**** "CALL OF DOOM Ver. 0.85" is NEW ARRIVAL ! ****
This MOD adds 70 Call of Duty Style Guns to your "Brutal DOOM".
Compatible with various custom maps that "Brutal DOOM" can use.
[[ CALL OF DOOM: WEAPONS CHANGEOVER ]]
**Slot 1 - Handguns
**Slot 2 - Sub machineguns
**Slot 3 - 20ga/410ga Shotguns
**Slot 4 - PDWs
**Slot 5 - 12ga Shotguns
**Slot 6 - 5.56mm NATO Assault Rifles
**Slot 7 - 7.62x39mm Assault Rifles
**Slot 8 - Machineguns
**Slot 9 - 7.62mm NATO Battle Rifles
**Slot 0 - Sniper Rifles
Quick Inventory System:
A player of CALL OF DOOM can carry 70 weapons at once.
If you find a favorite weapon, let's register it for "Quick Inventry" so that you can use it immediately.
From "OPTIONS MENU > Customize Controls" you can assign keys to call each weapons.
New-Weapon Auto-change Toggle :
You can toggle whether to automatically weaponchange to it when you pickup a new weapon. Switch ON / OFF at any time by pressing Keypad 0 (default).
Emargency Quick Draw:
If the remaining bullet of Primary-Weapon you use becomes zero, it will automatically takes over to the handguns.
nice mod game. comrade
Fantastic mod, love how there's so much to it.
Although, I've came across a bug where my guns fire "double". It makes me extremely OP.
Thank you for your comment.
Certainly, the phenomenon that some guns have deadly potency depending on the situation has been confirmed.
I am planning to fix it in the next update.
Amazing!
Alright, i just play tested the wad and after being able to run things correctly, here's what I do have to say:
1) Some of the weapons have ridiculous fire rates that made me kinda laugh but at the same made me realize how some of these weapons' fire rates need to be toned down a bit to match how they worked in their source game(s). The weapons that I speak of are the following:
- UMP45 = Holy crap this thing's fire rate is almost the same level as that of the PPSH (and the PPSH much like in the source games was meant to have its ridiculous fire rate) when the UMP45 was more of the slower but heavier hitting SMGs. I played the CoD games that featured the UMP45 such as MW2 and MW3 and if you wanted to make a good reference to the UMP45 in said game, then it should kinda work like that.
- G36c = Another weapon that i thought had too much fire rate.
- Luger = Kinda hilarious to see a Luger to have the full auto capabilities of that of a Glock 18 ;)))
2) The Grenade that the player throws is able to actually stun monsters as if it was the player's attack before it explodes, leading to some rather hilarious cases where I could just chuck a grenade at a Hell Knight and it's stunlocked to death by a grenade :)))
3) I kinda wish that Armor is still a thing in this wad. I'm not particularly keen on more weapons replacing those precious Armor powerups and considering that most of the annoying enemies in Brutal Doom are actually the gun wielding enemies (especially on Post Ultraviolence difficulty settings where monsters have bonus damage), things can get borderline cheap, even though the weapons kinda make the player a cheapo himself though.
I'll be more indepth to my comments and critiques of the wad as I do more play testing. Right now, I'm enjoying slaughtering the crap out of those pesky demons. I highly recommend EVERYONE to play this wad on high monster maps such as Maps of Chaos, Hell Revealed, Plutonia 2, or something so everyone can enjoy the lubricious amount of weapons that one can get in a single map.
Of course, I'm still positive that improvements to the gameplay balance can be made in future updates. I've enjoyed the crap out of this add-on.
Thank you for your comment.
I will adjust it for the next update as to the problem of most weapons being too strong and the problem of armor lack.
However, "Luger" is not planned to be an ordinary 9 mm semi auto pistol at present.
"9 mm Semi Automatic Pistol" is the weakest category among all weapons, and even if you acquire it, the meaning to use is completely lost.
In order to give advantage to use, I implemented the "LUGER machine pistol" who is said to trial produced only a few in the real world.
The next update, I will aim for something that players can experience more exciting battlefields.
I am grateful for your help.
60 flavour of assault rifles...
The gameplay just looks like all of the RGA mods put into one BD addon, but I'm not really fully interested in that. What I am mostly interested is are the sounds that you used (even though I have a giant folder of purely ripped MW3 sounds, there were some interesting ones in here). Don't mind if I use them for my submod's stuff?
Hey, hey.
Do not you think your comment clearly is "a word too many" yourself?
For example, let me say to you like this. "I am not interested in the contents of your Insanity's Brutality at all, but please let me use your data on my CALL OF DOOM!"
At that time, is it possible to answer with a smile like this? "Of course it is good, my best friend!!!"
I do not care about converting the data inside this MOD to your MOD. However, I do not recommend any remarks like selling fights unnecessarily.
Thank you, my friend.
why is the m16a4 semi auto? is it not possible to make it 3 round burst? or add an secondary fire option to it?
BTW having much fun with the mod. great job!
M16A4 was introduced as a weapon of "not strong but not weak".
3 Burst shoots consume 3 bullets at a time, so there is a lot of waste of bullets and because it is difficult to maintain accuracy of hits against enemies at long distances, M16A4 has become a weapon dedicated to semi-auto shooting.
Although originally planned to appear with the name of "Stug AR-15 (M16 for the private market)", on the other hand I wanted to have "US Marine" as a player class, so it was renamed to "M16A4".
Currently, I am planning to implement "Restrict the number of weapons that a player can possess" and "Selective firing" in the next update.
Thankyou!
Can you add a option to turn off accessories like laser, allow the player to select firemode, can turn on and off dual wield mode?
Thank you for your opinion.
I plan to incorporate that system in the next update.
nice looking sprite and ok sounds. but some animations lag a bit and the shaking of most weapons fire are not very unjoyable.
Thank you for your comment.
As for the animation delay, it will be improved somewhat with the next update.
Regarding the weapon Recoil, I intentionally set Recoil strong as a handicap against powerful weapons. Therefore, it may be difficult to relax Recoil of all weapons.
However, as for AK 103, since I became seasick while I was using it, something is going to be improved.
I really Like the mod. I Have played a lot of maps with this mod since it was released. I have suggestion to have this feature to be cvar so it can turned off or on at player choice:-
Player will only be able to carry one type of weapon for each category.
I think imposing carrying capacity should be left to player choice.
I really like this mod I think you should give option of carrying capacity like aeons of death should be left to player & player Only.
Thanks for this fantastic Mod.
Hopefully you incorporate my Advice on This mod. Thanks in advance
Thank you for comment.
For the moment I plan to implement the two systems "Limit of Weapon Slot" and "Selective Fire" in the next CALL OF DOOM.
HELP ARROWOOD I CANNOT START CALL OF DOOM PLEASE HELP ME
I GOT THIS ERROR CODE
Script error, "zzbrutalxcod_bcoding_b3V008b.wad:DECORATE" line 377:
Unexpected 'HERO' in definition of 'RGAPlayer_HERO'
Can You Help I Would Be Approved For Me
I'll try to be of assistance. I was getting that error as well when i first downloaded the wad. But if you are using something such as ZDL to launch the game and the wads, what i did was this:
Imgur.com (Call of Doom Load order)
and i was running this wad with GZ doom 1.8.10 for some reason.
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Thanks It Works :)
Perhaps the possibility is that the version of GZDOOM you are using is old.
I think that it will solve by updating the DOOM engine.
where did you get your sprites?
Thank you for comment.
I have created this MOD based on the "RGA series" sprites.
I write it in the Credits that is included in this file.
I have also played "Operation: Inhuman" that you created, and this is also the reason I decided to make this "CALL OF DOOM".
Originally I enjoyed DOOM by combining "RGA series" and "Beautiful Doom", but later I learned "Operation: Inhuman" which collaborated with BRUTAL DOOM.
Then, as I was inspired by that, I started making my own BRUTAL DOOM MOD which can use the weapons of CALL OF DUTY Style myself, as you made.
Thank you for everything.
awesome man, just making sure you knew that resource was there (and how much damn code z86 wrote for RGA if you ever needed it.
id like to see your work for beautiful doom. my next mod will be for PFEnh. im just finishing up a new version of operaiton inhuman but i think soon ill stop.
awesome thanks for the good words man.
I can FAP to this mod.
This is ******* brutal man, great work !
Thank you for your comment.
In future, I plan a very cute update that you want to FAP further.
Coming soon. Do not miss it!
Wtf
I have the keys bound but no matter what I do I can't get the damn medkit out please someone help.
You have the medikits in your inventory ?
Actually it works but my hud doesn't keep track of the number right even though I'm not using a custom hud and the medkit is used instantly and they are invisible when on the ground so they are working but not correctly also I have the latest version of gzdoom and I use a .bat file to start doom and load order is
gzdoom.exe DOOM.WAD Deep_Water.pk3 zdoom-dhtp-20161017.pk3 brutalv20b.pk3 zzbrutalxcod_agfxsfx_b3V008b.wad zzbrutalxcod_bcoding_b3V008b.wad NiceWallBlood.pk3
Try with one of the latest development builds (the one which supports the HUD scaling)
Perhaps there is a possibility that "Medikit in Call of DOOM" and "Medikit in some data" compete with each other during game loading.
I think that "zdoom-dhtp-20161017.pk3" is included in the cause of the problem.
If a problem occurs even if "zdoom-dhtp-20161017.pk3" is removed from the list of files to be read, the version of GZDOOM that you are using may be old.
Okay is there a high res texture pack that might be compatible with call of doom?
I have never used "high res texture pack", so in order to ensure compatibility with it, I need to proceed with the investigation.
Please tell me if you have found "Malfunction in CALL OF DOOM" besides "Medikit BUG".
Can you pick up Call of doom's weapons and ammos ?
Nope that's the only problem i have.
Didn't work and I'm using 3.0.1 gzdoom 64bit version.
Thank you, GZDOOM seems not to be the cause.
The cause of the problem is likely to be due to "high res texture pack".
I ran it without it but it didn't fix it.
In that case, it may be the cause of this problem that you started DOOM using .bat file.
As described in the manual attached to CALL OF DOOM, try dragging and dropping the WAD file and starting GZDOOM.exe.
Tried it and it didn't work.
The console does show this however: script warning, "zzbrutalxcod_bcoding_b3vv008b.wad.W_MEDI" line 35:
Tried to define class 'medicalkit' more than once. renaming class to 'medicalKit@zzbrutalxcod_bcoding_b3vv008b.wad@W_MEDI'
Thank you for the information.
I never saw the following message before.
"Renaming class to 'medicalKit @ zzbrutalxcod_bcoding_b3vv008b.wad @ W_MEDI"
GZDOOM may have done "unnecessary update" again.
Since GZDOOM always changes the specifications without permission, it is often that a program that was able to run normally in the previous version of GZDOOM is impossible to run with the latest GZDOOM.
That is a big trouble for DOOM MOD creators.
I am planning to deal with this problem in the next update of CALL OF DOOM.
I think you should re implement armor its so damn hard to beat maps like maps of chaos without it.
Thank you for your opinion.
In the next update I am planning to make armor appear.
Script error, "brutalv20b.pk3:blood.txt" line 610: Expected ',', got 'I'.
Using the latest version of Gzdoom.
That a weird programming error in brutal doom you actually have to **** around with the coding of the mod itself to fix it google the error and you should find a solution with the correct code or I could email you my fixed copy.
I do not know well,
About the malfunction of data loading of Brutal DOOM which occurs in the latest version of GZDOOM, is it possible to download the modified file of "Brutal DOOM Ver 20 b" somewhere?
If the modified file is not published, I would like to upload the modified file to this MODDB,What do you think?
Not sure just looked it up was given a line of text to replace so I opened the .pk3 file with 7zip went to the right folder opened a file in as text file and did a quick delete then copy and paste. here is where the info is Forum.zdoom.org
Thank you for the information.
Now I uploaded "Brutal DOOM v 20b" and "CALL OF DOOM v 0.81" which operate with the latest GZDoom.
By doing this, I think that the bug that the game does not start and "Medikit BUG" are resolved.
BRUTAL DOOM v20b R ( "GZDoom 3.0.0" Ver )
Moddb.com
CALL OF DOOM: COD Style 70 Weapons MOD (Ver0.81)
Moddb.com
I'm willing to send you the file but I think its to big to attach to an email.