Description

A continuation of bd21.0.4 and now on Github! Tons of bug fixes, weapons, vehicles, and monsters have all been polished, all shotguns can fire slugs after pressing the dual wield key and finding the power-up, new cruelty bonus feature, special/secret monsters like the Belphegor have a rare chance of spawning in place of the vanilla monster during normal play, complete brightmaps and dynamic lights, secret/special weapons and their ammo also have a rare chance of spawning in place of the vanilla weapons/ammo (of that slot) during normal play, new drum and pistol empty magazine spawns from XV117's Enhanced Weapons Mutator, and tweaked weapon accuracy, recoil, and DPS. One and a half years of edits and polishing.

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Brutal Doom v21 Expansion v0.3.0 Stable
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Tomiechan
Tomiechan - - 162 comments

Thanks king

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MarkVini6226
MarkVini6226 - - 92 comments

What programming language theses mods uses? I'm trying to learn an programming language and i think making doom mods is a good start. Thanks

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Doom uses Decorate and ACS languages which are only applicable to the Doom games and it's clones so, you wont exactly find the same things in like Java or C++.

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HellSpawn666
HellSpawn666 - - 81 comments

When pressing "Interact" key (space by default), the toggled flashlight blinks. Also similar problem is when there are no grenades left, currently equipped weapon blinks (like trying to switch to grenade and immediately switches back to weapon). Using latest x64 gzdoom. Also it seems like enemies drop multiple weapons upon death (low animation speed).
Just tested the vanilla - problem with flashlight exists, no problem with grenades and weapon drops.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Which specific enemies do you see dropping duplicate weapons and what weapon are you killing them with? (to Isolate what death state is causing the duplicate spawns the monster files are awful big). The other bugs I duplicated and will fix.

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HellSpawn666
HellSpawn666 - - 81 comments

Looks like it happens only with shotgun zombies (shotgun drop). Weapon doesn't matter, this happens even with fists. Might check other enemies.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

There was a dying shotgunguy actor who inherited from shotgunguy and therefore would spawn a second shotgun but, I fixed that in this version and am not able to duplicate the multiple weapon spawns anymore in my testing last night and today.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Flashlight blinking when pressing use and the weapon blinking with no grenades and trying to throw is now fixed and will be available this Sun with Development v0.3.1 on the github page.

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BLOODWOLF333 Author
HellSpawn666
HellSpawn666 - - 81 comments

Thanks!!!

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byte98
byte98 - - 31 comments

This is awesome mate! Thanks for your hard work. Your mods are always mainstays in my playthroughs.

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emit800
emit800 - - 199 comments

awesome!!more spawning for the secret/special monsters please.

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HellSpawn666
HellSpawn666 - - 81 comments

Tested 0.3.1 - bug with shotgun drop still occurs.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Your picking up multiple shotguns or how the dropped shotgun sprite kind of moves slowly? Because the weapon spawners are spawning fake sprites so the purist will see the classic shotgun and all other classes will see the new shotgun sprite and it spawns those images every 2 tics so if it's falling the animation appears to play kinda slow but, that's the only method we have to make it show different sprites dependent on the player's class like for multiplayer.

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QQQIN
QQQIN - - 5 comments

Why was SSG nerfed?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

I hasn't been nerfed. Be more specific. Only change I made was to tighten up the spread. All weapons are more accurate now.

EDIT: I forgot, I removed the damage multiplication from the SSG damagetype because why should SSG damage be multiplied? It's already a 6 or 700 DPS weapon and I don't see the logic for making enemies weaker to it like Mark had it.

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Hereticnic
Hereticnic - - 229 comments

More shots to kill enemies = kills the pacing = boring

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

I set all monster's damagefactor "SSG" back to the way they were with small enemies taking x5 and 500+ hitpoint enemies taking x2.5 like in normal Brutal doom in v21.7.0. v0.3.0 is freaking old.

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Guest
Guest - - 689,427 comments

It seems that the cyberdemon in e4m2 (perfect hatred) of the Ultimate Doom can free itself from its small prison, hence I can't telefrag him, making the level somewhat difficult. I've watch a video of the gameplay with brutal doom v21 (posted date is 4th april) of the same level and there was no issues with the cyberdemon. Therefore, it may be due to the expansion 0.3.0.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Yes I did increase it's StepHeight to 32 from 24. That is an unintended consequence but, does kinda fit the theme of Brutal Doom being harder. I don't know if I would actually want to change this back.

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Guest
Guest - - 689,427 comments

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

This has been reverted in v0.4.2 on Github and will be in the next stable. I liked it but, this has been reported twice now so I set it back to vanilla.

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Guest
Guest - - 689,427 comments

Can this patch run with XVME1.3.0?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

No, because the XVME1.3.0 mod overwrites the Player.txt which contains all the player-on-monster fatalities so, that will overwrite any bug fixes or edits I have made to Player.txt in this Expansion. It might "work" without any errors in the start-up logs but, I havent tested it I dont play with XVME anymore.

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