Add file Brutal Doom v21 Expansion v0.4.0 Stable

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brutalv21expansion0.4.0.zip
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BLOODWOLF333
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6.23mb (6,535,905 bytes)
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1,397 (1 today)
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ae06765ea11d29132ff6c41fdea148c4
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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.

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Brutal Doom v21 Expansion v0.4.0 Stable
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MarkVini6226
MarkVini6226

Amazing work from your guys always making a impeccable work. Thanks BLOODWOLF333 and Dox778

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BLOODWOLF333 Author
BLOODWOLF333

Thanks

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MarkVini6226
MarkVini6226

Hey BLOODWOLF333 what happened to the pistol and shield? They still exists or are completely removed from this expansion? Thanks

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BLOODWOLF333 Author
BLOODWOLF333

I didnt carry that weapon over from XV117's Enhanced Weapons Mutator. Too many weapons already (we have over 20 with the secret weapons).

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dvv81
dvv81

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!

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BLOODWOLF333 Author
BLOODWOLF333

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.

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BLOODWOLF333 Author
BLOODWOLF333

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.

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dvv81
dvv81

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.

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BLOODWOLF333 Author
BLOODWOLF333

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.

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dvv81
dvv81

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 :)

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BLOODWOLF333 Author
BLOODWOLF333

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.

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BLOODWOLF333 Author
BLOODWOLF333

Vanilla monsters are fixed
Github.com

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lyhwha
lyhwha

it's a old bug: when reloading dual pistol appear a zombie or imp grabed

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BLOODWOLF333 Author
BLOODWOLF333

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.

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BLOODWOLF333 Author
BLOODWOLF333

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.

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BLOODWOLF333 Author
BLOODWOLF333

This is fixed
Github.com

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N3uR0m4nT3
N3uR0m4nT3

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.

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BLOODWOLF333 Author
BLOODWOLF333

Did you start a new game after disabling 'No New Monsters"? I can't reproduce this and everything in the code looks correct.

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N3uR0m4nT3
N3uR0m4nT3

Yes. Could it be some leftover from previous BD (and derivatives) saved config variable?

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N3uR0m4nT3
N3uR0m4nT3

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.

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N3uR0m4nT3
N3uR0m4nT3

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.

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BLOODWOLF333 Author
BLOODWOLF333

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.

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N3uR0m4nT3
N3uR0m4nT3

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.

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BLOODWOLF333 Author
BLOODWOLF333

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.

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lyhwha
lyhwha

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

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lyhwha
lyhwha

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

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BLOODWOLF333 Author
BLOODWOLF333

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.

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BLOODWOLF333 Author
BLOODWOLF333

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.

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lyhwha
lyhwha

thanks very much

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lyhwha
lyhwha

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.

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lyhwha
lyhwha

ah and spectre faster on fastmonsters

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