Description

Started with "light" versions of EWM 1.1 and Tomtefars extension 1.1 so they are compatible with each other and can run with BD21 Enhanced Monsters 1.3.1. I edited alot of things, so it has become its own hodgpodge mod. Realistic reloading, dry reloads, many sprite edits and new weapons - Tactical Rifle (Doom Movie Rifle) & triple minigun, demon tech rifle, sniper, dual assaultshotguns and ice pistol upgrade, mastermind minigun. Added some cool things from the Man of Hell addon (quick chainsaw and axe), and from project brutality.

Preview
Prof.Existentials Tomtefars+EWM+ManofHell  V 4.2  //UPDATE 80 - 19/08/2022
Post comment Comments  (0 - 50 of 399)
simzzoker123
simzzoker123 - - 76 comments

seems like some of the fatalities lock you up in 3rd person (dark imp and zombieman) when using this. Sorry to rehash this if this is an already known issue, or maybe I'm just loading something wrong or using a conflicting mod. this is what I use and the order..
1.BD21gold
2.bd21.0.3patch (these are the ones included in your zip)
3.bd21_xvne1.3.1_TPR_(patch21.0.3)
4.bd21_xvme1.3.1_respawner_TPR_(patch21.0.3)
5.bdv21mut_ewm_light_TPR
6.)Tomtefars_Extension1.1_light_TPR
after this....
UDV2.13
slomoBulletTime
Cybermobility
enhanced_beamflashlight_zan_0.2
also using GZDoom DEV from 11/9

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ProfessorExistential Author
ProfessorExistential - - 468 comments

Thanks for pointing it out (the missing fatalities are in the monsters addon). That is an issue I just fixed and uploaded in the monsters addon v39. If it happens to other monsters, you can roll left or right and get back to 1st person mode.

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kaviarmackan
kaviarmackan - - 210 comments

Can you add the feature from Tomtefars Extension where the cocking handle of the Assault Rifle and MP40 is pulled when performing a dry reload?

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ProfessorExistential Author
ProfessorExistential - - 468 comments

Uploaded now. By the way I really appreciate all your feedback and game testing!

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kaviarmackan
kaviarmackan - - 210 comments

Thanks!

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KaptainCnucklz
KaptainCnucklz - - 94 comments

The iron sights on the Autoshotgun is a bit difficult to get to stay up. It likes to toggle aiming on and off when I try. Is this something you'd be able to fix? I ended up just hipfiring instead of fighting with it lol.

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ProfessorExistential Author
ProfessorExistential - - 468 comments

I worked it out. Was a problem with the taunting state. Next update which comes later today will fix it

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ProfessorExistential Author
ProfessorExistential - - 468 comments

Fixed

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Guest
Guest - - 689,587 comments

Bug (?): When using NCHUD, AmmoInfo (forum.zdoom.org/viewtopic.php?f=46&t=60356) or even GZDOOM's alternative HUD, certain ammo like the Green Shells, Rail Cores and Sniper Rifle Rounds don't appear or register on the ammo list, while the Soul ammo register as max 999 and doesn't seem to be related to you mod's Unmaker weapon in any way.

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ProfessorExistential Author
ProfessorExistential - - 468 comments

Unmaker and green shells are working now, other ammo will need to be dealt with later

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kaviarmackan
kaviarmackan - - 210 comments

I can't seem to find a silencer for the Compact MG and unable to spawn the silencer in the console. Can you check on this?

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ProfessorExistential Author
ProfessorExistential - - 468 comments

I fixed it, I was missing some code. Silencer will now work when you pick it up, and it will drop from XVStealthZSpecops zombies.

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Tomiechan
Tomiechan - - 162 comments

I love this mod 😍

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ProfessorExistential Author
ProfessorExistential - - 468 comments

Thanks :) what are the features you like? Any requests for implementation?

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Random_DOOM_Player
Random_DOOM_Player - - 23 comments

Hey man, I love your mod! But can you do the Tactical Rifle full-auto? Im not quite keen into the burst-fire thing.
Another thing id like to see would be the Desert Eagle or Colt.45, would make up for some nice sidearms, nice looking and packing a good punch! Anyways, keep up the good work on the mod!

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ProfessorExistential Author
ProfessorExistential - - 468 comments

What function would the Desert Eagle or Colt 45 have?
I think the 44. Magnum already occupies the powerful handgun function.
The Tac Rifle has been upgraded to fire much faster now, and holding the trigger releases sequential bursts

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Random_DOOM_Player
Random_DOOM_Player - - 23 comments

Well, I was thinking about the Desert Eagle as a possible change to the standard pistol when picked up ( or an option in the BD options to only use the D-Eagle when picked up just like in Proiect Brutality when u find a new weapon for a surtain slot. Ex: Revolver replaces the pistol ). As you mentioned,the Magnum is allready a powerfull weapon, but the D-Eagle would use the same .44 Remington cartrige, with the advantage of a bigger magazine than the Magnum. Plus the D-Eagle could be upgraded ( just like the minigun ) with the more powerfull .50 AE cartrige.
And the Colt 45 ( I was thinking about the Big Iron type, not the 1911 looking one ) that can have a lower damage imput than the Magnum and the D-Eagle, but the "weapond special" would allow it to give you a dead-eye aiming type like in Red Dead Redemption that slows down the time in order to give you time to land critical hits. I'm allready using a slow motion mod that I like to use when playing with the Magnum ( I forgot the exact name of the mod ), and tought it would be neat.
Ah, and I found a bug regarding the minigun when upgraded, cant remember exactly what ive done to activate the bug, I will try to recreate the bug next time I play to give you more details. At some point, the minigun would start to shake/ spasm in a strange manner when running, the barrels would not start to rotate in both normal and upgraded state and the triple minigun mod would not come to normal when I deselect the upgrade unless I shoot and activate the weapon special key.
Keep up the amazing work!❤️

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ProfessorExistential Author
ProfessorExistential - - 468 comments

Thanks for the feedback. I really appreciate it!
That slow mo idea sounds really fun, I'll think about how to implement it.
When you say you were "running" does that mean in tactical mode?

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Random_DOOM_Player
Random_DOOM_Player - - 23 comments

Nope, I was in normal mode, tho I will check If the same issue happens in tactical mode aswell

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Random_DOOM_Player
Random_DOOM_Player - - 23 comments

Update on the bug: right now Im on the weapon testing map and Ive noticed that the previous bug where the barrels would not start to rotate in both normal and upgraded state and the triple minigun mod would not come to normal when I deselect the upgrade unless I shoot and activate the weapon special key has somehow dissapeared. But Ive found the other bugs regarding the minigun and the upgrade:
- When I run and the minigun barrels are spinning, the whole minigun starts to shake as previously mentioned, but when the barrels are not spinning and Im running, everything is fine.
- When the triple minigun upgrade is equiped and I start to kick ( regardless if Im just sitting in place and kicking or running and kicking ) the 3 barrel configuration disapears and comes back to the normal minigun mode, but as soon I press the key to spin the barrels, the 3 barrel configuration pops back again.
- And the minigun bug is not present in the Tactical Mode.
Im going to run some further tests to see if there are other bugs whilst am am on the weapon testing map to keep you updated.
Also, I love the changes to the Tactical Rifle! ( is one of my favorite weapons, animation and movie reference wise ) ;)
Edit: Found the following bugs.
- Dual-wielding the Assault Rifles while running and kicking, makes the guns to start shaking.
- When running and kicking with the Flamethrower, the sprites of the weapon change to the Mancubus Flamethrower ones, after the jump is made, the Flamethrower sprites come back to normal.
- In both Extermination Day and the Hell on Earth Starter Pack , when in the hangar/garage on the first map, the laser-pointer of the pistol destroys the switch that you are suppose to kick/damage in order to open the door, when pointed at the switch.
- When trying the iron sight of the Assault Shotgun, the feature is comporting strange. It enters the iron sight animation, but mid animation it comes back to normal and vice versa.
- The flashlight doesnt work when dual-wielding the revolvers, but as soon as you switch weapons, it activates.
- When using the motocycle in the weapon testing map, you can mouse steer in instead of using the A & D keys ( I dont know if its an intentional feature, tho its neat cause its easier to dodge stuff while fooling around in it, you can even do 180 degree turns in it xD )

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ProfessorExistential Author
ProfessorExistential - - 468 comments

Wow you found a few errors in Brutal Doom. Flamer, motorbike.

Assault shotgun: just tap the aim button, holding very shortly it makes strange behavior

Minigun and triple minigun errors. Fixed them all.

Laser thing I'm not sure how to fix as the laser dot is an actor impinging upon the target (otherwise the dot wouldn't show up when aiming at enemies). I can add a switch to turn off the laser at will later.

Dual rev I can't seem to fix, it has some strange behavior, even with grenade throwing and kicking (which I also had to disable).

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ProfessorExistential Author
ProfessorExistential - - 468 comments

Fixed flashlight and ADS Assault shotgun

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Sgt_Viktor_mark_III
Sgt_Viktor_mark_III - - 62 comments

Bro,Can you put the automatic rifle from PB for this Addon :3?

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Random_DOOM_Player
Random_DOOM_Player - - 23 comments

Update on the possible functions of the D-Eagle and Colt:
The standard D-Eagle magazine ( on the Mark XIX variant ) could carry 8 rounds of .44 and .41, and 7 rounds of .50 AE, 440 Cor-bon and 429 DE. Well the difference of ammo capacity between the Magnum and D-Eagle would be 1-2 rounds, but hey, in the thick of the action every round count am I right? ;)
The Colt 45, uses the standard .45, and can use a good variety of other ammo types, the only worth ones to mention beeing the .357 Magnum and .44 Special with the same ammo capacity of the Magnum, 6 shots.
Now, remember about the possible option in the BD settings to select what weapons to use as primarys when u Pick them up? I thougt it would be a good thing since we had that issue with too many shotguns in slot 3, and would prevent bunching a lot of weapons in other slots as the mod progresses.

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Addontester
Addontester - - 478 comments

why in some frames in the reload there some thing that is not in the revolver design?

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Ghastly_Tekh_Fish
Ghastly_Tekh_Fish - - 51 comments

Um hey ProfessorExistential can you make Doomguy feet to be shown like in Project Brutality or even in gordo.n addon it would really be cool to see his legs

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Addontester
Addontester - - 478 comments

into this weapon mod? or something?

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Ghastly_Tekh_Fish
Ghastly_Tekh_Fish - - 51 comments

more of a sub-addon-ish kinda thing i mean gordo.n did this in his mod and so did Painkiller's Project brutality

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Addontester
Addontester - - 478 comments

ah okey

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mooglemog_
mooglemog_ - - 48 comments

Can anyone port the Carbine to bdv21 full auto?

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ProfessorExistential Author
ProfessorExistential - - 468 comments

Done

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Guest
Guest - - 689,587 comments

Say, is it possible that we could see a "Triple-Barrel Minigun" for this addon someday?

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Tomiechan
Tomiechan - - 162 comments

I love you thank u

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goingposta1
goingposta1 - - 110 comments

the revolver for some reason doesn't fire. it ackowleges that it has ammo but fires as if its out of ammo and it doesn't reload. im looking into it again to see if I might have overlooked somthing

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goingposta1
goingposta1 - - 110 comments

yea even if I try to reload it just spins the chamber so it wont fire just clicks pressing the secondary fire puts it in a stuck animation of whatever its trying to do. so it seems I cant the revolver for now

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Ghastly_Tekh_Fish
Ghastly_Tekh_Fish - - 51 comments

maybe it's a bug?

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ProfessorExistential Author
ProfessorExistential - - 468 comments

It's a bug. I'll fix it tonight. It must have happened when I needed with the starting ammo

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Ghastly_Tekh_Fish
Ghastly_Tekh_Fish - - 51 comments

Go ahead man take your time.

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goingposta1
goingposta1 - - 110 comments

I’ll continue playing this and see if anything else stands out . Hopefully nothing else hinders gameplay wise

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ProfessorExistential Author
ProfessorExistential - - 468 comments

Thanks alot. Check the unload/reload behaviour of the pistols and rifles (that was the major changes this update)

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goingposta1
goingposta1 - - 110 comments

ooookay so after playing around for a bit I used cheats to use all the weapons and the revolver fires and reloads so when I started a new game and grabbed a spawned revolver on the 2nd map it does the same thing it doesn't fire like it was doing before

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ProfessorExistential Author
ProfessorExistential - - 468 comments

Ok fixed, uploaded replacement which fixes revolver reloading

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goingposta1
goingposta1 - - 110 comments

secondly the LMG or heavy machine gun and the minigun its ammo counter number doesn't change when the both guns fire in other words you wont know how much ammo you have left before you run out. the hud I was using when I was testing this out was the catvisor so that might have something to do with it. As for the tactical rifle sometimes when you switch back and forth to it it does its animation when you pick it up the first time. it also has no ammo counter as well but it doesn't run out of ammo as well but it does detect when you empty its clip and it still reloads. the bfg 10k, the mancubus flame cannon is also buggy. has also no ammo counter as well. some of these errors might be caused by the catvisor hud as well so I might have to take off the catvisor before I run this again

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ProfessorExistential Author
ProfessorExistential - - 468 comments

ammo not showing up is a visor issue (a few visors have this issue).
I have fixed the tactical rifle animation

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goingposta1
goingposta1 - - 110 comments

Okay the revolver is functioning normally now. But now I have to find a custom visor that doesn’t break compatibility to your mod I just might not use anything at all plus I wanted to try out the tactical rifle as well and see if that’s not buggy either

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ProfessorExistential Author
ProfessorExistential - - 468 comments

Cool. The UDV visor works for me (I use alt B version). I will try to fix the ammo compatibility

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ProfessorExistential Author
ProfessorExistential - - 468 comments

I have made an edited visor combining CATS and UDV (and own sprite edits) so it works in this mod. It's a bit sloppy, so you might not like it.
Moddb.com

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ProfessorExistential Author
ProfessorExistential - - 468 comments

Triple-Barrel Minigun upgrade added. Enjoy (it will eat your ammo quickly)

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Ghastly_Tekh_Fish
Ghastly_Tekh_Fish - - 51 comments

Holy S++t!! Awesome

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kaviarmackan
kaviarmackan - - 210 comments

You can shoot during the charging handle animation of the Assault Rifle when reloading. The Tactical Rifle uses the normal reload sound immediately when reloading it doesn't match with the animation at all.

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ProfessorExistential Author
ProfessorExistential - - 468 comments

fixed and fixed. New Version uploaded with ALOT of updates!

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