Brutal Doom's "Monsters Only", for all your custom weapons pack needs. More compatible, stable (probably) and with less size-by-junk than the original.
DESCRIPTION
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Brutal Monsters, mod based by "bd21monstersonly".
The original release had some issues like the Revenant using ugly rockets, Sergeant and Trooper missing some sounds, missing/broken sprites and item sprites that could conflict with other mods that use them as well.
I've fixed all these and more, check the Changelog (see below) for full changes.
All credits go to their respective owners, this obviously includes Sgt_Mark_IV if you don't know.
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INSTALLATION
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Simply extract the "brutalv21_monstersonly.pk3" into your Doom Source Port directory.
I recommend the use of lcferrum's ZDL: Github.com
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ADDONS
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Information about addons:
"brutalv21_monstersonly_zandronum" made for compatibility with Zandronum. USE ONLY THIS ONE, NO OTHER.
"brutalv21_monstersonly_zombievoices" changes zombie voices to the ones heard in BrutalV21 itself, which are from Doom 3. Load below the main file.
"brutalv21_monstersonly_lights" adds dynamic light to Brutal Monsters' sprites, objects and decorates. Recommended to use with GZDoom's "lights.pk3". NOTE: Just like the default lights.pk3, this mod might cause excessive FPS drop, especially on older machines.
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COMPATIBILITY
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I recommend putting this mod at the bottom of the load order (Using ZDL can help) when playing with it.
Compatible with Zandronum, just use the "_zandronum" version, no other.
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FEEDBACK
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Please make a comment in the Moddb page itself for feedback.
If it's important, like you changed a code, send a PM.
If you are actually willing to give a donation as thanks, you can try this PayPal here: Ko-fi.com
===========CHANGELOG===========
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UPDATE 7
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- Bosses in The Ultimate Doom were being replaced with clones with much higher stats. They were way too unbalanced with Vanilla Doom weaponry, so this feature has been removed. (In turn, the Mastermind in E3M8 isn't broken anymore)
- Added a sound that was accidentally removed from the original, the Bruiser Punch.
- Removed more leftovers; redundant code that conflicted with some mods, conflicting sprite names.
- Removed some SNDINFO data, this should make better compatibility, especially for gameplay wads like Treasuretech where DOOMGUY gets new voicelines for when he "Humpf!"
- Made it so the heads can take "Fire" damage, this will make fire weapons (such as from Final Doomer's Whitemare and Combined Arms' Blastmaster MKII) effective, although there is no bonus damage.
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UPDATE 6
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- VANILLA MONSTERS: The sprites for the Shotgunner and Chaingunner have been redone and fixed to be more fit to the vanilla experience.
- Brightmaps for the Baron of Hell have been restored.
- Fixed sprite incompatibility with gore. (This makes it so the Gurumaster is not a maggot in Russian Overkill)
- Removed more leftovers.
- DYNAMIC LIGHTS: Added more light parameters for the Archvile.
- DYNAMIC LIGHTS: The Vanilla Zombies were missing their attributes, that's fixed now.
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UPDATE 5
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- VANILLA MONSTERS: Fixed the Zombieman dropping a pistol instead of an ammoclip.
- Remade the options menu so it's only one menu with significant options.
- Fixed one of the Minigunner's death animation where the sound didn't work.
- Minor fix on the Arachnotron; previously when he looked at you ready to fire, he'd be fullbright, not anymore.
- Fixes for "Last Stand" zombies, this includes tracers getting in the way, monsters not being passable when they should be (they are a 'living corpse' after all, shootable but passable)
- Some coding changes that makes the mod more compatible with particles. (For example, High-Noon Drifter casings and smoke)
- Changed some coding on the explosive barrels. Previously, they were considered part of the "Monster" class for some reason, not anymore. (This also makes it so they spawn even with -nomonsters enabled)
- Readjusted the Dynamic Lights a bit as well as fixed an issue with Cacodemon and Arachnotron colours.
- Removed more leftovers.
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UPDATE 4
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- Fixed the Arachnotron. Previously, his plasma was from the original Doom, green. This caused less damage than usual and was inconsistent with the other Brutal Monsters. Now he has it back and is as dangerous as in Brutal Doom itself. "No luck, all glorious guts." to ya'll.
- Removed "Decorate.Plasma", this was a leftover from Brutal Doom that caused balance and compatibility issues.
- Fixed the vanilla doom Rocket Launcher, it now shoots default vanilla rockets as it should.
- Fixed sound for "Last Stand" zombies (previously it used Brutal Doom's "Rifle", now it's original Doom's "Pistol")
- Added addon "brutalv21_monstersonly_light".
Check readme for more details.
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UPDATE 3
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- Redid the code for the "Cruelty Bonuses", this should give better compatibility (For example, Trailblazer's Cruelty pickups won't flash between sprites anymore)
- Fixed a minor bug in Zandronum (Something about jumping, swimming...And imps)
- Added "Monster Fatality", this is a Brutal Doom feature that was missing in the original "Monsters Only".
Monsters are now able to brutalize other monsters (For example, Demon can swallow a Zombieman, Baron of Hell can rip a Demon apart, etc), the code for this was in the mod but the sprites were missing.
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UPDATE 2
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- Better compatibility with barrels. Depending on load order, you can use BD's or another mod's barrels without issues. (As an example, Trailblazer)
- Reverted barrel's brightmaps. They're back, now you can see the green glow in the darkness.
- Removed more leftovers from the Level Enhancer, should fix some compatibility issues. (For example, Insanity's Requiem)
- Removed some redundant script errors/warnings (Such as script 177)
- Removed some more redundant junk I forgot about. Was it a banana peel or the fruit?
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UPDATE 1
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- Added addons "brutalv21_monstersonly_zandronum" and "brutalv21_monstersonly_zombievoices".
Check readme for more details.
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INITIAL RELEASE
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- Removed a lot of leftovers, including deprecate Skulltag Monsters, Stealth monsters and the Impfish (Dopefish ate it up, still hungry).
- "Brutal Doom Options" is now in the Options menu, this gives much better mod compatibility.
- Fixed coding bugs referencing wrong actors/items (DoomStrengthRune, BodyRemovalThing, WeaponSpawner, etc)
- Arachnotron Firing Sprites fixed. (Previously, it was blue, now it's green)
- Mancubus's missing "Fire" sound fixed.
- Cyberdemon's missing "Fire" sound fixed.
- Zombieman (Rifle & Pistol), Shotgunner and Chaingunner have their missing sounds fixed. This includes...Reload, shotgun pump and chaingun spin.
- Revenant's Rockets have better visual quality. (The rocket is no longer half-visible, for example)
- Lost Soul can be damaged by fire, but only 50%. This should help with mods that use fire-based weaponry (Like Final Doomer's Whitemare)
- Removed 'Decoration' (brightmap) leftovers. Use separate mods for those.
- Removed brightmaps/barrelweapon, BFG10k, doom/textures, parts of "doom".
- Removed MODELS/Decoration. These are for the Level Enhancer.
- Removed GRAPHICS/TUT. These are just tutorials for how to use the Tank, unnecessary.
- Removed SPRITES/VEHICLES, ITEMS, CRITTERS, JUNK. A lot of these are unused, wasting space. "ITEMS" also made incompatibility issues.
- Removed Textures/LIQUIDS and "ANIMDEFS". Should help with compatibility.
- Removed SOUNDS/ITEMS. This restores the original sound for "Secret Found!" and Revenant's attack.
Average
9.610 votes submitted.
Unlike the original Bd21monsteronly, this isnt compatible for Zandronum.
why?
I have made a compatibility patch for Zandronum, check it out.
cool
wasn't this done already by sgtmarkiv?
Yes, which is why in the description I mention it.
Problem is, his had some objects (especially sprites) that weren't used, some minor script errors, deprecated monsters and most importantly missing sounds and old (or maybe just mistaken) monster scripts.
I've fixed all that the best I could, there's still much to do I'm sure.
Great job mate!
Goob job,keep it up.
Nice work!Bdv21 monster pack's options no longer getting overrided with weapon mods(like Doom Incarnateļ¼one of my favorite)
I played it with Insanity's Requiem 1.9d and I found shield chargers(replacing armor bonus) sometimes show a sprite of a chair(from BDv21 Map Enhancement System remaining leftover,I guess).
Doesn't that mod use its own monsters?
I know this,IR's weapon and monster mod are 2 separated files so I can play brutal doom monsters with IR's arsenal.
Thought you meant the original old version, not MK2. Didn't know that one had it separate.
I tried it and saw no issues, it could be a load order problem or another mod.
Can you tell me if you used some other mods, a custom map and all?
My load order:(I renamed your mod to 'bd21monstersonlyfix.pk3'so it can replace the old brutal monster pack )
-file ts_ir_mk.2_b1.9d_ngve.pk3 -file bd21monstersonlyfix.pk3 -file BDBE_Flashlight_GZDoom_4.1_fix.pk3 -file hellbnd.wad
You are right, sometimes chairs appear....In such funny ways that they instantly change between the charger and the chair, in different orientations! HAHAHAHHH!
I feel a bit guilty updating the mod to remove such beautiful chairs, but alas, I must.
Great stuff. Thanks a lot!
Bro you Removed MODELS/Decoration, these are for the Level Enhancer, can you give the pk3 for the level enhancer?
The Level Enhancer was never included in Monsters Only, neither this one nor the original.
I do wanna try making a "Level Enhancer only" mod, but later, not sure if it can be possible or even legal.
Can you remove hanging corpse features(Where you can destroy hanging corpse)? it screw up some of map actor like Lost Civilization Map02, the House Lantern(which is first place you encounter on map02).
Not a bad idea, I'll see what I can do.
Getting ""jump targert "swim" not found in imp" error
Give me map(wad) and location
Imgur.com
Its DOOM2.WAD with Zandro 3.0
and using this command line:
zandronum.exe -iwad doom2.wad -file brutalv21_monstersonly_zandronum.pk3
I made an update, check it out, it should remove that annoying message.
Wow thas great! Thank you for your reply, I will test it now and come back here to tell you about the results
Perfect, the error is gone for good! Tell me, i see you added "Monster Fatality" in the log, how can i do that? I cant couldnt find the command bind in control options
It's more a fix than an addition actually, some monsters were able to play special animations on other monsters, hence "Monster Fatality", the sprites were missing and I fixed that.
As an example, the Pinky can swallow a zombieman.
Oh amazing! Got it! And congrats your mod is amazing! Im enjoying it alot!
This mod doesn't work with "Meatgrinder", the last mod from the creator of Brutal Doom.
I have the following error message :
Execution could not continue.
Script error, "brutalv21_monstersonly.pk3:lostsoul.txt" line 338:
Script error, "brutalv21_monstersonly.pk3:lostsoul.txt" line 338:
Tried to define class 'LostSoulBlood' more than twice in the same file.
Meatgrinder has its own monsters, this makes it incompatible with virtually any monster replacer.
I refuse to work on it.
Okay, thanks for the reply :)
Wow, v4! Thanks for the update!
Hi! Can you please add an option to make monsters have vanilla drops. I noticed this was a problem in Final Doomer + when I had zombies dropping pistols instead of mags.
Hey there, I tried finding the issue you mentioned but nothing was wrong.
However, I suppose you were using and you meant Brutal Doom's Vanilla Monsters, in which case yes, the zombieman drops a pistol when it should be a clip.
I got this fixed in Version 5, check it out.
Thank you
Thank you for improving this mod, it's much better than the original version. However, I noticed that chaingunners still switch to their brutal doom version whenever they take any damage, even when Vanilla Monsters is turned on. It's only one monster, but it really interferes with trying to get as much of a vanilla experience as possible. Could you change that?
Ah yes, I almost forgot that existed while I was debugging Vanilla Monsters which I personally don't use.
I will try making a fix for that.
u the man, m8
Could you add an option to disable brutal doom explosions (aka barrels).
Sadly no, I don't have enough coding skill to make a proper working CVAR for such a thing.
Would need to request help, but I'm not sure who would.
Ok. Thanks for responding
I have one question.
Is it possible to make BD level enchantment system as stand alone mod?
I have one, but it conflicts with your monsters only version.
(Script error, "BD_Enhancements.pk3:cvarinfo" line 4:
cvar 'bd_disablemapenhancements' already exists)
Anyway your mod is great, keep on going!
Can you send me a link to that "Standalone BD Level Enhancement" mod?
Yadi.sk
I cant find original author, so i reupload it to my cloud storage
This looks like a very badly compiled and reformatted file.
Can't do much about it, but I do have my own standalone Enhancer planned, so wait for that I suppose, but it's gonna take a bit longer than usual.
Thanks for the v6 update!
Found strange bug.
I was playing Ultimate DOOM E1M8.
And when i killed both barons of hell, walls just wont go down for some reason?!
Tested with only your monster mod (vanila/nonvanila variants)
Ibb.co (screen atached)
UPD: SGT monsters only version have same problem, but BDv21 dont.
UPD: There is 2 ways to solve this problem.
1) noclip.
2) kill barons with console command, after that, summon another one and kill him with console too, after this manipulation, walls go down.
OMG what is this codding???
Hahah!
It's either a code error or missing code by SgtMarkIV, he forgot to do something about the Bruiser Bros for his MonstersOnly mod.
I'll try fixing it, but no promises, I'm not a coder.
By the way, I think this kind of issue persists in the other end-episodes too that contain their own bosses.
"Update 6"
You are doing great work