Some weapons straight from VietDoom to Brutal Doom v21.
Now with optional iron sights!
I have ported most of the completed weapons from SgtMarkIV's VietDoom to Brutal Doom v21, since it seems that no one else have done any similar yet.
This little pack contains the following guns:
- M-16A1 (M16)
- M-14 (M14)
- AK-47 (AK47)
- SKS (SKS)
- PPSh-41 (PPSH)
- MAT-49 (MAT49)
- M3A1 (M3A1)
- UZI (UZI)
- M1911 A1 (M1911)
- Scoped Mosin-Nagant (Mosin)
- M-21 (XM21)
- M60 (M60)
- Stoner LMG (Stoner)
- RPD (RPD)
- BAR (BAR) (added reloading feature)
- RPG (RPG)
- M79 (M79) (also with 00 buck shells)
- Ithaca (Ithaca) (also with incendiary shells)
- Flamethrower (Flamethrower3)
- C4 charge (C4Item)
- Claymore mine (ClaymoreItem)
- Binocular for napalm and artillery strikes (Binocular)
With the 2.0 version some optional iron sights and realism sub-addons are also available - with Sgt. Hartman taunts for the Hardcore version!
Changelog:
v 2.1:
- Fixed a bug that rendered the binocular unavailable (Now in slot 9)
- Added a small VietDoom Addon splash logo
v 2.2:
- New, HD iron sight sprites added for almost every weapon
- Disabled crosshair while in ADS mode
- Increased spread and recoil for hardcore mode
- Minor fixes in code
Please read carefully the included manual!
A suggestion for whenever V2 comes out, maybe make an M60 replacer for the LMG?
Yeah, sure thing. I was also thining about the same. Anyway I'm already working on a complete replacer/spawner system. However the balancing is probably not gonna be perfect...
you can always just make it as fun as possible
Does this function without Brutal Doom or does it actually require Brutal Doom to play? I'm a fan of SgtMark's maps and his work so far on Vietdoom, but I kind of find Brutal Doom unpleasant to play. I would like to use the Vietdoom weapons in other wads though, but not if it's being forced together with Brutal Doom.
I don't think that it would work that way. Most of the refered codes and actors are burried deep into BD. Maybe you should try purist mode, but I don't know how does it work together with the NAM weapons. When I ported them I kept the realism mode in focus.
Got ya, I'm going to download it anyway and see if I can just rip the weapons and their scripts and package it into a way that is compatible with vanilla Doom. Thanks for doing the bulk of the work though.
Maybe you should try to eliminate everything related to the NPCs first. I would rather start to "diminish" BD21 itself rather than trying to rip the necessary parts.
Thanks a lot!
Can you do the same with Sgt Mark's MEATGRINDER weapons?
To be honest I haven't even checked those. But as I've seen they are with vanilla gloves and at the moment I don't really feel like editing those sprites.
Yea, I'm just realising your mod is not just a replacement for the BD guns anyway.
I'm looking for someone to make a guns only version of MEATGRINDER. That way we could use it together with BD21 monsters only, and thus kinda enabling locational damage for that MEATGRINDER mod (or just have a Brutal doom with much stronger weapons, to play with harder mods like overkill version of MOC or something)
I think It's bugged for me. When archiving some mg's through the spawner system my BD rifle can't be accessed anymore and when running above some dropped ones I don't get any new ammo for the NAM ones. Also I get a strange sprite animation everytime I press reload on those guns (and unfotunately I have +reload and +use on the same button on my setup)
edit:
Seems like the wrong animation is only when the gun is empty. I can live with that.
The assault rifle has been removed from the keyconf, so basically it is intentional.
The ammo issue is new for me, I will investigate.
The full gun reloading stuff is inherited from the VietDoom itself.
Anyway, thanks for the report.
There is also something wrong with the RPG, sometimes it tends to crash the whole GZDoom, when it feels like. I have managed to fix one of the suspected issues but still happens rarely...
So, i did what you said, playing game in Tactical mode, but for me there is no VietDoom weapons for some reason. I mean, when game starts then i get the standart Brutal Doom assault rifle, but when i select fists then the rifle is gone, and i can't select it. After that, when i kill few enemies, they drop only the shotgun ammo but not the weapons themselfs. So, the only way to have these weapons is to use a cheat code, because without it i can't get any of VietDoom weapons at all. So yeah, i hope that you can fix it, or else this mod is unplayable, for me at least.
I would really appreciate if you people would read the description. The assault rifle is gone for reason because I couldn't remove it from the starting loadout properly.
You should play for more than 2 minutes and then you would see that VietDoom weapons are spawned INSTEAD of the common weapon pickups. Enemies are only dropping ammo (and pistol zombies M1911s to have something to start with).
I DO read the description. I played a half of Knee-Deep in the Dead and i didn't found any weapon from VietDoom. So yeah, i wouldn't complain about it, if it worked.
Have you checked the place where a shotgun should be found on E1M1? There should be an UZI/PPSh/M3/MAT49. Also, on E1M2 outside in the place of the chaingun an SKS/AK/M16/M14 is placed randomly by the replacer script. It may be hard without the enemy weapon drops. But the immersion is better if the high-tec future spacemarine zombies don't drop guns from the 60s.
Plasma rifle is replaced by random machine guns and rocket launcher is with RPG or GL. SSG with sniper rifles or Ithaca, but doesn't matter on Ultimate Doom at the moment.
Nevermind. I fixed it. All i did previously is just droped all files in to skins folder, inside Zandronum folder and that is why thid addon didn't worked. But when i loaded it via bat file, then it worked. With known bugs and glitches, but it worked. Also i noticed that, if you press the reload button when your weapon is already loaded, then your ammo that you have with you, will starting to drain each time you press reload button. Also, it would be better if we could start the game with pistol or with M16, instead of BD assault rifle.
Did You know that the napalm and artillery works outside the maps
I mean i tested both in map 10 and 3 of biowar wad and it worked perfectly
How did you try it? This .pk3 doesn't contain the binocular.
Are you still gonna make the FG42 with scope?
Not really a priority. Maybe someday, but I'm working on something entirely different right now.
How to run this mod for OG/Vanilla Doom?
You can't. The code heavily relies on BD's.
This is a great mod, any chance you could get the 1911 working with pistol spawns?
How do mean? What pistol spawns?
It seems like no matter what option I choose when I starting a new game, I either spawn bare handed or with the default BD pistol
That's intentional. If you're going with tactical mode (which is more than recommended) you have to pick up the fight for that .45.
Ahhh ok, I've been using your mod with an enemy replacer (left 4 doom game play mod Forum.zdoom.org) so that's why I thought It may have been a mistake. I can just spawn a pistol on start anyway using the console so all good, thanks
I love all this work
Thanks!
It seems that the upcoming VietDoom release is gonna inculde claymore mines. Of course I'll do my best to implement the latest features ASAP.
It's cool, but does it support Zandronum?
I don't know. I have little interest in Zandronum.
This addon is amazing! Id be cool if you could use ironsights, but other than that, this is a clean 10/10!
Thanks. Ironsights are not included in VietDoom itself, therefore I couldn't port such a thing to Brutal Doom. But I was already thinking about to create an optional addon for this feature.
Cant wait for this addon! Amazing work!
The whole addon is gonna be released overhauled by Christmas. Currently I'm struggling with some bugs related to the MG ironsights - which should be avalilable only if the bipod is deployed.
A Sergeant Mark IV mod crossover, amazing work!
Would it be difficult to create a version for project bruatality on my own or are the codebases too different?
This comment is currently awaiting admin approval, join now to view.
Hiya Thorir. I am a huge, huge fan of your mods thus far. I had a small request, provided you have the time: I wonder if you would be able to recreate (for Brutal Doom, of course) some of the weapons featured in the first two Terminator films*.
(*I think you might have already done the M1887 shotgun and the Uzi 9mm, but I'm not too sure at the moment)
Some examples:
AMT Hardballer .45 Longslide with laser sighting
Armalite AR-18
Sawed-off Ithaca 37 12ga
Remington 870
And of course the "Phased Plasma Rifle in the 40w range" (lol)
I understand that you have a scarce amount of time which you can devote to modding, so I will completely understand if you can do none of this at this time. If nothing else, thank you for your consideration.
-Sleibhin
Believe it or not, like 6 months ago I started tinkering on a Terminator firearms related mod. I can't promise anything but wanted to let you know that I definitely have something very similar in my mind! :)
Thorir, you're the guv'nor.
SIIIIIIIIIIIIIIIICK
Basically it's done. All I need to do is adding some replacer scripts for the weapons. Plenty of (dynamic) one-liners are also included. (Guns: .45 long-slide, UZI, SPAS12, M1887, M16A1, Pulse Rifle, M79, Phased Plasma Rifle, Heavy Plasma Cannon)
OMG. You are definitely a real one. AND you added motorcycle riding. *virtual fist bump with extra respect*
Motorcycle riding was already included in Brutal Doom itself. I just added the ability to shoot Terminator-style while riding.
Hey, it shows you respect the overall aesthetic.
Frankly these sprites aren't mine, I just tinkered around them a bit, put a piece of code behind it to make it work... That's why the crediting itself will take considerable time. But we are almost there, the whole addon is basicaly complete, just needs a little testing and polishing.