦁ For Classical mode only, have increased rocket launcher rocket damage. It is now set at 40 from 20 and decreased rocket speed down from 50 to 35. (this is now the same as the cyber demon rocket)
⦁ Revised the Unmaker to mimic Doom64 style as close as possible i.e. uses cell ammo and adjusted the damage, fire rate and ammo consumption based on unmaker artefacts (classical mode)
⦁ Revised Map 29 - Outpost Omega where if playing Classical mode you will pickup the Unmaker here instead of the Laser gun.
⦁ Revised naming of difficulty levels to match Doom64.
⦁ Revised Map00 name to Landing site and changed the music. (The reason for the change is every other map has a dark ambient music style)
UPDATE 14
⦁ Revised the unmaker laser beam particles to not obscure vision.
⦁ Increased Kick attack damage from 10-15 to 15-25, berserk kick damaged from 62 to 70-90.
⦁ Revisions made to monsters in the introduction map.
UPDATE 15
⦁ Added Tactical pistol with a reloadable clip.
⦁ Renamed Tactical class to tactical class (rifle) and added a new class tactical class (pistol).
⦁ Fixed some unknown texture definitions.
UPDATE 16
⦁ Added a melee attack to the Revenant. (won't work with "New Deaths for Brutal Doom 64" add-on as it overwrites the Revenant decorate states)
⦁ Resolved a bug where if using the add-on "New Deaths for Brutal Doom 64" you can kill the baron of hell with one head SSG shot.
⦁ Resolved a texture bug on Map00 where an airstrike bomb would show smoke with an opaque background.
⦁ Weapon slots have been adjusted and are now the same for each class i.e. the assault rifle is now slot 4 for both classes.
⦁ Removed the DEHACKED Freedoom messages from the main mod file. This is now provided as an optional addon included with the download. (Only needed if using Freedoom)
UPDATE 17
⦁ Fixed minor bug in reload animation for the tactical shotgun.
⦁ Added knock back to kick attack types. (being berserked will knock back monsters further)
⦁ Air kick attacks now use 25 stamina (down from 40).
⦁ Decreased jumping height as too often air kick attacks were jumping over monsters.
⦁ Added faster stamina recovery whilst walking if you have the berserk pack. (Tactical mode)
UPDATE 18
⦁ Fixed a bug with zombies being killed over liquid with the chain gun would make them vanish.
⦁ Added a melee attack sound to the cacodemon.⦁ Revised the "watch me die" and "Hardcore" difficulties slightly. (superseded since u19)
UPDATE 19 (Nightmare)
⦁ Added new difficulties, Nightmare and Torment and removed the incomplete realism difficulties. (Nightmare monsters and harder monsters will replace normal monster types)
⦁ Fixed a bug with the Tactical SSG where if you had 1 shell remaining you would reload 2 shells.
UPDATE 20
⦁ Project name changed to Brutal Doom 64 v2.5 in reflection of the numerous fixes and changes.
⦁ Integrated project nightmare's random spawners into optional spawners. toggle on/off from BD64 options.
⦁ Added an option toggle to replace hellhounds with archviles. (Hellhounds can still appear through random spawners from Demons)
⦁ Set monster aggression to normal for difficulties (Hardcore, Niightmare & Torment)
UPDATE 21
⦁ Bug fixes to a couple of classical weapon spawn states.
⦁ Added melee attack sound to nightmare cacodemon and revised the cacodemon melee attack sound.
⦁ Cacodemon and Nightmare cacodemon will no longer infight. Hellhound and demon types can now infight.
⦁ Bug fixes to the intro marines.
⦁ Fixed a bug with the new monster spawners where in MAP08 the cyber demon would not appear.
⦁ Tweaks to the weapon selection order.
UPDATE 22
⦁ Added leg gib for pinky demon.
⦁ Added arm gib for archvile.
⦁ Created extra death sprites for the nightmare imp, spectre, nightmare cacodemon and hellhound. (Now corpses and separated limbs will be the correct colour)
⦁ Fixed monster random spawners causing instant level completion on Map 25 - No Escape.
⦁ Fixed item random spawners causing monster traps to trigger instantly.
UPDATE 23 to 23.2
⦁ Added Zombies can now infight.
⦁ Fixed spawn states for the nightmare imp, spectre and nightmare spectre.
⦁ Fixed some spectre death sprites.
⦁ Created extra death sprites for the nightmare spectre.⦁ Added a workaround for monsters spawned using the monster spawners losing an ambush flag. Therefore, a monster hearing range has been added.(Superseded since u23.3)
⦁ Tweaked the Annihilator for compatibility with non-brutal doom 64 maps (on Doom2 Map08 the Annihilator would get stuck)⦁ (u23.1) Increased imp hearing distance (Superseded since u23.3)
⦁ (u23.2) Fixed missing frame for animated waterfall texture
⦁ (u23.3) Fixed monsters losing map set ambush flags caused by the optional spawners.
UPDATE 24 to 24.2
⦁ Added the Doom 64 Fun maps to the normal playthrough and accessed after Map24. (Maps 25, 26 & 27)
⦁ Tweaked the Mother demon to be resistant to pain. (Mother demon can no longer enter pain state making it easier to attack the player)
⦁ (u24.1) Fixed bugs in map 32 - Hectic. it is now possible to get the green armour without crouching and made traps more deadly.
⦁ (u24.2) Fixed a missing texture on Map02.
⦁ (u24.2) Minor correction to bullet smoke from tactical pistol.
⦁ (u24.2) Can now gib Hellhounds with the SSG when in close range.
⦁ (u24.2) Slightly increased the SSG firepower.
UPDATE 25 to 25.5
⦁ Implemented auto weapon switching for all weapons with exhausted ammo. Previously only weapons without clips would auto switch over to another weapon once ammo was exhausted. Also now if a weapon has no ammo you cannot select it until there is ammo available (If using Zandronum and you don't want to switch to empty weapons, there is an option in player setup, weapon setup and turn off "switch without ammo").
⦁ (u25.1) Fix for tactical SSG (was taking 2 shells from shell inventory if using alt fire then primary fire buttons with full shell ammo)
⦁ (u25.2) Adjusted Revenant height slightly for doom compatibility (Revenant was getting stuck in ceilings on some Doom levels)
⦁ (u25.2) Tweaked enemy bullet projectile speed to be faster.
⦁ (u25.2) Added Mancubus plasma death state⦁ (u25.3) Renamed bd64game_v2.5.pk3 to bd64mod_v2.5.pk3. This changes the load order in Zandronum. Now maps will load before the mod. This corrects a bug where the demon runes would not show up in the normal HUD. (Superseded since u27)
⦁ (u25.3) Changed menu fonts and cursor. Now menus are in Doom 64 style instead of Doom PC. (CREDIT TO Jimmy - Zdoom)
⦁ (u25.4) Tweaked spider mastermind to be faster, more accurate and damaging.
⦁ (u25.5) Slightly increased demon type monster speed.
⦁ (u25.5) Tweaked monster knockback for air kick, berserk kick and berserk air kick.
⦁ (u25.5) Map00 - Increased lighting in exit switch room. Tweaked monster positions.
⦁ (u25.5) Map01 - Removed texture warnings (0000FF, FEEC00)
UPDATE 26 to 26.2
⦁ Revised all random spawners into separate options.
⦁ Added a new spawn option to replace BD64 monsters with D64 monsters with barons replacing revenants, Arachnotrons replacing hellhounds, Cyberdemons replacing Masterminds.
⦁ Corrected blursphere to demon artefact chance.
⦁ Tweaked jump height to 6.
⦁ Adjusted pistol reload animation.
⦁ Adjusted hellhound spawn chance down (sometimes too many were spawning at once)
⦁ Slight increase to SSG fire.
⦁ (u26.1) Fixed bug with tactical SSG which could cause a loop when on last 2 rounds.
⦁ (u26.1) Fixed bug with tactical SSG where no damage would be dealt on last 2 rounds.
⦁ (u26.1) Increased berserk damage types.
⦁ (u26.1) Increased tactical chainsaw damage.
⦁ (u26.1) Killing Hellknights And Barons with berserk will now cause Xdeath instead of standard death.
⦁ (u26.1) Added alternative main mod file removing stamina from tactical class.
⦁ (u26.1) Added DoomED and spawn ID numbers to nightmare monsters for future compatibility with project Doom 64 Absolution TC Remake. (a new Doom 64 Absolution TC Remake addon has since been released compatible with this mod)
⦁ (u26.2) Fixed compatibility for Absolution TC Remake Secret map where killing the Mother demon would instantly end level.
⦁ (u26.2) Removed obsolete nightmare spawners from BD64maps_v2.5.pk3
UPDATE 27
• Added an optional spawner where a Spider Mastermind can be replaced by a Motherdemon.
• Fixed AltHUD icons for tactical weapons
• Stamina now shows on AltHUD
• Fixed main menu animated skull icon
• Added switch brightmaps
• Mod files renamed back to bd64game_v2.5.pk3 & bd64game_v2.5(nostam).pk3 to change Zandronum skins load order fixing the interface menu skull icon not animating.
UPDATE 28 to 28.4
• Added new class "modern" with the same weaponry as tactical class but without stamina. This supersedes the need for the file bd64game_v2.5(nostam).pk3.
• Fixed stamina resetting on entering new level (tactical class).
• (u28.1) Fixed bug from u28 where tactical chainsaw didn't have idle sound or couldn't kick.
• (u28.1) Added brightmaps for stimpack, medikit and berserk.
• (u28.2) Added decals and fake decals from weapons. Bullet holes, rocket blasts, BFG blasts, etc., will now leave marks on walls, floors and ceilings.
• (u28.2) Added BD64 v1 map 08 - Final Outpost and can be accessed from map 07 - Research Labs via secret exit. This acts as an alternative map 08.
• (u28.2) Removed maps 25, 26 and 27 from normal playthrough but added access to them from map 24 - No Escape via secret exit.
• (u28.3) Added decals and fake decals for monster shots. Zombie bullets, Imp balls, Mancubus shots, etc., will now leave marks on floors, walls and ceilings.
• (u28.3) Added fake floor decal for barrel explosion.
• (u28.4) Fixed Zombies dropping double weapons/ammo if killed by chaingun.
• (u28.4) Fixed Zombies not dropping weapons/ammo if killed by rockets/explosions.
• (u28.4) Added Zombie & Spider Mastermind bullet casings.
• (u28.4) Adjusted Zombieman bullet projectile height to line up with the gun.
• (u28.4) Added option to set amount of wall decals (BD64 Options).
UPDATE 29 to 29.1
• Noticing that the Zandronum ketchup options weren't working correctly. Therefore the old Zandronum and GZDoom ketchup option menus have been removed and simplified into the main BD64 options.
• Added new option to turn on/off floor & ceiling shot/blast decals. (BD64 options)
• Removed some obsolete inventory actors and ACS scripts.
• Redefined door lock keys back to vanilla definitions and removed the clearlocks flag. (This increases compatibility for map packs where keys are defined using Map ACS instead of lockdefs)
• Fix to tactical shotgun where damage is not dealt on last round.
• (u29.1) Added maximum gore limit. This value can be adjusted in the BD64 Options (this will not affect detached limbs)
UPDATE 30 to 30.12
• Added a new option to disable light fog. Change takes effect on new level.
• (u30.1) Candle light fog and other light fogs are also removed using the disable light fog option.
• (u30.1) Revised the ending intermission text.
• (u30.2) Fixed various monster death states that were missing the "A_Bossdeath" flag.
• (u30.3) Fixed bug in Map01-Staging Area where distortion would show behind see through mesh.
• (u30.4) Removed the HD lasergun sprites and restored the original. The HD version can be found as an optional addon found in the optional addons folder.
• (u30.4) Added an optional addon to restore the original BD64v2 Intro music.
• (u30.4) D64 Messages Freedoom addon moved to the optional addons folder.
• (u30.4) Fixed Baron, Hell Knight, Mancubus shot not leaving a decal on the floor.
• (u30.4) Fixed a sprite for Hell Knight shot.
• (u30.5) Reworked deaths for the Marine and Zombie Marine
• (u30.5) Tweaked deaths for the Cyberdemon and Annihilator adding a little more gore
• (u30.5) Tweaked deaths for demon types when killed by shotgun removing a bug.
• (u30.6) Added limb sprites for intro marine and player
• (u30.6) Added optional addon "NDBD64_Enhanced". This is rework of the addon "New Deaths for BD64" to work with BD64 v2.5. Completely bug fixed and features an expanded set of monster deaths and combinations. This includes new sprites for the Nightmare Imp, Spectre and Nightmare Imp
• (u30.7) Fixed limbs and gore to show shaded when using night vision
• (u30.7) Minor fix to fog from light shafts
• (u30.7) Fixed the possibility for monsters killed with chaingun to disappear if killed near a wall.
• (u30.7) Added head shot deaths to imps and zombies with missing arms (NDBD64_Enhanced).
• (u30.7) Fixed Zombie Marine standard death state.
• (u30.8) Fixed bug in map01 where other monsters could pass through mesh in corridor.
• (u30.8) Tweaked default BD64 options for a fresh install.
• (u30.8) Adjusted tactical pistol reload animation.
• (u30.8) Added an optional addon featuring new alternate unmaker sprites.
• (u30.9) Added ability to turn off light halos as well as fog. The change will now take effect immediately.
• (u30.9) Added smoother Shotgun, SSG and Unmaker muzzle flash sprites
• (u30.9) Added new assault rifle sprites
• (u30.9) Fixed that not all corpses were leaving blood pools
• (u30.9) Fixed blood pools not aligning with monster corpse
• (u30.9) Fixed Hellknight and Baron leg gibs disappearing when killed over water
• (u30.9) Added new leg and arm gibs for the cyberdemon and annihilator
• (u30.9) Added new brain gib for the spider mastermind
• (u30.9) Added head shot death to the archvile
• (u30.9) Updated gameinfo file. Added new loading screen (can only be seen if using drag and drop or using a loader)
• (u30.9) Fixed a map graphic glitch on Map02-The Terraformer.
• (u30.10) Fixed sprite glitch with archvile see state if using freedoom
• (u30.10) Added new archvile sounds. previous sounds were too similar to the mother demon
• (u30.10) Improved pistol sprites
• (u30.10) Tweaked sprite for tactical unmaker muzzle flash to not block vision
• (u30.10) Added better BFG shot look
• (u30.10) Added two new pinky demon/spectre sounds
• (u30.10) Tweak to zombie, marine, demon and spectre detached leg limbs to better clip the floor.
• (u30.10) Added floor decal to mother demon fire attack
• (u30.10) Implemented old teleporter fog look and sounds, complete with new floor pentagram look.
• (u30.10) Added empty clip discard to the tactical pistol and tactical plasma rifle
• (u30.10) Revised water texture for Map30-The Lair (was a Doom/Doom2 water texture).
• (u30.11) Fixed a bug where crash could occur if killed by plasma (Arachnotrons)
• (u30.12) Fixed bug for assault rifle where keeping reload pressed would drain ammo.
• (u30.12) Fixed non stopping weapon sounds if using GZDoom 4.8.
Credits:
Average
9.813 votes submitted.
It is possible to fix the bug in the maps that have problems with the enemies counter by adding some kind of unkillable actors?
I know the pain of being unable to get 100% kills. I will take a look and see if it is within my abilities to fix.
I took a look at the map and scripts file associated but I don't really understand it all.
On map 3 Main engineering, the problem begins from the start. On watch me die difficulty there are supposed to 67 monsters in the beginning but after killing all monsters using command "kill monsters", 25 are classed as still alive even though non are on the map. The issue gets worse with each switch where new monsters spawn.
I know this is a WAYYYYY TO LATE respond. But, as far I know it may be something about the lights which, I think they are counted as enemies. I may be wrong since it is actually an speculation
I figured it out. Since the maps can be used as stand alone, Mark uses a custom spawner to check if it should spawn some of the BD64 exclusive enemies or not (Nightmare Imp, Hell Hound, Mother Demon). For whatever reason these spawners were inheriting from a monster meaning they were counting as kills. They couldn't be killed, however, since they just spawned and then removed themselves from the map.
I have it fixed for the next update to my own QoL fork.
I finally fixed this. It only took 3 years
Is this SgtMark? But anyway, I modified Brutal Doom v20B and the Hell On Earth Starter Pack maps (2015 originals) in order to play them in older slower computers. If that is relevant to anyone, I'm keeping all in this link, the link will continue to be the same for future updates from me, so you can bookmark it if you want.
It's inside of the "Other Butchering Projects" directory.
Dropbox.com
I also keep copies of all the source ports that I personally use, all of them ready-to-go packaged in a single ZIP, with controls and "old-school looks" all pre-configured out of the box.
Feel free to redistribute all these files. My only concern is helping people to enjoy the mods out of these mods, even less fortunate people that have to still rely on older computers because of poverty. I won't let these people out of the fun just because gzdoom is a horrible unoptimized pile of junk of the C++ kind even (jesus!!) HaHaHaHa
Hi Hereticnic,
This is not Sgt Mark IV. I am just a Brutal Doom 64 enthusiast and amateur modder (slowly getting better at modding).
I am not sure Sgt Mark IV is looking much at the Brutal Doom 64 comments.
Your best best is to PM Sgt Mark IV directly or go to his twitter page.
Many thanks for posting the link. I will have to give the starter pack another play when I have a chance.
No problem dude, I appreciate your epic efforts just the same. I just noticed there's a bunch of censorship on Doomworld forums, Zdoom forus (the worst on this) and also on every Doom subreddit out there. I'm not standing up for that ********.
I noticed there's a bunch of features in gzdoom that were added by anonymous voluntary contributors over the years that simply get acquired by gzdoom, absorbed within its code and later on removed from the port in newer versions. I won't stand up for them killing people's initiative and willing to contribute their voluntary labor with all these draconian measures.
None of that ever happens in Quake ports (because all of them are coded in Pure C, not a single trace of C++ there...) For example I can run Quakespasm with the Arcande Dimensions mod, go to a huge gigantic map with 800+ monsters and not have a single slowdown in my 1.20 GHz 10-year-old laptop. Opposed to gzdoom that lags at every mod that I play.
Why did you remove the sounds made by the Unmaker when it is equipped? Was it for personal preference or did the original Doom 64 not have these sounds?
I did not hear this sound when playing Doom 64 EX. This is a good version to try if you want to get as close to the N64 experience as possible, you even need the Doom 64 N64 ROM to generate the file to play.
I also read in the comments section that some people did not like the sound.
Yeah, I played Doom 64 EX some time ago, but only so much of it. I then moved on to the Doom 64: Retribution mod for Doom 2 by Nevander as it runs within GZDoom just fine. I don't recall either of them having a sound playing when the Unmaker was equipped, but that's because those are more faithful to the original Doom 64 than Brutal Doom 64 is. Even the way in which Brutal Doom 64 fires the Unmaker is different.
Is there a way in which I can get your fixes but without the punch and Unmaker sound changes?
Hey there!
Is there no way to play this with the latest, bd21testdec16.pk3 options?
I can actualy load the maps and musics in gzdoom with it, but of course the monsters and custom weapons are from that pk3. Is there no way to compile these, except getting into the thick of it, and redoing it heavily? :D
Hi Umbradaze,
It would be quite difficult to achieve. The scripts for brutal doom and brutal doom 64 are quite different so cannot really copy/paste.
I am hoping when I have more experience is to resolve the map issues where you can never get 100% kills, resolve stamina use while standing still, remove stamina use while in standard mode and super shotgun reloading so it too has a clip in tactical mode.
Assuming it doesn't already, is there a chance that a future version of this add-on will include further enhancements to the Tactical Rifle's reload animation? I noticed it's missing a "**** when reloading from empty" animation set.
Thanks for this patch. I wonder if you have plans to fix the unfinished Nightmare Cacodemon who remains in the code of the mod.
When I get to the doom 64 dark entries level, the graphics change, I don't see the shots or powers or the monsters themselves, what should I do, because of that failure I can't pass the game
Hello, I just tried this map (MAP15 Dark Entries) myself and it looked fine although I didn't complete he map.
N.B.I was using GZDoom 4.3.3-32bit
I just retried this map using Zandronum and it still works fine for me.
hello swc132994 for the next update of Brutal DOOM 64 Absolution TC Remake, I intend to merge your addon Brutal Doom 64 v2 Patched with bd64gamev2_DOOM64TCV1.0, to fix all the bugs of brutal doom 64 I am waiting for your answer.
Hello sty051,
I am more than happy for you to merge this into your mod.
Best regards,
thank you very much Swc132994 I would put your name to the credit of Brutal DOOM 64 Absolutions TC Remake ^^
Thanks and much appreciated. I look forward to trying out the TC remake.
thanks I did as in the original version of DOOM 64 TC with novelties, and I intend to rework the maps of Outcast Levels, Redemption Denied, and The Reckoning in future updates. ^^
I have posted just posted the 5th update, please see the description for details.
Apologies for posting yet another update in quick succession.
Please let me know if you notice any bugs I may have missed or that I may have created in my editing spree.
Best wishes to all,
SWC
Until this works with Zandronum again, all your hard work is for nothing :-(
Thanks for letting me know. I have never tried Zandronum until now.
I can see now that the setinventory script in SSG Tactical is causing a crash. I will rework it for the next release.
Thanks a lot. I can confirm that it worked in 2019, back when I last played it.
I have posted a new update 6. This version will work with Zandronum again.
Hopefully (touch wood) this version should finish what I set out to do:
1. Resolve the bugs from original Brutal Doom 64 V2 release
2. Compatibility for newer GZDoom source ports
3. Make Classical mode to be more of a vanilla experience
If you find any more bugs please let me know.
Regards,
SWC
hello Swc132994 you have done very good work, I’ll start merging your addon with my mod, you must notify me if you make any updates. ^^
D64D2.wad have the same issue with this mod, low frame rate and stamina. Is possible to solve this?
Hello,
Could you elaborate more on the issues?
I myself have not noticed any major frame rate drops except when the blood amount is set to overdrawn with many monsters on screen (blood particles) and times when a bfg or rocket shot has hit water (water particles) although I have toned down the water particles.
Only the tactical mode now uses stamina with classical mode no longer using stamina. I managed to get through the game in tactical mode with stamina at it's current setting. I just needed to be careful how it was used which I thought was more fitting for a tactical approach.
Classical mode is ok, but tactical mode the stamina going to 1 and frame rate drops and stop to unplayable. Only in second stage "terraformer" from D64D2.wad! GZdoom 4.3.3 linux 64 bits.
I have just tried Doom64 for Doom2 and I can now see your issue with map02. I think this is something that is coming from the D64D2.wad itself as stamina auto regenerates, but on map02 it is draining. I skipped to map03 where it regenerates again.
However there are other issues with the D64D2.wad such as it has its own monster replacements for D64 unique monsters such as the nightmare imp therefore the BD64 version will not appear.
At this point I would have to say these 2 mods are incompatible.
EDIT: Just in case it was my sub-mod I have also tested D64D2.wad with the original Brutal Doom 64V2 as well as Brutal Doom v21 and can confirm same stamina drain is happening on MAP02.
Ok, i skipped to map03 and i never see this problem again! Is possible to play with these mods, i guess, maybe not is totally incompatible, but anyway, i don't see, for example, issues with the monsters replacements.
D64D2 have issues, for me, ui mod and music mod are criticals, but you can play normally except for this issue in map02.
Thanks your reply.
I finally managed to track down the reason for the stamina drain on map02. On the map itself the start position for the player has been placed more than once on the map. After removing the other player1 start positions from the map the stamina worked normally again
My mod has been merged with the "Brutal DOOM 64 Absolution TC Remake",
By Styd051. Many thanks to him for including my patches in his work.
Please go and check it out.
Moddb.com
SWC
New update 7 released. Just ironing out some remaining minor bugs. Please see the description for changes.
I have just released update 8. More bug fixes crushed. Please check the description for the details.
Once again my apologies for my frequent updates. I really hope this time I am there with the patching. However if you do find bugs then
please let me know.
All the best everyone,
SWC
EDIT:I have put out a minor update 8.01 which fixes imp chainsaw deaths in GZDoom and removed getting unmaker soul ammo from imps.
Update 8.2 minor update fixes imp bfg death state (Thanks Styd051)
Minor bug: When picking up a Super Shotgun, an erroneous message will say that "You got the Shotgun!"
Other than that, not seeing any major issues on LZDoom.
Good pick up. I Will correct it now and re post.
I have uploaded minor update 8.3 correcting the pickup message for the super shotgun.
These minor updates shouldn't break any save games.
I have released update 9. In this version I have corrected a long standing bug with the BD64 V2 maps where on certain maps you could not get 100% kills. I have also made a small adjustment again to the chainsaw death for the imps.
EDIT: 9.1 Released, fixing monster kill count on MAP07 Research Labs.
For the silent fists to take effect in a current save game you will nee to use the console. First type:
take 64fist
Press enter, then type
give 64fist
Press enter. Now your fists will be silent again.
Great and competent release! This actually fixes so much that it should be a complete new version on itself.
This version plays very smooth (much better then the unpatched gameplay IMHO) and is very compatible with (most of) other wads. Very good performance, no Z-fighting of the bloodsplashes on the floor again. This is my favourtie D64-mod for now and I play D64 a lot :)
Thank you, the compliment is most appreciated :)
BTw: Any plans to convert Beta64.wad (a terribly underrated megawad for Doom64EX(imdoom64 engine) into this TC?
Kind regards
hello kyomotion
I can do a remake of the 32 maps of beta64.wad and compatible with brutal doom 64, but sa would take way too long.
Hi Styd051,
As a reference, how long did it take for you to remake the Absolution TC maps (I imagine a lot of time)
Hi swc132994
I’d say about 1 month ^^
It might be a nice 1 month project ;)
But if you have to redo the whole thing (placing textures etc) that must be really a lot of work. I hoped you pro-guys would have some (semi) automated tools to pull that off ;)
of course I will put it in my schedule of maps to redo everything here is my schedule Oucast level remake, Redemption Denied remake, The Reckoning remake, beta64.Wad remake and the lost levels remake.
(of course there will be the nightmare spectre, and nightmare cacodémon, and Annihilator that will appear in it’s levels ! )
Styd051
Sounds like in the future Brutal Doom 64 is going to get a lot bigger, which sounds nice :)
I didn't even know about this megawad until just now. It looks intriguing. I wish I had played a long time ago.
I intend to keep this patched version just purely as a patched up version of Sgt Mark's release.
The reason is that this can be used as a base for development of add-ons and megawads such as Styd051's TC Absolution Remake without inheriting the bugs from the original release.
if I do additional features or get around to map creation (my map making skills are non existent at the moment) then these would be a separate add-on using this patched version as a base.