This patch has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest patch.
Many bug fixes and a lot of polishing to Brutal Doom's mechanics and visuals. Hotfix #10: Reverted the pistol fire-rate back to standard BD, you can fire as fast as you can click the button. Removed lines to heal the baron and baronboss 200 hitpoints every time it sees the player (blursphere). Fixed a mistake with the flashlight in previous version. Hotfix #9: Merged Grim96's fix for the ammodropper crashing GZDoom. Sped up all the dual fire rates to only be 1 tic slower than the single weapon firerate (or else the left weapons goes nuts when the right runs out of ammo). Fixed the error when checking if there is enough ammo to fire the dual weapons (Zodomaniac's find). Fixed the bike's headlamp. Added lines to remove zoom and light amp when exiting vehicles.
Load Order: (you have to use a launcher you are loading more than one mod)
-IWAD (doom, doom2, etc)
-map wad if applicable (Scythe, Hell Revealed, etc)
-brutalv21
-bd21.0.4expansion_0603
// Brutal Doom v21 BLOODWOLF Expansion
//
// Authored by BLOODWOLF
//
// v21.0.4 06/03/2020
//
// Graphics Folder: Modified the vehicle start-up messages to detail the new controls
// Sprites/Vehicles/Weapons: Created a green, yellow, and red variant of the turret & tracks orientation diagram to represent damage level
// Modified the mech Hud (all text is now drawn through it's Hud script and created a blue, yellow, and red armor diagram
// Sprites/Items Folder: Used the SOULA0 sprite for the BDSLA0 sprite to represent the Unmaker SoulAmmo
// Used the FATBA7A3 sprite for the HMLRA0 sprite to represent the HellishMissileLauncher ammo
// Sprites/Weapons Folder: Created a new CLIPC0 pistol magazine sprite (smaller laying on side)
// Created a new GSLNA0 sprite (red fuel jug) updated 04/20/2020
// Updated the AmmoMagnum and AmmoMagnumBox sprites from BDRebalance
// All new axe sprites created by Squig and mirrored versions for continuous swings
// All new DragonSlayer sprites
// Sprites/Debris Folder: Created new white-glass sprites (from Hexen) to be used for the BDGlassShard actor
// Sounds Folder: Broke-up the TANKRE sound effect into two sounds to allow for separate eject and reload sound effects
// Modified the Unmaker start and loop sounds to be used for the mech's small laser sound effect
// <all weapon files>: Adjusted all weapon flags and made minor tweaks for consistency
// Changed dual wield fire rates to be 1 tic slower than single-weapon fire rates 06/02/2020
// +AmmoDropper.txt: Updated to be able to drop all ammo types (except nukes), health, and armor bonuses
// Grim96's fix for deselecting the ammodropper causing a crash on GZdoom 06/02/2020
// +Axe.txt: Changed throw frames to that of the grenade throw (different hand sprites)
// +BFG10k.txt: Created a BFG10K_BallDM and a check for DMGame in the Fire state updated 04/20/2020
// +ClassicWeapons.txt: Changed A_Saw() damage to 1 instead of 3 04/20/2020
// DEFAULTWEAPON.txt: Changed TossGrenade state to GoTo "GoingToReady" if there is no ammo
// Created a BerserkSlide state for a berserk variant of the slide kick
// ***Removed the flashlight source projectile (kept turning the screen all white while player was moving)***
// +Explosives.txt: Modified the TankShell actor's sprite and properties for more realism
// Increased GrenadeMissile's damage to 150 (like the ShortGrenade)
// +Flamethrower.txt: Changed the flamethrower to only give 100 ammo on pickup
// Added ammo checks in fire state that jump to DryFire before every TakeInventory("Gas", X)
// +GrenadeLaunch.txt: Removed the 1 degree of spawn offset horizontal from the AltFire projectile
// Grenades.txt: Increase maximum grenade damage to 200 within 160 map units (5 yards) and progressively less out to 480 map units
// Melee.txt: Created a BerserkSlide actor variant of the SlideAttack
// Mp40.txt: Changed the buzzsaw to only give 100 ammo on pickup
// Plasma.txt: Changed AltFire state to jump over Goto NoAmmo if ammo is 10 or more instead of 11
// Railgun.txt: Fixed the railgun jumping back to Ready3 with no ammo in the magazine and keeping zoom and light amp 05/06/2020
// Rifle.txt: Changed the tactical warm-up sound to "Reloading" instead of "DryFire"
// SSG.txt: Fixed the SSG taking 2 shells and reloading both barrels if only a single barrel was reloaded previously
// +SubMachinegun.txt: Changed the TNT1 A 1 frame to a SMGG A 1 frame in the DualWield state (flickering)
// +Unmaker.txt: Modified the laser to be more potato-computer friendly (based off the mech laser)
// Weaponspawners.txt: Added MP40Spawner to ChaingunSpawnerReplacer
// Moved NukeLauncher into BFGReplacer and adjusted probabilities
// Created FakeMachinegunSprite and adjusted MachinegunSpawner Stay state (purist)
// Ammo.txt: Created an AmmoCellPackReplacer actor and moved AmmoNukeBox into it
// Moved magnum round ammo spawners into replacer actors for shells and shellbox
// Added the Mauser9mm ammo as a possible spawn in ClipSpawnerReplacer
// Added the BuzzsawAmmo as a possible spawn in the ClipBoxSpawnerReplacer
// Created an Inventory.Icon for SoulAmmo and MiniHellRocketAmmo
// Several modifications to the vehicle ammo items and counts
// Corrected SpawnID's so that ammo will respawn online
// Created an AmmoRocketReplacer to allow a grenade to spawn in place of a single rocket rarely 04/20/2020
// Artifact.txt: Corrected SpawnID's
// Health2.txt: Corrected SpawnID's
// <All Monsters>: Adjusted DamageFactor and PainChance values updated 04/20/2020
// Changed the cruelty bonus spawn velocities from random(-2.5, 2.5) to frandom(-2.5, 2.5) (truncation errors in GZDoom)
// Baron.txt: Removed lines to heal the baron and bossbaron 200 hitpoints every time it sees the player 06/03/2020
// Belphegor.txt: Adjusted headshot actors to spawn at the monster's radius +1 (so the box would be shootable)
// Cacodemo.txt: Added A_Stop to the start of Missile state (for pain.avoid behavior)
// Commando.txt: Removed Clip spawn from fatality death and duplicate GiveInventory("SoulAmmo",...) from Death.PussyGrab state
// DyingGuys.txt: Added a Death.Saw and Death.Cut to PoorPinkyLostHisArm actor
// Juggernaut.txt: Added A_BossDeath to death state when monster replaces a Mastermind and adjusted size, health, and mass to match the Mastermind
// +LostSoul.txt: Added A_Stop to the start of Missile state (for pain.avoid behavior)
// +MonsterSpawner.txt: Created a random MonsterSpawner Actor for my BrutalBattlefield map wad
// +Motherdemon.txt: Adjusted monster speed and animation frame times of all states
// Changed the MotherBall to be a seeking fireball
// MotherFire attack now dies after it's spawn animation instead of looping forever
// Changed the SuperMotherBall to be a large fireball that spawns many MotherBalls on death
// Monster now heals one hitpoint every 32 tics and can raise other monsters like an Archvile
// Added A_Stop to the start of Missile state (for pain.avoid behavior)
// PainElemental.txt: Added A_Stop to the start of Missile state (for pain.avoid behavior)
// +SpecialDoom1Bosses.txt: Adjusted hitboxes and headshottarget spawns to match the actual rendered sprites
// Volcabus.txt: Adjusted headshot actors to spawn at the monster's radius +1 (so the box would be shootable)
// Added in missing pain and death state labels to prevent turning into a Mancubus
// +ZombiemanVariantions.txt: Adjusted Head and Legtarget spawns
// +Head_Sys.txt: Adjusted damagefactors and a_explode damage values
// Created a GreatCybersHitbox actor to match the size of the E2M8 sprite's head
// +Leg.txt: Adjusted damagefactors and a_explode damage values
// +BDDebris.txt: Created a BDGlassShard actor
// +Casing.txt: Added +NONETID and +CLIENTSIDEONLY to any SFX that were missing them
// +Fire.txt: Added +NONETID, +CLIENTSIDEONLY, and +NOINTERACTION to any SFX that were missing them
// +Fireworks.txt: Added +NONETID, +CLIENTSIDEONLY, and +NOINTERACTION to any SFX that were missing them
// +Flares.txt: Created a WhiteFlareMedium actor for the megasphere
// +Particles.txt: Added +NONETID, +CLIENTSIDEONLY, and +NOINTERACTION to any SFX that were missing them
// Puff.txt: Changed RevoPuff to DamageType HeavyImpact (barrels are resistant to Kick damagetypes)
// +Smoke.txt: Added +NONETID, +CLIENTSIDEONLY, and +NOINTERACTION to any SFX that were missing them
// +Sparks.txt: Added +NONETID, +CLIENTSIDEONLY, and +NOINTERACTION to any SFX that were missing them
// +Lamps.txt: Removed +LOOKALLAROUND flags and combined Spawn1 and Spawn2 states
// +MapSpecificDec.txt: Removed +LOOKALLAROUND flags from BigFire and SpecimenTank actors
// Changed health of barrels and specimentanks to 20 instead of 100
// Set destroyable actors to inherit from BDdestroyabledecorative (friendly marines killme spawns were breaking lamps)
// +Torches.txt: Removed +LOOKALLAROUND flags from actors that had the flag but never called A_Look and didn't need it
// Added a spawn2/stay2 state for when the player is out of sight for performance
// ArtilleryTank.txt: Added a Pain.Repair state to PlayerArtilleryTank that heals and reloads the player
// Several edits to attack states to allow for online play
// Added lines to remove zoom and powerlightamp on vehicle exit 06/02/2020
// Bike.txt: Created the Flash states to give it a working headlamp. Updated 06/02/2020
// Changed the BikeMorpher back to using the BDTank enter/exit scripts instead of the HMG to get rid of the teleport fog. 06/02/2020
// EnemyTanks.txt: Updated the enemy vehicles to have similar attacks and properties as the player vehicles
// +EEEVILLL.txt: Updated painchance and damagefactors. 05/03/2020
// +HeavyMachinegun.txt: Added Health 100 to HMG actor so that it could be destroyed
// Several edits to attack states to allow for online play
// Helicopter.txt: Added a Pain.Repair state to the PlayerAttackHelicopter that heals and reloads the player
// Several edits to attack states to allow for online play
// Added lines to remove zoom and powerlightamp on vehicle exit 06/02/2020
// Mech.txt: Added a Pain.Repair state to the PlayerMech that heals and reloads the player
// Created new Hud sprites and removed the mortar states from MechGun
// Changed the MechGun's Machinegun state to imitate the minigun weapon
// Changed the MechGun's Laser to imitate the Unmaker laser
// Several edits to attack states to allow for online play
// Added lines to remove zoom and powerlightamp on vehicle exit 06/02/2020
// +Repairs.txt: Created a DestroyedArmoredVehicleTemp and DestroyedAirCraft actor that animates for 70 tics then stops for vehicle deaths
// Tank.txt: Added a Pain.Repair state to the PlayerTank that heals and reloads the player
// Several edits to attack states to allow for online play
// Added lines to remove zoom and powerlightamp on vehicle exit 06/02/2020
// +COMMANDS.txt: Updated Script 396(Ammo Dropper) to display the quantity of all ammo types (except nukes), health, and armor
// Created Script 395 to decrease player health by 5 for the healthbonus dropper
// +doomdefs.bm: Added missing brightmaps
// GLDEFS.txt: Added dynamic lights to any player or enemy projectiles that were missing them
// Tinyburningpiece actors now give off light
// KEYCONF: Moved the NukeLauncher to Slot 7 ahead of the BFG's
// Reordered the shotguns 04/20/2020
// +Modeldef.BDVehicles Adjusted model scale, ZOffset, and fixed ZombieArtilleryTank turret
// VEHICLECONTROL.txt: Several edits to the vehicle HUDs
//
// v21.0.3patch 08/25/2019
//
// Sprites Folder: Slightly blurred the vehicle Hud images(transparency) and changed tank crosshair
// Added black gloved version of motorcycle Hud by JMartinez2098
// Added corrected LH MP40 reload sprite (without charging handle) by JMartinez2098
// Modified and created new DragonSlayer frames for vertical and horizontal attacks
// Created new DragonSlayer frames for vert and horz powered-up attacks
// Modified the offsets and zoom-level of a few revolver sprites
// Changed the AXE1A0(weapon drop) frame to the new axe sprite
// Created purple sprites for the dragonslayer projectiles in Flames, Flares, Particles, and Explosions folders
// +Brightmaps Folder: Created brightmaps for the cruelty armor and health bonus pickups
// Player.txt: Removed ACS_ExecuteAlways(171,...) lines from Arachnotron2 fatalities
// Removed ACS_ExecuteAlways(582 & 583,....) lines from Arachnotron2 fatalities
// +Executions.txt: Modified first-person executions to spawn HealthCrueltyBonus2
// +AssaultShotgun.txt: Sped-up reload animation and added two more A_JumpIfInventory("Kicking",1,"DoKick")
// added a A_JumpIfInventory("HasUnloaded", 1, "PutMag") in Fire state
// +DEFAULTWEAPON.txt: Replaced all CrueltyBonus and FatalityBonus spawns with new version
// +DragonSlayer.txt: Created new states for vertical and horizontal attacks
// +DragonSlayer2.txt: Created a powered-up version of the DragonSlayer for when the user has the Berserk powerup
// +DualMP40.txt: Removed 3rd EmptyClipSpawn line
// -GrenadesPatch.txt: Deleted
// +Grenades.txt: Added in changes from GrenadesPatch.txt
// +Machinegun.txt: Added two checks for kicking during GrenadeReload state & increased NoAmmo2 state time to 10 tics
// Melee.txt: Removed ACS_ExecuteAlways(310,...) from StealthAttack state (forcing pistol select)
// +Revolver.txt: Created a RevolverBrass actor which is a scaled up version of EmptyBrass
// Created a SpentRound actor to track the number of spent rounds in the cylinder
// Set Revolver to use the new AmmoMagnum ammo
// Broke up InsertingShellsAnimation state into EjectBullets and InsertingBulletsAnimation states
// Added "Fan The Hammer" AltFire states
// Many other edits to make the weapon function intuitively
// +Revolver2.txt: Broke up the InsertingShellsAnimation state into EjectShells and InsertingShellsAnimation states
// Added "Fan The Hammer" AltFire states
// Changed the projectiles fired to that of the pump-action shotgun
// Many other edits to make the weapon function intuitively
// Rifle.txt: Moved A_TakeInventory("Reloading",1) before the jump to TurboReload in Reload state
// WeaponSpawners.txt: Created a ShotgunSpawnerReplacer allowing the Revolver to spawn 1/256 of the time
// Added a 1/256 chance for the NukeLauncher to spawn in the RLSpawnerReplacer
// Created a ChainsawSpawnerReplacer allowing the DragonSlayer to spawn 1/256 of the time
// Or the BrutalAxe to spawn 16/256 of the time in place of the chainsaw
// Ammo.txt: Created AmmoMagnum, AmmoMagnumBox, and AmmoNukeBox actors
// Created a ClipSpawner, ClipBoxSpawner, and RBoxSpawner actors to allow new ammo types to spawn
// Health2.txt: Changed frames of CrueltyBonus spawns to use new sprites
// Removed CrueltyBonus actors and renamed FatalityBonus actors to Health/ArmorCrueltyBonus
// +Archvile.txt: Replaced all CrueltyBonus and FatalityBonus spawns with new version
// -BaronPatch.txt: Deleted
// +Baron.txt: added in changes from BaronPatch
// Replaced all CrueltyBonus and FatalityBonus spawns with new version
// -BelphegorPatch.txt: Deleted
// +Belphegor.txt: Added in changes from BelphegorPatch.txt, changed health to 2300, and mass to 1900
// +Cacodemo.txt: Replaced all CrueltyBonus and FatalityBonus spawns with new version
// +Comando.txt: Replaced all CrueltyBonus and FatalityBonus spawns with new version
// added in missing GiveToTarget("SoulAmmo",10) in death states
// +Cyberdemon.txt: Replaced all CrueltyBonus and FatalityBonus spawns with new version
// Changed wandering legs to die after the See state and removed A_Scream and A_BossDeath lines
// +Demons.txt: Replaced all CrueltyBonus and FatalityBonus spawns with new version
// +DyingGuys.txt: Replaced all CrueltyBonus and FatalityBonus spawns with new version
// +Imps.txt: Replaced all CrueltyBonus and FatalityBonus spawns with new version
// -JuggernautPatch.txt: Deleted
// +Juggernaut.txt: Added in changes from JuggernautPatch.txt and increased rocket firing rate
// -KnightPatch.txt: Deleted
// +Knight.txt: added in changes from KnightPatch
// Replaced all CrueltyBonus and FatalityBonus spawns with new version
// +LABGUY.txt: Replaced all CrueltyBonus and FatalityBonus spawns with new version
// added in missing GiveToTarget("SoulAmmo",10) in death states
// Removed non-existant jump to "AcidGuy"
// added in missing "BloodyAxe" spawn in GroundExecution
// -MancubusPatch.txt: Deleted
// +Mancubus.txt: Added in changes from MancubusPatch
// Replaced all CrueltyBonus and FatalityBonus spawns with new version
// -MastermindPatch.txt: Deleted
// +Mastermind.txt: Added in changes from MastermindPatch
// Replaced all CrueltyBonus and FatalityBonus spawns with new version
// +Nazis.txt: Added in missing GiveToTarget("SoulAmmo",10) in death states
// Slowed movement by making the walking frames last for 2 tics instead of 1
// Fixed StealthKill state to allow for Nazi stealthkills
// +PainElemental.txt: Replaced all CrueltyBonus and FatalityBonus spawns with new version
// -RevenantPatch.txt: Deleted
// +Revenant.txt: added in changes from RevenantPatch
// Replaced all CrueltyBonus and FatalityBonus spawns with new version
// -SergeantsPatch.txt: Deleted
// +Sergeants.txt: Added changes from SergeantsPatch.txt
// Replaced all CrueltyBonus and FatalityBonus spawns with new version
// Added in missing GiveToTarget("SoulAmmo",10) in death states
// Removed A_NoBlocking from GroundExecution state (double item drops)
// Removed A_NoBlocking from Death.ExplosiveImpact and added it to BlownAwayRight and Left (double item drops)
// -SpidersPatch.txt: Deleted
// +Spiders.txt: added in changes from SpidersPatch
// Replaced all CrueltyBonus and FatalityBonus spawns with new version
// -Spiders2Patch.txt: Deleted
// +Spiders2.txt: added in changes from SpidersPatch, set health to 1100 and mas to 875
// Replaced all CrueltyBonus and FatalityBonus spawns with new version
// +Ubersoldat.txt: Added in missing HealthCrueltyBonus spawn for Death.Fatality state
// Added in missing GiveToTarget("SoulAmmo",10) in death states
// -VolcabusPatch.txt: Deleted
// +Volcabus.txt: Added in changes from VolcabusPatch, set health to 1400, and mass to 2300
// Replaced all CrueltyBonus and FatalityBonus spawns with new version
// Added Pain.Kick and Death.ExtremePunches states (was using Mancubus inherited states)
// -ZombiemenPatch.txt: Deleted
// +Zombiemen.txt: Added changes from ZombiemenPatch.txt
// Replaced all CrueltyBonus and FatalityBonus spawns with new version
// added in missing GiveToTarget("SoulAmmo",10) in death states
// Removed A_NoBlocking from GroundExecution state (double item drops)
// +BURN.txt: Replaced all CrueltyBonus and FatalityBonus spawns with new version
// +DEAD.txt: Removed fatality and crueltybonus spawns from dyingcomando and dyingrevenant (already awarded in death states)
// +PUFF.txt: Changed RevoPuff to DamageType Kick (headshot actors resist explosiveimpact damage)
// ArtilleryTank.txt: Copied the Tank actor's TurnLeft/Right, TurnLeft2/Right2, CheckifStillMoves, and Stay states then changed frames
// Created AltFireLeft and AltFire2Left states
// Bike.txt: Duplicated the Helicopters enter, exit, and LightEnd states in the bike actor
// Created TurnRightPedal and TurnLeftPedal states and reduced speed of bike when pedaling
// Several edits to how much speed is gained/lost in various states for realistic behavior
// +EnemyTanks.txt: Added in changes from EnemyTanksPatch.txt
// -EnemyTanksPatch.txt: Deleted
// Helicopter.txt: Created a HeliRestart token that is given if exiting fails causing attackhelicopterGun to go back to Ready state displaying the Hud again
// Tank.txt: Adjusted speed of the Tank to only be a little bit slower than the ArtilleryTank actor
// +Cruelty.bm: Assigned brightmap images to their specific frames
// DemonMorph.txt: Changed to give "GiveArmor" actor to player on unmorph/morphed level change (couldn't go over 200)
// DemonRunesPatch.txt: Took away the PICKUP flag from BaronPlayerPatch actor
// Created DRRPatch, PowerMorphRevenant, and RevenantPlayerPatch(removes PICKUP flag) actors
// Added DamageFactor "Slime", 0.0 and "Lava", 0.0 to Baron and Revenant player classes
// Created D4BaronHUDPatch and D4RevenantHUDPatch with A_Refire in each attack state so that can fire can be held down
// Allowed the Baron melee attacks to alternate between left and right hand attacks
// Reduced the Revenant primary attack to fire only four missiles in sequence instead of six
// +GLDEFS.txt: Created pulselight actors for cruelty pickups and added in missing frame for armorshard
// KEYCONF: Rearranged weapons to select the most powerful first and the weakest last
// +language.enu: Created a few more weapon pickup messages with their corresponding slot numbers
// +SNDINFO.BD: Created entries for IGNITE DSSKEATK and EXTINGUISH DSFLAMST for the DragonSlayer
// VEHICLECONTROL.txt: Changed to give "GiveArmor" actor to player on vehicle exit (couldn't go over 200)
// Added TakeInventory("PowerInvisibility",1): to HMG and Tank enter scripts
//
// v21.0.2 07/09/2019
//
// +FootSteps.txt: Added full-magazine starting ammo for all applicable weapons for non-purist classes
// +Rifle.txt: Removed redundant A_WeaponReady(1) from Fire and Fire2 states
// +DualPlasma.txt: Replaced turboreload state with an imitation of the dualrifle turboreload state
// -MeleePatch.txt: Deleted
// +Melee.txt: Added A_JumpIf(CheckClass("ExplosiveBarrel1",,) to CheckGrab and CheckGrab2 states
// Changed speed of melee attacks from the MeleePatch.txt (patching didn't work)
// +Mp40.txt Added Sprinting states to MG42
// Added a Tactical Mode check to DualWield state and a NoDual state to MP40
// Changed Reload state to GoTo Ready if there is no reserve ammo
// +Pistol.txt: Added a Tactical Mode check to DualWield state and a NoDual state to Pistol
// +Plasma.txt: Added a Tactical Mode check to DualWield state and a NoDual state to Plasma Rifle
// +Shotgun.txt: Changed Reload state to GoTo Ready instead of NoAmmo2 state when there is no reserve ammo
// Added a line to remove "ShotgunWasEmpty" in TurboReload states.
// +SSG.txt: Changed the Fire and AltFire2 states to jump to the Ready state instead of NoAmmo after firing in TacticalMode
// +SubMachinegun.txt: Added a Tactical Mode check to DualWield state and a NoDual state to SubMachinegun
// +WeaponsSpawners.txt: Normalized some of the fake sprite frames to fix sprite flickering
// -WeaponSpawnersPatch.txt: Deleted
// +Ammo.txt: Added a spawn state for Gas ammo that renders the gas can image
// Created a Nuke ammoicon that will display on the Hud
// BaronPatch.txt: Added DONTHARMSPECIES flag
// Belphegor2Patch.txt: Added DONTHARMSPECIES flag to prevent infighting
// +KnightPatch.txt: Added DONTHARMSPECIES flag
// +ArtilleryTank.txt: Created a new controls message specific to ArtilleryTank
// Added in missing zoomed states
// Added lines for BDATHUD script in Flash state
// Bike.txt: Set Bike actor to spawn 68 units to the player's right when exiting
// +ChaingunMarine.txt: Notated out ChangeFlag("Solid",1) lines in attack states
// +Helicopter.txt: Created a new controls message specific to Helicopter
// Moved TurnLeft & TurnRight states out of AttackHelicopterGun and into PlayerAttackHelicopter
// Created states for every possible 3D move
// Added many checks to Stay state to determine movement type
// Modified AttackHelicopterGun's Flash and firing states to emulate the tank actor
// Changed Missile to be triggered by the kick key
// +Mech.txt: Created a new controls message specific to Mech
// Added A_PlaySound(MECHWLK, 15) to MoveForward state
// +PlasmagunMarine.txt: Notated out ChangeFlag("Solid",1) lines in attack states
// +ShotgunMarine.txt: Notated out ChangeFlag("Solid",1) lines in attack states
// Tank.txt: Created a new controls message specific to Tank
// Added missing zoom states
// Added lines for BDTankHUD script in Flash state
// DemonMorph.txt: Removed unnecessary Delay()'s
// +KEYCONF: Arranged weaponslots to select the vanilla weapon first on key press and the most powerful weapon last
// +SNDINFO.Vehicles: Changed MECHWLK to use the DSHOOF sound effect
// VEHICLECONTROL.txt: Created BDTankHUD, BDATHUD, and BDHeliHUD scripts
//
// v21.0.1 05/30/2019
//
// Player.txt: Changed floor execution actors spawn xoffsets to 26 units in front of player
// Axe.txt: Replaced colored blood sprinting states (which were displaying no weapon sprite) with
// normal sprint state code and changed frames.
// DualRifle.txt: Updated to v21
// -ExplosivesPatch.txt: Deleted
// +MeleePatch.txt: Changed speed of melee attacks to simulate more realistic range/reach of attacks.
// +Saw.txt: Changed StartSprint state removing the lines that take away the blood on visor effects
// Added red, green, and blue variants of all sprinting states for tactical mode.
// WeaponSpawnersPatch.txt: Added patches for ShotgunSpawner, ShotgunSpawnerDroped, RailGunSpawner, BFG9000Spawner, BFG10KSpawner, and UnmakerSpawner
// that fix Spawn states to prevent double-sprite issues.
// Added MachinegunSpawnerPatch actor that gives the ClassicChaingun for purist mode and clip2, 20.
// +Artifact.txt: Added MorphToken Actor and set the DemonRuneMix to run the morph scripts
// -ArtifactPatch.txt: Deleted
// +Health2.txt: Set HeavyArmor back to 80% damage reduction
// BaronPatch.txt: Removed Health and Mass properties (fixed in v21)
// Belphegor2Patch.txt: Changed species to "Baronofhell"
// Changed fireball spawn height to 47 (half of sprite height) was going over player's head.
// MancubusPatch.txt: Added a height check before allowing a Volcabus to spawn.
// RevenantPatch.txt: Revenant now throws patched zombiemen actors who can cause 8-64 damage
// SergeantsPatch.txt: Changed spawn probability of SMGGuy from 128 to 64/256.
// VolcabusPatch.txt: Changed height to 83 so that headshot actors and volcabus-hitbox matches sprite dimensions.
// Adjusted headshot spawn heights to match sprite dimensions.
// -BURNPatch.txt: Fixed in v21
// +Bike.txt: Changed Enter and Exit scripts to use the HMG Enter/Exit scripts
// +EnemyTanksPatch.txt: Patched the ZombieHelicopter actor's death state to use "BDDisableCameraBig" instead of script 871 (no longer exists)
// +Tank.txt: Changed NoAmmo state frame to TNHD from TNT1
// DemonMorph.txt: Created World variable arrays for each player's health, armor#, and armorclass.
// Created MorphedLevelChange script that checks for the MorphToken if player exited while in demonform
// And returns that player's stats when entering the next level unmorphed.
// +VehicleControl.txt: Modified the GetVehiclePreviousHealth2, BDEnterHMG, BDLeaveHMG, BDEnterTank, and BDLeaveTank scripts to store and then return the player's armorclass
//
// RC10.2 05/17/2019
//
// +ArtifactPatch.txt: Patched the DemonRuneMix actor which now runs either the MorphBaron or MorphRevenant script.
// +DemonRunesPatch.txt: Patched the BaronPlayer class to have 1200 health and will match the monster.
// +DemonMorph.txt: Created a MorphBaron and MorphRevenant script that store the player's health & armor values returning them after unmorph.
//
// RC10.1 05/13/2019
//
// Player.txt: Updated to RC10
// +DualRifle.txt: Inserted the single Rifle's TurboReload state, changed the frames, and added a check for ammo which fixes the infinite loop crash.
// +ThrownMonsters.txt: Changed damaged of monsters thrown by the revenant to 8-64.
// BURNPatch.txt: Added back in lines for script 477 but corrected to "InitializeChasecam"
// BaronPatch.txt: Renamed file to match RC10 (was Baron2.txt)
// RevenantPatch.txt: Changed seekermissiles threshold and maxturnangle to 3,6 from 2,4 (track a little better)
// Changed speed of both revenant missiles to 15 and reduced zombieman, sergeant, and imp fatalities to only two slams before throwing.
// +VolcabusPatch.txt: Added Tag "Volcabus"
//
// RC9.1 05/04/2019
//
// Player.txt: Updated Land: state to RC9 and removed A_GiveInventory("IsFloating", 1) from SubMGIsJumping state.
// +GrenadesPatch.txt: Created FGEPatch, set grenade explosion max radius to 480, and has progressive damage.
// +WeaponsSpawnersPatch.txt: Normalized fake sprites that were using multiple images and causing drops to blink between two sprites.
// Baron2Patch.txt: Moved A_Die("Vanish") under the Death.Vanish state.
// +RevenantPatch.txt: Changed YellowFlareSmall to A_SpawnItemEx and 10 units behind the missile actor
// Changed SeekerMissile speed from 10 to 15, threshold to 2, maxturnangle to 4, and gave it the SMF_PRECISE flag
// SpidersPatch.txt: Removed ACS_NamedExecuteAlways("BDCHeckClassicMonsters") Vanilla Arachnotron doesn't exist.
// +CVARINFO: Adds the CVAR bd_disablereloading=0 to allow for reloading to be disabled online.
// +CVARSPatch: Adds a BD_DisableReloading script that gives turboreload if the CVAR is true and player is not tactical class.
// +LOADACS: Adds CVARSPatch to the ACS load order.
//
// RC8.1 04/27/2019
//
// +Player.txt: Sets Player.Face "STF" in Doomer
// +ExplosivesPatch.txt: Created a patch for the JuggernautRocket that spawns the backblast effects behind the rocket.
// +BURNPatch.txt: Created patches for Zombieman and Sergeant's XDeath that removes script call 477 (no longer exists).
// +Baron2Patch.txt: Sets health to 1200, mass to 1000, and adds the chance for the Belphegor2 to spawn 1/64th of the time.
// +Belphegor2Patch.txt: Adjusted actor radius to prevent it from becoming stuck when spawning in place of a Baron.
// +JuggernautPatch.txt: Many edits to properties and states.
// +MancubusPatch.txt: Adds the chance for a Volcabus to spawn 1/64th of the time.
// +MastermindPatch.txt: Adds the chance for a Juggernaut to spawn 1/64th of the time.
// +SpidersPatch.txt: Adds the chance for an Ancient Arachnotron to spawn 1/64th of the time and adds a stand state.
// +Spider2Patch.txt: Adds a Pain.Kick state for Ancient Arachnotron
// +SergeantsPatch.txt: Changes SMGGuy spawn chance to 50%.
// +ZombiemenPatch.txt: Changes LabGuy spawn chance to 1/64th and PistolZombie to 65.63%(RifleZombie at 32.81%).
great work! Its essential when playing BD. Thanks for all that you do!
How to install?
i have error in console and drop from game when i trying drop any ammo
oh, you already fixed
Everything is working fine.
I discovered if you turn up nigth vision in thanks and the... other floor vehicule, and you get out, that vision keeps... and with helicopter the lantern turns up.
And will be prety cool, if you can, make scient First Person Executions animation, casue you actually can do executions to them, but with zombiman animation.
Also, great job, i loved you converted unmaker a all types of zombies recharged
weapon.
Just fixed this
Ah, and when I start it without have played brutal doom (a lot of time) this appears :
Script error, "bd21.0.4.pk3:dragonslayer2.txt" line 3:
Parent type 'BrutalWeapon' not found in DSweap2
Script error, "bd12.0.4.pk3:dragonslayer2.txt" line 7:
"inventory.pickupsound" requires an actor type of "Inventory"
And:
Execution coult not continue.
And here repeated about script error, line 7.
I also have to say that I use launchers, but I'm not sure if are them
I am getting the same errors and I just use drag and drop
You must use a launcher like Rocket Launcher 2.0 to load more than one mod. Dragging and dropping only works for a single mod (brutal doom).
I am also getting the same errors how do you patch up Brutal Doom?
Thank you.
How do you use this? Just put it next to Brutal Doom and put the file in the ini of GZDoom alongside Brutal Doom?
Also, do I need to download and load the previous patches too? Or does this include all changes of patch 1, 2, and 3 as well?
Found the info on his earlier patch. Here's what it says:
"Load Order: (you will need a launcher to run this dragging and dropping a file onto the .exe only works for a single file)
1. IWAD (Doom, Doom2, etc)
2. brutalv21.pk3
3. bd21.0.2Patch.pk3
4. Anything else (music wads, map wads, etc) that is not a gameplay mod that will overwrite BrutalDoom."
So you download the patch, get the "bd21.0.4.pk3" file and load it using a launcher directly after the Brutal Doom v21 mod.
This patch includes all previous patches as well
Anybody got an answer, I would really appreciate it, as would others .... please :)
What the **** is ZDL?
No Idea I use Zandronum
nice
I encountered what i belive to be a bug or simnply too broken feature
basically when you play Purist, chainsaw does trilions of damage per microsecond
lees than a second to kill a Hell Baron.
You guys know that room in Tricks and Traps full of barons?
cleared it out with chainsaw and the immmortality in about 10 seconds.
I have no clue what causes this as chainsaw on normal nonpurist is fine, but yeah. The chainsaw in purist deals abysmal amounts of damage. What i think causes it is that the dmg ticks way faster than it should, even when you cut wall the CRRIINKK metal sound effect plays like every 0.1 as well as the effect
Fixed as of 04/20/2020
del
Found a bug with revolver ammo, all the huds don't work properly with its ammo type when switching.
does Somebody else can´t kick Heavygun guy's balls?
Fixed.
submachinegun dual wielded feels slower
Have the tank speed slow down, as it causes the camera to phase through the tank's hull or bottom when going up hills.
Slowed them down a little bit it does that with standard brutal doom as well comparing the two
Hi,
there's no shotgun in doom e3m5 at the start of the level with the following difficulties:
Power-Fantasy, Ultra Violence, Nightmare!, Black Metal
Its the only available Shotgun in this map, so i guess its a bug because there are plenty of shotgun shells laying around.
And please add an option to completely deactivate every entry from the Level Enhancement System. Especially in Doom and Ult. Doom. Because the Brutal Doom options does not deactivate everything, like the new boss monsterr or the 2 Mancubi in E3m5 for example.
greetings
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Actually, every dual wielded feels slower.
first person imp ejecution looks incomplete (zandronum)
can´t kick balls to minigun guy
rail gun doesn´t reload when has no enough ammo
I tweaked a few of the firing rates, it's on purpose. minigun guy is fixed. can't duplicate your railgun issues if it has 10 cells it can shoot on my end.
There´s not Unmaker on Doom2 map "barrels of fun"
maybe thats because the unmaker may be rarer
You are rigth. I thougth unmaker always apears in that map, i make a gamplay And I saw i was wrong
How do I know in-game if the patch is working or not?
Most noticeable difference is enemies dropping the new red cruelty bonuses when you shoot them apart.
accept my exactly-one-month-late thanks!
Estaría padre tambien si los restos de los cientificos se pudieran destruir, con con los demas monstruos
It would be cool too if the remains of the scientists could be destroyed, with the other monsters
Could you possibly release an alternative version without the headshot hitbox changes? I think they made the game feel less responsive. The previous hotfix didn't have this issue.
(forgot to log in before)
I have a error with the select ammo drop, when i select some ammunition or health bonus, crashes.
Fix This!
PD: I like Your Patch
I cannot duplicate this issue. If you are using other mods then they might be creating a conflict.
This is fixed now thanks to Grim96. All I play is the zandronum port and sometimes forget to test with GZDoom (which BD is not optimized for to begin with)
Now can´t hellnigts and baron of hell kick balls. Nos actuallyyou can kick those balls, but have to kick almost those faces.
And some times cacodemons eject cloud of red blood. When i detect in whinc sutuation does, I'll tell you
I changed the hellknight and baron's painchance from the kick damage type to 16/256 to make them tougher and so you can't just kick it in the balls and murder it in a few seconds with the assault shotgun or something. For balance purposes it's intentional.
If you use the flamethrower on the bigger demons, they explode in 1 hit.
I added [damagefactor "Fire", 0.0] to [actor HeadshotTargetBase] in Head_Sys.txt and that fixed it. Thought I should post about it.
PS: Thanks for keeping Brutal Doom updated. :)
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Can you fix this glitch: Whenever I exit and re-enter the game; the taunt controls reset. This happens even when I have no inputs for them.
Issues I have with 21.0.4:
- Dual wielding weapons have the same fire rate as single weapons, but keeps the added spread, making it net negative to use it.
- This is not in the changelog, but ammo drop quantity is substantially increased for some weapons, mostly bullet weapons, which is very unneeded, you can just keep firing the chaingun constantly 24/24. While I usually play with my own personal mod to reduce ammo drops and quantity, I humbly suggest to revert this change.
Firing rates have been reverted or made where the right-hand animation takes 1 tic and the left hand animation lasts as long as the single weapons animation. Or Else if the right weapon was out of ammo the left weapon would just fire berserk and look silly.
Nice job dude! Could you fix the error when picking another revolver? cause does not let pick it if you dont swap of ammo.