This patch has been archived by the uploader because it is out of date and no longer supported.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.
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.
Can also be found at: Release v0.3.0 Stable
Load Order:
1. IWAD
2. Map-only wad
3. brutalv21.pk3
4. brutalv21expansion0.3.0.pk3
5. music, huds, and any other mods developed with brutal doom in-mind.
// Brutal Doom v21 Community Expansion Changelog
// *continued from BD21.0.4EXPANSION
//
// Authored by BLOODWOLF
//
// Stable v0.3.0
//
// DEFAULTWEAPON.txt: Added +PAINLESS flag to flashlightprojectile
// ClassicWeapons.txt: Changed the Alerter lines to ("Alerter", 0, 0) to prevent it from using x2 ammo
// Revolver.txt: Made the Dual-Wield state last 2 tics for online-issues
// Revolver2.txt: Made the Dual-Wield state last 2 tics for online-issues
//
// Development v0.2.3
//
// All Weapon Files: Fixed sprinting states, added spawners to Spawn states
// Ammo.txt: Created spawners and fake sprites for ammo types forbidden to Purist
// AssaultShotgun.txt: Added Alerter projectile to fire states
// BFG.txt: Added Alerter projectile to fire states
// BFG10K.txt: Added Alerter projectile to fire states
// ClassicWeapons.txt: Added Alerter projectile to fire states of the SSG, RocketLauncher, and PlasmaRifle
// Added a line to jump to the TryUse state in the FlashOn state
// Added spawners to Spawn states and polished execution states
// DEFAULTWEAPON.txt: Polished execution states
// DualPlasma.txt: Added Alerter projectile to fire states
// FlameCannon.txt: Added Alerter projectile to fire states
// FlameThrower.txt: Added Alerter projectile to fire states
// FootSteps.txt: Set all classes to start with a single grenade including Purist
// Grenades.txt: Changed Grenade DamageType to Avoid and added A_Explode(1,160) to it's frames
// Head_Sys.txt: Notated-out the BloodColor "DarkGreen" lines for Baron headshot actors (wasn't spawning blood)
// HellishMissile.txt: Added Alerter projectile to fire states
// KEYCONF.txt: Set the Chainsaw to be selected before the Axe
// Machinegun.txt: Added a check in the ready state to jump to Fire if the primaryfire button is held down
// MapSpecificDec.txt: Added the +AMBUSH flag to BDECSpecimenTankHasSpecimen
// MP40.txt: Added Alerter projectile to fire states of the Buzzsaw
// NukeLauncher.txt: Added Alerter projectile to fire states
// Plasma.txt: Added Alerter projectile to fire states
// Player.txt: Polished execution states
// Railgun.txt: Added Alerter projectile to fire states
// SSG.txt: Added Alerter projectile to the primary fire state
// Unmaker.txt: Added Alerter projectile to fire states
// Volcabus.txt: Changed Volcabus' projectile to only do 50 damage instead of 100
// WeaponSpawners.txt: Created spawners and fake sprites for weapon types forbidden to Purist
//
// Development v0.2.2
//
// +Sprites/Decorations folder: Added-in the second TRE1B0.png from brutalv21 and renamed it TRE1D0
// All Monster Files: Modified the DamageFactors again, Saw and Cut no longer multiply damage
// All Weapon Files: Adjusted zoom & pitch recoil effects
// Axe.txt: Weapon now does 40 damage or 80 if berserk
// +CGuyShield.txt: Polished states to make the weapon more functional
// ClassicWeapons.txt: Modified all the classic weapons damage and recoil features
// Added the UseAttack projectile to free captured marines
// Added in the SlideKick and fixed the first person execution
// Cyberdemon.txt: Moved the A_ChangeFlags before the A_Pain line to prevent pain-locking
// DEFAULTWEAPON.txt: Changed the GoingToReady state to reset the crosshair only
// Added +NONETID to FlashLightProjectile
// Demons.txt: Changed the Death.Plasma state to spawn "BurnedDemon" at the end
// DualMP40.txt: Changed Reload state to jump to Ready if there is no reserve ammo instead of NoAmmo
// DualPistol.txt: Changed Reload state to jump to Ready if there is no reserve ammo instead of NoAmmo
// DualRifle.txt: Changed Reload state to jump to Ready if there is no reserve ammo instead of NoAmmo
// DualSMG.txt: Changed Reload state to jump to Ready if there is no reserve ammo instead of NoAmmo
// +EvilMarineShield.txt: Polished states to make the weapon more functional
// Fire.txt: Created temp actors that will extinguish after 30 seconds
// Heady_Sys.txt: Duplicated the headshot actor's various pain states for the meatshield actor
// ImpShield.txt: Polished states to make the weapon more functional
// +MapDetection.txt: Un-notated the line to check if advanced decorations are disabled
// MapSpecificDec.txt: Created Extinguish states for vegetation so that they will only burn for 30 seconds
// Melee.txt: Tweaked damage values of the various attacks
// +Natural.txt: Added in extinguish states and timed-burn feature
// +NaziShield.txt: Polished states to make the weapon more functional
// Pistol.txt: Updated the pistol's FireEndTactical states to be consistent with previous edits
// Changed Reload state to jump to Ready if there is no reserve ammo instead of NoAmmo
// Plasma.txt: Changed Reload state to jump to Ready if there is no reserve ammo instead of NoAmmo
// Puff.txt: Changed SSawPuff2 to DamageType Saw and Decal SawVertical
// Repairs.txt: Created Extinguish states for vehicle corpses so that they will only burn for 30 seconds
// Revolver.txt: Changed Reload state to jump to Ready if there is no reserve ammo instead of NoAmmo
// Revolver2.txt: Changed Reload state to jump to Ready if there is no reserve ammo instead of NoAmmo
// Rifle.txt: Changed Reload state to jump to Ready if there is no reserve ammo instead of NoAmmo
// Saw.txt: Polished Deslect state, Weapon now does 20 damage / 4 tics
// SGuyShield.txt: Polished states to make the weapon more functional
// SpecialDoom1Bosses.txt: Moved the A_ChangeFlags before the A_Pain line to prevent pain-locking
// Spiders2.txt: Added the Idle state label to the Spawn State
// SubMachinegun.txt: Changed Reload state to jump to Ready if there is no reserve ammo instead of NoAmmo
// Tracers.txt: Changed MeatShieldTracer damage to 14 and added +MTHRUSPECIES so it will pass through the meatshield
// ZManShield.txt: Polished states to make the weapon more functional
// +ZombieCivilianSheild.txt: Polished states to make the weapon more functional
//
// Development v0.2.1
//
// All weapon files: Added 1 tic to the FinishReload states to try and correct reloading getting out of sync online
// Added A_TakeInventory("StartDualWield",1) to the Deselect states of all weapons that do not have a dualwield function
// Ammo.txt: Changed clipbox to only give 50 rifle rounds (like vanilla)
// Changed the backpack to only give the small pick-up of all ammo types
// Changed the cellpack to give 50 cells (consistent with the plasma weapon magazine sizes)
// AssaultShotgun.txt: Changed to only give 4 shells on pick up
// Added a check to not allow changing shells if there is no reserve ammo
// BFG.txt: Fixed Select and Deselect states
// BFG10K.txt: Fixed Select and Deselect States
// ClassicWeapons.txt: Adjusted AmmoGive of weapons
// DEFAULTWEAPON.txt: Changed the flashlight projectiles to last for 3 tics instead of 2 to fix flickering online
// DemonRunesPatch.txt: Change DemonMorph power-up time to only 30 seconds
// Changed the RevenantPlayer's primary fire to only fire two missiles for one button press
// Added new AltFire states to allow it to haymaker left and right for the melee attack
// Created PlayerRevenantPunch actor
// Doom1Remap.txt: Adjusted Volcabus spawn on E3M5 to keep it out of the wall
// DualMP40.txt: Removed the +WEAPON.NOALERT flag and changed to use the MP40 firing sound effect
// DualPistol.txt: Added the +WEAPON.NOALERT flag and A_AlertMonsters to the Fire states
// Set TurboReload to Jump to the InsertBullets2 state (+1 in the chamber)
// DualRifle.txt: Removed the +WEAPON.NOALERT flag
// Set TurboReload to Jump to the InsertBullets2 state (+1 in the chamber)
// DualSMG.txt: Removed the +WEAPON.NOALERT flag
// Set TurboReload to Jump to the InsertBullets2 state (+1 in the chamber)
// DyingGuys.txt: Moved Monster to the start of an actor's definitions instead of after the flags (monster sets its own flags)
// Flamethrower.txt: Adjusted AmmoGive of weapon
// Head_Sys.txt: Set Damagefactor "Fire" back to 0.0
// HellishMissile.txt: Fixed firing the right hand launcher using 2 ammo
// LabGuy.txt: Added Pain.Shrapnel to the Pain.Head state
// Added in any missing pain states from RifleZombie and Death.minor to the Death state
// Leg.txt: Set Damagefactor "Fire" back to 0.0
// Mummy.txt: Changed the fire death frames from SKEL to MUMA and ZKEL for mummy and experiment
// MP40.txt: Adjusted AmmoGive of the Buzzsaw and changed the MP40 fire sound effect to "MP40"
// NukeLauncher.txt: Fixed Select and Deselect states
// Pistol.txt: Added the +WEAPON.NOALERT flag and A_AlertMonsters to the Fire states
// Set TurboReload to Jump to the InsertBullets2 state (+1 in the chamber)
// Rifle.txt: Set TurboReload to Jump to the InsertBullets2 state (+1 in the chamber)
// Shotgun.txt: Added a check to not allow changing shells if there is no reserve ammo
// Made the ChangeShell state check if 9 shells are loaded and then go to FinishedInsertingShells else goto InsertingShells
// SSG.txt: Added a check to not allow changing shells if there is no reserve ammo
// SubMachinegun.txt: Set TurboReload to Jump to the InsertBullets2 state (+1 in the chamber)
// Unmaker.txt: Adjusted AmmoGive of the weapon
// WeaponSpawners.txt: Adjusted the ammount of ammo given when picking up weapons
// ZombeimanVariations: Set Death.Minor state to GoTo DeathMirror
//
// Stable v0.2.0
//
// Ammo.txt: Changed Pistol Ammo Box pickup sound to CBOXPICK
// Baron.txt: Sped-up fatality on player and monsters
// Belphegor.txt: Sped-up fatality on player
// Cacodemon.txt: Sped-up fatality on player
// Cyberdemon.txt: Added +DONTHARMCLASS & +DONTHARMSPECIES flags
// DEFAULTWEAPON.txt: Changed DoKick to go to the GoingToReady state
// DemonRunesPatch.txt: Added button checks to ready, fire, altfire, and melee states to allow button holding transitions
// Demons.txt: Sped-up fatality on player and monsters
// DyingGuys.txt: Added -SOLID to ImpDyingofBloodLoss and DyingShotgunguyHitInEye
// EnemyTanks.txt: Set Zombiehelicopter painchance "avoid" back to 128 and zombiemech painchance "avoid" back to 64
// Imps.txt: Sped-up fatality on player
// Knight.txt: Sped-up fatality on player
// +MAPINFO.txt: Added SpecialActions for Brutal Doom-specific bosses to E2M8, E3M8, & E4M8
// Mastermind.txt: Added +DONTHARMCLASS & +DONTHARMSPECIES flags (Juggernaut inherits from Mastermind)
// Motherdemon.txt: Tweaked monster death animation, removed A_BrainDie
// +Mummy.txt: Created a Mummy and Experiment-specific obituary message
// Revenant.txt: Sped-up fatality on player
// SpecialDoom1Bosses.txt: Removed A_BrainDie from Cyber and Spiderdemon boss deaths
// Tracers.txt: Gave the MarineTracer +MTHRUSPECIES and set the Species to "Marines"
//
// Development v0.1.3
//
// Sounds/COMBAT folder: Added slug rounds sound effects
// Sprites/Weapons folder: Added new box-ammo pickup sprites, new casings from EWM, and slugrounds sprites for the shotguns
// Ammo.txt: Added PistolAmmoBox, SlugMode, SlugRoundsUpgrade, and SlugRounds actors from XV117's EWM
// AssaultShotgun.txt: Added in SlugRounds states from EWM, adjusted accuracy, recoil, and now spawns emptydrums
// BFG.txt: Gave the weapon recoil
// BFG10K.txt: Gave the weapon recoil and 1.4 degrees of spread when rapid-firing
// Casing.txt: Added in Slug casings, empty drum, and the emptypistolclip spawns from EWM
// Cyberdemon.txt: Adjusted height of some gore spawns
// doomdefs.txt: Added brightmaps for the slugmode ASG
// DualMP40.txt: Adjusted accuracy, gave the weapon recoil, and now spawns emptypistolclips
// DualPistol.txt: Adjusted accuracy, recoil, and now spawns emptypistolclips
// DualPlasma.txt: Adjusted accuracy and gave the weapon recoil
// DualRifle.txt: Adjusted accuracy and weapon recoil
// DualSMG.txt: Adjusted accuracy, recoil, and now spawns emptypistolclips
// Explosives.txt: Set nuclear missile to have Gravity 0.4 instead of 0.6
// FlameCannon.txt: Adjusted weapon recoil
// Flamethrower.txt: Removed weapon recoil
// GrenadeLaunch.txt: Adjusted weapon recoil
// Machinegun.txt: Adjusted accuracy and weapon recoil
// Minigun.txt: Adjusted accuracy and weapon recoil
// MP40.txt: Adjusted accuracy, gave the weapon recoil, and now spawns emptypistolclips (also for the buzzsaw)
// NukeLauncher.txt: Gave the weapon recoil
// Pistol.txt: Adjusted accuracy, recoil, and now spawns emptypistolclips
// Plasma.txt: Adjusted accuracy and weapon recoil
// Railgun.txt: Adjusted weapon recoil
// Revolver.txt: Adjusted accuracy and weapon recoil
// Revolver2.txt: Adjusted accuracy and weapon recoil
// Rifle.txt: Adjusted accuracy and weapon recoil
// RocketLauncher.txt: Adjusted recoil and now spawns emptydrums
// +SBARINFO.txt: Added slug rounds ammo icon from EWM for the HUD
// Shotgun.txt: Added in SlugRounds states from EWM, adjusted accuracy and recoil
// SNDINFO.BD Added slug rounds sound effects
// SpecialDoom1Bosses.txt: Added Death.Head, Decapitate, Fatality, and Fatality2 so that E2M8 will end correctly
// SSG.txt: Added in SlugRounds states from EWM, adjusted accuracy and recoil
// SubMachinegun.txt: Adjusted accuracy, gave the weapon recoil, and now spawns emptypistolclips
// Unmaker.txt: Adjusted weapon recoil
// ZombiemenVariations: Now spawns emptypistolclips
//
// Development v0.1.2
//
// ACS folder: Deleted CVARSpatch
// Ammo.txt: Removed Mechwarrior edits
// ArtilleryTank.txt: Removed Mechwarrior edits
// -BDDebris.txt: Deleted
// +CVARS.txt: Added the turboreload and noautoreload scripts into standard BD's CVARS.txt
// -CVARSpatch.txt: Deleted
// DECORATE.txt: Removed all except #include DemonRunesPatch.txt
// DyingGuys.txt: Set DyingZombiemanLostTeeth back to inheriting from Zombieman and DropItem "none"
// Set DyingShotgunGuyHitInEye back to inheriting from ShotgunGuy1 and DropItem "none"
// EnemyTanks.txt: Removed Mechwarrior edits
// Explosives.txt: Removed Mechwarrior edits
// HeavyMachinegun.txt: Removed Mechwarrior edits
// Helicopter.txt: Removed Mechwarrior edits
// LOADACS.txt: Removed all except DemonMorph line
// Mech.txt: Removed Mechwarrior edits
// Particles.txt: Moved the BDGlassShard from BDDebris into Particles.txt
// +ImpShield.txt: Set damage to 8 from deleted ThrownMonsters.txt
// Revenant.txt: Fixed Thrown actor's names (removed -patch)
// +SguyShield.txt: Set damage to 8 from deleted ThrownMonsters.txt
// Tank.txt: Removed Mechwarrior edits
// VEHICLECONTROL.txt: Removed Mechwarrior edits
// +ZmanShield.txt: Set damage to 8 from deleted ThrownMonsters.txt
//
// Development v0.1.1
//
// Sprites/Monsters Folder: Added Dox778's sprites for the SMGGuy and PistolZombie rotations
// AssaultShotgun.txt: Notated-out the A12G A 1 BRIGHT A_WeaponReady line of the Reload state
// Axe.txt: Added TNT1 A 0 A_TakeInventory("Reloading", 1) to Deselect state
// BFG.txt: Fixed PickupMessage
// Added TNT1 A 0 A_TakeInventory("Reloading", 1) to Deselect state
// BFG10K.txt: Fixed PickupMessage
// Added TNT1 A 0 A_TakeInventory("Reloading", 1) to Deselect state
// ChaingunMarine.txt: Changed to DropItem "DropedChaingunSpawner" like the ChaingunGuy
// +Doom1Remap.txt: Notated-out the Goodie Barrel spawns ontop of the short pillars on E2M3
// Explosives.txt: Added Species "TheSpiderMastermind" to JuggernautRocket
// Added Species "Cyberdemon" to CyberBalls
// FlameCannon.txt: Added TNT1 A 0 A_TakeInventory("Reloading", 1) to Deselect state
// Flamethrower.txt: Added TNT1 A 0 A_TakeInventory("Reloading", 1) to Deselect state
// Grenades.txt: Added TNT1 A 0 A_TakeInventory("Reloading", 1) to Deselect state
// HellishMissile.txt: Added TNT1 A 0 A_TakeInventory("Reloading", 1) to Deselect state
// Machinegun.txt: Fixed PickupMessage
// Added TNT1 A 0 A_TakeInventory("Reloading", 1) to Deselect state
// MARINES.txt: Polishing of the Marine's actor properties and flags
// Reordered the Active state to prevent double-marine spawns on activation online
// Melee.txt: Added TNT1 A 0 A_TakeInventory("Reloading", 1) to Deselect state
// MENUDEF.txt: Updated with additions from Shockwave_508
// Minigun.txt: Fixed PickupMessage
// Added TNT1 A 0 A_TakeInventory("Reloading", 1) to Deselect state
// Mp40.txt: Added TNT1 A 0 A_TakeInventory("Reloading", 1) to Deselect state of Buzzsaw
// NukeLauncher.txt: Added TNT1 A 0 A_TakeInventory("Reloading", 1) to Deselect state
// Pistol.txt: Moved A_Refire so that the pistol will fire just as fast holding as clicking
// Plasma.txt: Fixed PickupMessage
// PlasmagunMarine.txt: Changed to DropItem "PLasmagunSpawner"
// Railgun.txt: Fixed PickupMessage
// Revolver.txt: Set Weapon.AmmoGive to 0
// Revolver2.txt: Set Weapon.AmmoGive to 0
// Saw.txt: Added TNT1 A 0 A_TakeInventory("Reloading", 1) to Deselect state
// ShotgunMarine.txt: Changed to DropItem "ShotgunSpawnerDroped" like the ShotgunGuy
// SSG.txt: Added A_TakeInventory("SSGAlt",1) to FinishUnload state
// SubMachinegun.txt: Fixed PickupMessage
// Unmaker.txt: Added TNT1 A 0 A_TakeInventory("Reloading", 1) to Deselect state
// WeaponSpawners.txt: Fixed Pickupmessages
// Created a FakeRevolverSprite actor that cannot be seen by purist
// Created a RevolverSpawner actor for subsequent pickups
//
// Stable v0.1.0
//
// Sounds/COMBAT/WEAPONS folder: Added the modified PLREADY sound effect from Dox778
// Sprites/Monsters folder: Added SMGGuy idle and LabGuy with the correct axe sprites from Dox778
// Sprites/Weapons folder: Removed all Dragonslayer sprites
// AmmoDropper.txt: Added A_Setcrosshair(41) to Select and A_Setcrosshair(0) to Deselect states
// Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// ArchVile.txt: Added -SOLID flag to DyingArchvileNoArm
// Artifact.txt: Reverted the conditional flare spawns when out of the player's sight
// Assaultshotgun.txt: Added A_Setcrosshair(41) Altfire and A_SetCrosshair(0) to all states that reset zoom to 1.0
// Axe.txt: Added A_Setcrosshair(41) to Select and A_Setcrosshair(0) to Deselect states
// Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// Baron.txt: Removed the Translation property from the DeadBaron actor
// Changed A_SetInvulnerable to A_ChangeFlag("NOPAIN") for monster fatalities
// Belphegor.txt: Changed A_SetInvulnerable to A_ChangeFlag("NOPAIN") for monster fatalities
// BFG.txt: Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// BFG10K.txt: Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// +CapturedMarine.txt: Set health to 100, Normalized the DamageFactors, set DamageFactor "Use", to 1000.0, and set DamageFactor "Stealth", to 0.0
// DECORATE.txt: Removed the inclusion of the Dragonslayer2.txt
// DEFAULTWEAPON.txt: Added A_SetCrosshair(0) to all states that reset zoom to 1.0
// Demons.txt: Added A_ChangeFlag("NOPAIN") to monster fatalities
// doomdefs.bm: Removed the Dragonslayer entries
// -Dragonslayer.txt: Removed
// -Dragonslayer2.txt: Removed
// DyingGuys.txt: Change actors who were inheriting from the "alive" monsters to instead inherit from their generic dying monster (execpt for the armless Pinky)
// Set all dying actors to -SOLID
// Fire.txt: Reverted the conditional flare and particle spawns when out of the player's sight
// FlameCannon.txt: Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// FlameThrower.txt: Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// GLDEFS.txt: Removed the vert and horizontal Slayermissile entries for the Dragonslayer
// Grenades.txt: Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// Health2.txt: Reverted the conditional flare spawns when out of the player's sight
// HellishMissile.txt: Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// Knight.txt: Changed A_SetInvulnerable to A_ChangeFlag("NOPAIN") for monster fatalities
// Lamps.txt: Reverted the conditional flare spawns when out of the player's sight
// Machinegun.txt: Added lines to check for AmmoRocket first before allowing a jump to ReloadGrenade in the Reload state
// Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// MapSpecificDec.txt: Reverted the conditional flare spawns when out of the player's sight
// Minigun.txt: Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// Melee.txt: Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// +MENUDEF.txt: Added MENUDEF suggestions from Shockwave
// MP40.txt: Added A_Setcrosshair(41) Altfire and A_SetCrosshair(0) to all states that reset zoom to 1.0
// Added TNT1 A 0 A_TakeInventory("Unloading", 1) to HitlersBuzzsaw Deselect state
// NukeLauncher.txt: Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// Railgun.txt: Added A_Setcrosshair(41) Altfire and A_SetCrosshair(0) to all states that reset zoom to 1.0
// Revenant.txt: Notated-out the A_ChangeFlag("Shootable") for monster fatalities
// Rifle.txt: Added A_Setcrosshair(41) Altfire and A_SetCrosshair(0) to all states that reset zoom to 1.0
// RocketLauncher.txt: Added A_Setcrosshair(41) Altfire and A_SetCrosshair(0) to all states that reset zoom to 1.0
// Added a GoTaunt state like the Railgun so that PowerLightAmp will be removed if jumping to Taunt from a zoomed state.
// Saw.txt: Added A_Setcrosshair(41) to Select and A_Setcrosshair(0) to Deselect states
// Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// Sergeants.txt: Changed the SMGGuy's Spawn, Stand, and Idle frames to now use the new sprites from Dox778
// Shotgun.txt: Added A_Setcrosshair(41) Altfire and A_SetCrosshair(0) to all states that reset zoom to 1.0
// Set the DoKickReloading state to jump to FinishedInsertingShells instead of back to InsertingShells wasting ammo
// SubMachinegun.txt: Added A_Setcrosshair(41) Altfire and A_SetCrosshair(0) to all states that reset zoom to 1.0
// Torches.txt: Reverted the conditional flare and particle spawns when out of the player's sight
// Unmaker.txt: Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// Volcabus.txt: Adjusted radius and height to match the monsters increased size from previous edits.
// Changed probability of jumping to the Suffer state in Death.Massacre to 128 (rarely happens)
// WeaponSpawners.txt: Removed the Dragonslayer from the ChainsawSpawner
Thanks king
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
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++.
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.
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.
Looks like it happens only with shotgun zombies (shotgun drop). Weapon doesn't matter, this happens even with fists. Might check other enemies.
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.
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.
Github.com
Thanks!!!
This is awesome mate! Thanks for your hard work. Your mods are always mainstays in my playthroughs.
awesome!!more spawning for the secret/special monsters please.
Tested 0.3.1 - bug with shotgun drop still occurs.
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.
Why was SSG nerfed?
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.
More shots to kill enemies = kills the pacing = boring
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.
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.
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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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.
Can this patch run with XVME1.3.0?
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.