This patch has been archived by the uploader because it is out of date and no longer supported.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.X patch and now on Github! Tons of bug fixes, sprite updates, complete brightmaps and dynamic lights, and 1.5 years worth of polishing and tweaks to the weapons, ammo, monsters, and vehicles.
Can also be found at: Github v0.4.0 Stable
Load Order:
1. IWAD
2. Map-only wad
3. brutalv21.pk3
4. brutalv21expansion0.4.0.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 v0.4.0
//
// Sprites/Items folder: Added new HealthCrueltyBonus, BackPack, Health and Berserk pack images from Dox778
// Sprites/Monsters/Archvile: Corrected XVIPL and K frames from Dox778
// Sprites/Monsters/Commando: Corrected CPBKD frame from Dox778
// Sprites/Monsters/ShotgunGuy: Corrected frames in GIBS/ folder from Dox778
// Sprites/Monsters/Volcabus: Corrected FA72E frame from Dox778
// Sprites/Monsters/Zombieman: Corrected frames in LastStand/ folder from Dox778
// Sprites/Player/PLMMAR: Corrected frame offsets from Dox778
// Sprites/Player/Roll: Corrected PROLE4E6 and PROLE5 frames from Dox778
// Sprites/Weapons/Casings: Added color-blind empty cell casings
// +Sprites/Weapons/Classic: Added the vanilla chaingun muzzle flare to the purist chaingun frames
// Sprites/Weapons/NaziGuns: Added a Buzzsaw sprite with no ammo from Dox778
// Sprites/Weapons/Unmaker: Corrected UNHWA frame from Dox778
// Axe.txt: Removed the A_Saw() lines and set AxeAttacks to 100 damage normal and 200 damage berserk
// ClassicWeapons.txt: Made ClassicSSG spawn two empty shotgun cases on reload and polished the ClassicChaingun firing frames
// CVARS.txt: Created BDLimitMapEnhancements script that only allows then to spawn once
// EnemyTanks.txt: Adjusted enemytank firing sound effects
// HeavyMachinegun.txt: Changed HeavyMachinegunProjectile to use the TRAC sprite scaled at 0.25
// MapDetection.txt: Added ACS_NamedExecuteAlways("BDLimitMapEnhancements", 0, 0, 0, 0) lines to Chainsaw, Invisibility, and Berserk EvidenceCheckers
// Machinegun.txt: Added checks for enough reserve ammo between shots and created an IdleNoAmmo state
// Minigun.txt: Created a SpinDeselect state and gave the minigun a wind-up so that altfire has a purpose
// Added checks for enough reserve ammo between shots
// MP40.txt: Added checks for enough reserve ammo between shots and an IdleNoAmmo state
// Railgun.txt: Changed WeaponSelectionOrder to 2400
//
// Development v0.3.3
//
// All Vehicle Weapons: Added a unique tag to all vehicle weapons so that you can see what other players are in online
// Axe.txt: Changed AxeAttack and AltAxeAttack damage to 95 and strong damage to 195
// ClassicWeapons.txt: Changed ClassisSMG damage to 10 and increased rate of fire to 1 every 3 tics
// CVARS.txt: Set female doomer height to 50, veiwheight to 45, attackzoffset to 19, mass to 100, speed to 1.1, and jumpz to 8.0
// Dead.txt: Moved DyingCommando into DyingGuys.txt and DyingRevenant into Revenant.txt
// DualMP40.txt: Tracer projectile spawns were switched left-to-right
// DualPistol.txt: Tracer projectile spawns were switched left-to-right
// DualRifle.txt: Tracer projectile spawns were switched left-to-right
// DualSMG.txt: Tracer projectile spawns were switched left-to-right
// DyingGuys.txt: Added DyingCommando from Dead.txt
// Explosives.txt: Set JuggernautRocket SeeSound to "DSJUGFIRE"
// FootSteps.txt: Added Player.StartItem "BDDualPistolAmmo", 32 to Tactical Doomer
// Labguy.txt: Adjusted MaxTargetRange and AxeAttack reach
// +Limbs.txt: Adjusted radius and height of GibHalfSkeleton
// Mancubus.txt: Added +NOPAIN to FatalizedFatso actor
// Adjusted radius and height of dead Fatso actors
// Changed all UltraGoreSpawns to SuperGoreSpawns instead
// Melee.txt: Modified the A_SetAngle lines to return to the original point of aim after the various punches
// Added a line to check if kick has hit in SlideAttack XDeath state
// Pistol.txt: Changed MeleeStrikeNormal projectile to MeleeStrike1 in unused muzzlethump state
// Player.txt: Changed the Player.Face property back to "" (why did no one tell me the female mugshot didn't work?)
// Changed ViewHeight to 50 and AttackZOffset to 21 (matches doomguy sprite's eye-level)
// Added a HellishMissileLauncher spawn to the end of RevenantFatality2
// Revenant.txt: Removed +NOTARGET flag from RevenantU
// Adjusted radius and height of dead Revenant actors
// Adjusted MeleeRange
// Added DyingRevenant from Dead.txt
// SNDINFO.BD: Added lines $alias DSJUGFIR DSRFIRE with $rolloff DSJUGFIR 600 2400
// Unmaker.txt: Added Species "Marines", +DONTHARMSPECIES and +MTHRUSPECIES to UnmakerLaserPuff
// VEHICLECONTROL.txt: Corrected an error in BDLeaveTank script
//
// Development v0.3.2
//
// All Monster Files: Added DamageFactor "ExtremePunches" 2.0 and "Fatality" 5.0 back-in for <500 hitpoint monsters
// "ExtremePunches" 1.0 and "Fatality" 2.5 for >= 500 hitpoint monsters and the bosses
// All Weapon Files: Removed the +WEAPON.NO_AUTO_SWITCH flags
// Polished all the sprinting states
// Ammo.txt: Added Quiet flag to BasicAmmoPickup and set all fake sprites to inherit from BasicAmmoPickup
// Axe.txt: Corrected the spelling for the obituary
// DemonRunesPatch.txt: Changed BaronPlayer's melee attack projectile to PlayerBaronAttack
// Created PlayerBaronAttack projectile that inherits from BaronAttack but with ExtremePunches damage type
// Explosives.txt: Removed +THRUGHOST from Cyberballs (was going through headshot actors)
// FlameCannon.txt: Set the fake sprite to inherit from BasicWeaponPickup
// HellishMissile.txt: Set the fake sprite to inherit from BasicWeaponPickup
// Labguy.txt: Added -SOLID flag to dying actors
// Machinegun.txt: Added a tactical mode frame skip
// Melee.txt: Changed PONG AA to PONG A for the LeftCross and PowerLeftCross projectile
// Removed duplicate frame for the CustomMissile in KickLeft and KickRight states
// Created PowerKickLeft and Right states that fire the SuperKickAttack during combos
// Minigun.txt: Removed a tactical mode frame skip (was skipping two frames)
// MP40.txt: Added a tactical mode frame skip to the MP40 and Buzzsaw
// NukeLauncher.txt: Set the fake sprite to inherit from BasicWeaponPickup
// Pistol.txt: Removed the dualwield restriction on tactical mode
// Plasma.txt: Added a tactical mode frame skip
// Rifle.txt: Added a tactical mode frame skip
// WeaponSpawners.txt: Added the Quiet flag to BasicWeaponPickup and set all fake sprites to inherit from BasicWeaponPickup
// Added A_JumpIfInventory("IsTacticalClass", 1, "PickupNormal") to the SMG, MP40, Rifle, and Plasmagun spawners
//
// Development v0.3.1
//
// All Weapon Files: Added the DropItem property for the weapon spawners and changed the Spawn: state back to normal
// CapturedMarine.txt: Removed the "RemoveMarine" spawn in the death states
// ClassicWeapons.txt: Reordered the flashlight states to prevent flickering when pressing use
// Notated out the TNT1 A 2 line to prevent blinking with no grenades
// CVARS.txt: Turned the marine spawns into switch statements in the BDInitialize script
// DEFAULTWEAPON.txt: Added FlashLightProjectile flags to FlashLightAlerter and removed +CLIENTSIDEONLY
// Reordered the flashlight states to prevent flickering when pressing use
// Notated out the TNT1 A 2 line to prevent blinking with no grenades
// DualPlasma.txt: Added A_Refire to ReloadingSequence state
// Mancubus.txt: Changed Mancubus drop to GasSpawner (for purist mode)
// MP40.txt: Removed A_WeaponReady from Reload state
// Plasma.txt: Changed check in NoAmmo from AmmoCell to PlasmaAmmo
// RocketLauncher.txt: Removed A_WeaponReady from Reload state
// +SCOUTER.txt: Added a if(enemymaxhealth == 0){enemymaxhealth = 100} to make the scanner work in coop on teammates
//
// 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
Amazing work from your guys always making a impeccable work. Thanks BLOODWOLF333 and Dox778
Thanks
Hey BLOODWOLF333 what happened to the pistol and shield? They still exists or are completely removed from this expansion? Thanks
I didnt carry that weapon over from XV117's Enhanced Weapons Mutator. Too many weapons already (we have over 20 with the secret weapons).
Is it possible to fix the behavior of "vanilla" Pinky Demons in Brutal Doom 21?
Here is what I mean: when you run BD21 in the "Purist (Oldschool Mode)" or with "New enemies" set to "Disabled", the Pinky Demons gnaw you from the distance of more than 1 meter, and this is completely wrong! I mean, the real "vanilla" Pinky Demons in the classic gameplay can gnaw only when they are close to the player, but in BD21 they do from the distance of more than 1 meter that is just wrong!
Yep looks like an inheritance issue. I dont even have the classic monsters file in my Expansion but, will add and fix it. Report any other vanilla monster bugs on the github, which I check everyday.
Note: Purist doesnt change the monsters to vanilla only that NoNewEnemies option controls that.
So, was thinking about how to go about fixing-up all the Vanilla monsters and....if your playing purist class and have "New Enemies" disabled. Then what is the point of even playing with the brutal doom mod? That then becomes the Beautiful Doom mod almost and idk I kinda don't really see any point to these VanillaMonsters in Brutal Doom.
Correct, it becomes close to Beautiful Doom. You are getting better-looking vanilla monsters plus brutal ways to kill them :) The brutal ways to kill the monsters plus the health/armor bonuses are the differences from Beautiful Doom.
So you want vanilla monsters that only don't have their new attacks? All of their Brutal pain and death states and damagefactors would be inherited from the parent Brutal Doom monster? Cause the purist class can't do fatalities so, was going to remove all the BD features and just set them back to vanilla but, seemed pointless to even play with Brutal Doom at that point.
Well, I did not dig so deep :) I was just oriented on my feelings from the gameplay with BD21 as a "purist" with "New Enemies" disabled. You see, there are some WADs where vanilla monsters just suit better because of more calm gameplay, thus allowing the player to concentrate more on the atmosphere and views rather than on action. In the same time, I do want better-looking monsters and stuff, as well as bloody effects from shooting :)
So I am not sure regarding fatalities. Currently it looks like BD21 allows "vanilla" monsters to suffer from pain and gives you a health or armor bonus when you are killing a suffering one. Fatalities look like an additional option to this, but BD21 does not seem to introduce a separate option to control the fatalities on/off.
If we return to my original message, my initial wish was just to restore a vanilla attack of the Pinky Demon.
If we want to dig really deep, the long-term plan might be to have on/off switches for vanilla attacks of each kind of a monster in the game. Plus a global on/off switch for fatalities. But don't get me wrong, I am not calling for doing this, I'm just thinking of what it might be if you find it worth the efforts :)
Having them inherit everything from the Brutal Doom monster but, just setting their attack(s) and actor properties back to vanilla will be a lot more simple and easy to accomplish so, I will go that route.
Vanilla monsters are fixed
Github.com
it's a old bug: when reloading dual pistol appear a zombie or imp grabed
Only when you use IDKFA or the give all console commands since the meatshields are weapons. Otherwise that never happens but, I find it annoying too. I dont know of a good way to fix it since it's only from cheating.
Alright this is fixed in v0.4.2 which will be released on Github this Sunday. Just added Weapon.SelectionOrder 9999 to all the non-standard weapons so that emptying the pistol will not switch to any other weapon.
This is fixed
Github.com
Shotgun zombies can still spawn as SMG variant, even with new weapons and monsters disabled. It doesn't happen in vanilla v21.
Other than that great work man, zombie death anims that couldn't be walked through were making me lose my mind.
Did you start a new game after disabling 'No New Monsters"? I can't reproduce this and everything in the code looks correct.
Yes. Could it be some leftover from previous BD (and derivatives) saved config variable?
Ok, just checked again (after enabling and disabling the options manually, then restarting gzdoom again) and now it seems to be working as intended. The strange thing is that the option showed up as disabled the first time I booted up the expansion, but it still spawned SMG shotgunners (not sure about other monster variants as none showed up)
Weird, thanks for looking into this man.
Just to clarify, the animations I'm talking about are ZombiemanFallingHoleOnStomach, SergeantFallingHoleOnStomach, ZombiemanFallingSplattered and SergeantFallingSplattered all from the DyingGuys.txt file.
While these CAN be walked through now, which is a blessing, all their sprites suggest that the shotgun blast would push through and hurt other targets beyond. It would be nice to have something like that back in the game, as it seems to happen a lot in vanilla Doom: the result wouldn't just be cosmetically better, but also preserve some of the vanilla balance.
Something like what back in the game? I'm lost as to what your asking. I can't make A_FireBullets() pass through a +SHOOTABLE actor. Can't give it the +RIPPER flag or anything like that. And if those dying actors were made not shootable and allowed projectiles to pass through them that would defeat the crueltybonus feature.
I mean that the vanilla shotgun usually has no trouble killing at least 2 zombiemen\shotgunners standing one in front of the other, while the Brutal Doom shotgun seemingly can't.
Many of the harder WADs I've played require you to quickly dispatch pairs of shotgunners before they unload on you at close range, you can tell those levels were designed with a vanilla gameplay in mind. Hence why i'm talking about "adding back" shotgun penetration.
I see what you mean though, I'll try to see if I can pull off anything. Perhaps I'll just make those actors not shootable as you say and see what happens.
Oh ok, yeah I tightened up the spread of the weapons and added a little spread to some (plasma rifle & BFG10K) because IRL a single barrel shotgun is a lot more accurate than it was in BD so that has to be what your noticing.
Using Zandronum
Archvile has serious problems resurrecting chaingunguy
chaingunguy´s death give 2 chainguns
In testing map:
Enemy Mechas still shooting on "freeze" command
elemental pain botton summon mancubus, and viceberse
On enemies selection section tanks tops' look don´t appear
Secont tank doesn´t summon
Actually, every zombie give you two waepons but 1 weapon munition, so it´s ok and i think happen because of another mod I run
I can't duplicate any of your concerns. Archvile seems to raise the chaingunner fine as long as you dont brutalize the chaingunner (none of the dyingguys/brutalized actors have Raise: states). And the chaingunners are only dropping a single chaingun. The sprite might look like it is dropping multiple but, that is because it is spawning two sprites every 2 tics, one that the purist class can only see, and the other that all other classes can see. It's kinda noticeable when the weapon pickup is falling. And the test map issue is on Mark to fix. I dont want to add the BD map wads to my expansion or it will get too big and I will not make a replacement for BD and steal downloads from Mark. My expansion will always require brutalv21.pk3 and never replace it.
The testmap is now fixed in V21.5.0 I ran into things I couldn't patch so had to turn this into a brutalv21.pk3 replacement instead of an addon.
thanks very much
And here some petitions:
could be cool if burned things could be destroyed or dissapears
complete imp arm´s sprite, on first person ejecution
arachnotron proyectiles travel faster with fastmonsters activated (don´t know if original game did it, fot that a petition)
reduce granade's damage range to be as rc1 version or something like that
I´ve thought you said about kick HELLKNIGTH balls and I think could do it only if you have berserker
add Ultraviolence+ difficulty (or if you prefer to call ultraviolence with fast monsters activated) I know, it isn't necessary really but I think would be good that option
awesome gameplay by the way, very good job.
ah and spectre faster on fastmonsters