Brutal Doom 64 REALLY lacks of brutality. I mean, there is no lots of deaths, most enemies haven't got even a headshots. So, I decided to add new deaths into this mod to make it brutal, for real now
What is added?
- Headshots for Hell Knight and Baron of Hell
- Headshot for Revenant
- Extra deaths for Revenant, including arm losing!
- Mancubus' evisceration
- Imp chaingun death
- Cacodemon tearing apart
- Hellhound a.k.a. Doggy's explosion death
- Doggy's head losing
- Bull demon arm losing
aaaand chaingun alt. fire
Hello idkfa3215
Your mod is excellent I think it’s a very good idea, to add more new death animations for the monsters of Brutal DOOM 64, very good work !
I would like to ask if you would give me permission to merge your mod "New Deaths for Brutal Doom 64" with my mod Brutal DOOM 64 Absolution TC REMAKE, of course I would put your name to the credit ^^
Best regards
Styd051
no
okey as you wish idkfa3215, but I wish you good luck for the future updates of your mod continue your excellent work ^^
Best regards
Styd051
thanks and same to you
This is an excellent addition and much needed as many monsters lacked those extra death animations.
I noticed with the new cacodemon deaths where you blow a horn off and blowing half its head off. The death state leaves it looking suspended in the air with its chains just touching the floor. Probably should crop out the chains to make the cacodemon body touch the floor.
I couldnt get the chaingun alt fire to work. Should the alt fire scripts be added to the Tactical chaingun instead of the classical chaingun.
In the console logs there are a lot of unmodified duplicated actors that aren't needed in the the addon. These are already defined in Brutal doom 64 so can safely come out your mod. Only the modified actors should remain. For the remaining modified actors to prevent script errors you could give these new actor names, then have these actors inherit and replace the old actors
Example:
64DoomImp_2 : 64DoomImp Replaces 64DoomImp
For the extra Hellhound deaths some undefined actors are being called:
XDeathDoggoLeg
XDeathDoggoHead
XDeathDoggoSpine
XDeathDoggoLeg1
It's really looking great. Just needs some polish.
All the best,
Swc132994
Hey there!
Caco bug is not my fault, GZDoom's smart sprite clipping makes some mess with offsets of this sprites, so I made a minor fix.
Chaingun alt. fire... have to work...
I didn't make 64DoomImp_2 which replaces 64DoomImp. It's really strange...
Hellhound deaths also works like intended... What is your load order?
Thanks for the update. Yes the caocodemom was being cuased by adjust sprite clipping in GZDoom.
What I meant was in the scripts having the same actor defined twice causes script warning error in the console. The example was a way to get around the error. Instead of defining actor:
64DoomImp : DoomImp Replaces DoomImp
Which is already defined in Brutal Doom 64 you could rename the actor and have it inherit and replace the original so an example:
actor 64DoomImp_2 : 64DoomImp Replaces 64DoomImp
In the expanded hellhound script under Xdeath: you have:
TNT1 AA 0 A_CustomMissile ("XDeathDoggoLeg", 50, 0, random (00, 360), 2, random (10, 50))
But XDeathDoggoLeg is not a defined actor i.e. it is calling for something that doesn't exist on script.The Same applies to:
XDeathDoggoHead
XDeathDoggoSpine
XDeathDoggoLeg1
I am using the Brutal Doom V2 patched and load the addon at the end after game and maps are loaded.
Drive.google.com
Cacodemon fix for GZDoom with smart sprite clipping on. You don't need this fix if you are playing Zandronum
Hello idkfa3215,
I noticed a bug with the brutalised death states for the imp and demon. If killing the imp and demon over liquid the body will instantly disappear instead of spawning the brutalised actor.
I noticed this same error with the zombiemen and have just fixed this for brutal Doom v2 Patched.
Best regards,
swc132994
add so that the mancubus guts fall out when you shoot a minigun, you add guts to the imps. idkfa3215. update your mod pliz!
esto sirve en project nightmare?
don't use this with Brutal Doom 64 v2.5 i breaks the second level with the blue key card after you kill the imps the door never opens. I'm thinking it because the names in DECORATE.Imp file for the imps in Brutal Doom 64 v2.5 with this mod installed to change from 64DoomImp to 64DoomImpEx so when you kill the 64DoomImpEx in the blue keycard room on level 2 the door stays closed because its waiting for a death trigger for 64DoomImp.
i could be wrong I'm no mod maker hope i explained that right
I cannot onfirm this, I just played through level 1 (staging area) and level 2 (the terraformer) just fine.
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