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A continuation of bd21.0.X patch and now on Github! Tons of bug fixes, sprite updates, complete brightmaps, completed friendly marines, dynamic lights, and almost two years worth of polishing and tweaks to the included levels, weapons, ammo, monsters, and vehicles.
Can also be found at: Github v21.11.3
Mainly bug-fixes and finishing of all Brutal Doom's features.
-I've added a new cruelty bonus system (red water flasks and bleeding skulls for the armor bonus)
-new vehicle HUDs
-took rifle sprites from PB because I wanted an ACOG on it
-added slug versions of all the shotguns (press dual wield to change ammo) and slug versions of the shell ammo pickups
-added classic MP40, buzzsaw, and D64 unmaker(and the 3 keys/upgrades) to purist class
-added shotgun-start and then arcade-starts(reloading disabled) of the player classes
-added tar, purple, magenta-lava, yellow-lava, and icewater liquids and their splashes for use with Eviternity and various other megawads (have to load the applicable patch after brutalv21.11.0 or above)
-created friendlymarines for every weapon-type that we have a playersprite for
-motorcycle has a working headlight function and all the other vehicles have infinite lightamp
-demonplayer morphs can do fatalities on all the monsters that the actual monster can perform
-revenantplayer can punch(fatalities) and the baronplayer can perform the triple-fireball attack(kick keybind) now
-all the secret weapons(excluding the dragonslayer) and secret monsters(ancient arachnotron, volcabus, belphegor, juggernaut, motherdemon) have a rare chance of spawning in place of their vanilla counterpart weapon/monster in normal gameplay with any wad
Load Order:
1. IWAD
2. Map-only wad
4. brutalv21.11.3.pk3
5. music, huds, and any other mods developed with brutal doom in-mind.
Changes since v21.10.0:
- Stable v21.11.3
- Sprites/Decorationsfolder: Changed TRE1B0.png to be a blown in half grey tree (not burnt)
- Sprites/Weapons/Rifle folder: Added a better RISPA0.png sprinting frame from IDDQD
- All monsters: Removed the IsInvisbile checks from the monsters so that partial invisibility behaves normally
- All friendly marines: Made all projectile attacks fire from their eyes as if they are players
- Baron.txt: Added a Y-axis check before spawning the boss-variant
- BDControls.txt: Optimized controls scripts
- BossBrain.txt: Removed PRCP state and xyz check (makes zero sense to do that and breaks the map)
- Cyberdemon.txt: Added a Y-axis check before spawning the boss-variant
- EEEVILLL.txt: Fixed Death.SSG state
- Fireworks.txt: Barrel will radiusgive a counter and spawn the vanilla barrel if 9 or more other barrels are in close proximity
- Knight.txt: Adjusted actor height and headshot spawns to match the monster sprite better
- Mastermind.txt: Added a Y-axis check before spawning the boss-variant
- Natural.txt: Changed TorchTree2's death state to use TRE1B0 sprite
- Player.txt: Added A_SetPlayerProperty(0,0,4) to player spawn state to unfreeze the player on level change/death while in a bike
- Stable v21.11.2
- Brightmaps folder: Added brightmaps for SMGGuy reload sprites
Added brightmaps for the Gatekeeper
- Sprites/SFX folder: Created +1 indicator sprite for marines
- Sprites/Monsters/Shotgunguy: Added SMGGuy reload sprites from Nic-Usor
- Sprites/Weapons/SMG: Modified the SMG sprites (removed ring around front sight post and green dot on the weapon)
- All friendly marine files: Added a Heal: state that spawns a +1 indicator overhead when they heal while in the wait state
- Bossbrain.txt: Fixed-up the spawns so that it will spawn on Hell Revealed 2 Map30
- Cyberdemon.txt: Added Species "Cyberdemon" to prevent in-fighting from stomps
- doommonsters.bm: Added definitions for SMGGuy reload sprites
Added definitions for the Gatekeeper
- Explosives.txt: Removed +BLOODSPLATTER from from GrenadeMissile and MarineGrenade
Added +THRUSPECIES & +MTHRUSPECIES to grenademissile
- FistMarine.txt: Added A_StopSound(3) to the end of fatalities that play BURNZOM
- GLDEFS.txt: Adjusted dynamic lights for Archvile attack
- Grenades.txt: Added +THRUSPECIES & +MTHRUSPECIES to handegrenade
- HeavyMachineGun.txt: Removed +BLOODSPLATTER from projectiles
- Mancubus.txt: Removed EnemyMemory feature (breaks the 666 & 667 action special for Map07's)
- Marines.txt: Added -ACTIVATEMCROSS to prevent marines from entering monster-only teleports
- Player.txt: Added A_StopSound(3) to the end of fatalities that play BURNZOM
- RocketMarine.txt: Added A_StopSound(3) to the end of fatalities that play BURNZOM
- Sergeants.txt: Created a reload state for SMGGuy
- SNDINFO.BD: Changed marine line "my legs are killing me" line to {NOTHING} I find it annoying
- Spectre.txt: Added DropItem "Superblursphere", 16 and "DemonStrengthRune", 4 to FuzzySpectre
- Spiders.txt: Removed EnemyMemory feature (breaks the 666 & 667 action special for Map07's)
- Spiders2.txt: Removed EnemyMemory feature (breaks the 666 & 667 action special for Map07's)
- testmap.wad: Changed blursphere pickup to superblursphere since marines now have their own spawns
Rearranged the weapon range targets to be spaced at 15m, 25m, 50m, and 100m with 32 mapunits equal to one meter
- Tracers.txt: Removed +BLOODSPLATTER from MeatShieldTracer
- Volcabus.txt: Removed EnemyMemory feature (breaks the 666 & 667 action special for Map07's)
- Stable v21.11.1
- brightmaps folder: Added/polished all monster brightmaps
- All Friendly Marine files: Added the pain.kick and pain.extremepunches(berserk kick) states so they will get out of the way when you kick them
- All monster projectiles: Adjusted speed and damage of enemy projectiles (including melee attacks)
- BFG10K.txt: Removed A_BFGSpray(10) from BFG10K ball and increased base damage, explosive damage, and explosion radius
- CapturedMarine.txt: Added mapeditor support for all capturedmarine spawns
- Commando.txt: Fixed slumped actor from sliding across the floor repeatedly
- Cyberdemon.txt: Reduce Cyberdemon stomp quake radius and intensity
Reduce death quake radius and intensity
- doommonsters.bm: Added missing brightmaps for all monsters
- DyingGuys.txt: Stop "BURNZOM" sound when crawling zombies are stomped to death
- Imps.txt: Fixed slumped actor from sliding across the floor repeatedly
- MAPINFO.txt: Adjusted the BlackMetal and Realism difficulties
- MapSpecificDec.txt: Created a UACShipDamaged actor that has one wing on fire (E1M1 map enhancement) that works online
- Mastermind.txt: Reduce death quake radius and intensity
- Revenant.txt: Changed Revenant seekermissile tracking strength from 3,6 to 2,4
- Sergeants.txt: Fixed slumped actor from sliding across the floor repeatedly
- SpecialDoom1Bosses.txt: Reduce death quake radius and intensity
- Spiders.txt: Prevent Arachnotron and Arachnotron2 in-fighting
- Spiders2.txt: Prevent Arachnotron and Arachnotron2 in-fighting
- Weather.txt: Adjusted RainSpawner states so that the sound would play on Plutonia Map01 online
- Zombiemen.txt: Fixed slumped actor from sliding across the floor repeatedly
- dmlevels.wad: Changed BDM02 slime pool to a tar pool
- testmap.wad: Added every capturedmarine spawn to the map
- Stable v21.11.0
- All dualweapon files: Now fire as fast as the single-weapon
- All Monster Files: Increased headshot damage to x4.0 for <500 hitpoint enemies
x2.0 for >= 500 hitpoint non-boss enemies
Polished-up all SearchingForPlayer states and EnemyMemory systems
- Brightmaps/Weapons/Rifle: Added new brightmaps for the new rifle
- Sprites/Weapons/Drops: Added new rifledrop frames
- Sprites/Weapons/Rifle: Added new rifle sprites from mike12, DoomNukem, and Ninlhil
- Textures folder: Added dark-sand textures and modified the existing sand textures to make them less yellowish
- Various files: Added textures, particles, and splashes for Tar, IceWater, and Yava liquids for Eviternity
Added textures, particles, and splashes for Snow for Eviternity
- Ammo.txt: Changed Slugs spawn chance to 32/256 and magnum rounds to 4/256 for the shellboxreplacer and shellreplacer
Changed the SlugRoundsUpgrade to be a second (green) shell ammotype
Gave each ammospawner a unique DoomEd# and editor keys
- Artifact.txt: Gave each power-up a unique DoomEd# and editor keys that didn't already have them
- Assaultshotgun.txt: Removed all slug states
- Assaultshotgun2.txt: Slug-firing ASG
- Blood.txt: Created FireBlood actor for the Afrit and final boss of Eviternity
- ClassicWeapons.txt: Removed zoom-recoil, tracers, and set shot patterns to vanilla
Created ClassicRocket, ClassicPlasmaBall, and ClassicBFGBall along with DM variants
- DefaultWeapon.txt: Added species "Marines" and +MTHRUSPECIES +THRUSPECIES to flashlight projectile
- Demons.txt: Set MeleeRange to 44 (default)
- DualMP40.txt: Created UnloadLeft state to allow unloading when the right weapon is empty
- DualPistol.txt: Created UnloadLeft state to allow unloading when the right weapon is empty
- DualPlasma.txt: Created UnloadLeft state to allow unloading when the right weapon is empty
- DualRifle.txt: Created UnloadLeft state to allow unloading when the right weapon is empty
- DualSMG.txt: Created UnloadLeft state to allow unloading when the right weapon is empty
- Executions.txt: Created LabGuy execution actors
- Explosives.txt: Removed WeakRocket actor
- EEEVILLL.txt: Removed the Epic2Alien, Mr.X, and GoingDown JumpIf(x==...) lines
*the compatibility patches for those wads will have code to spawn the correct actor
- Epic2Stuff.xt: Removed the Epic2Alien actor and moved it into the Epic2 Compatibility patch
- GLDEFS.txt: Added dynamic lights for ClassicRocket, ClassicPlasmaBall, and ClassicBFGBall
- KEYCONF.txt: Added shot_gun2, ssg2, and assaultshotgun2 weapons to slot 3
- Knight.txt: Knight now can throw barrels like the BaronofHell
- LostSoul.txt: Added +MTHRUSPECIES +THRUSPECIES and +DONTHARMSPECIES to prevent LostSoul in-fighting
- Mancubus.txt: Fix See > LookingForPlayer > ForgetTarget and Idle states so that they will walk over teleport lines in monster closets
- Mastermind.txt: Added -SOLID to StompedMastermind
- Player.txt: Created ExecuteLabGuy states
- Revenant.txt: Set MeleeRange to 44 (default) & MeleeThreshold to 64
Added +DONTHARMSPECIES flag, set revenantseekermissiles species to "revenant", lowered revenantattack height
- Revolver.txt: Adjusted frames to prevent the weapon sprite from blinking with turboreload
- Revolver2.txt: Adjusted frames to prevent the weapon sprite from blinking with turboreload
- SBARINFO.txt: Removed the slugs icon
- Shotgun.txt: Removed all slug states
- Shotgun2.txt: Slug-firing shotgun
- SSG.txt: Removed all slug states
- SSG2.txt: Slug-firing SSG
- Tokens.txt: Added ShotgunChangeAmmo token
- WeaponSpawners.txt: Added AmmoOnly states to revolver, shotgun, SSG, and assaultshotgun spawners
Gave each weaponspawner a unique DoomEd# and editor keys
Did you think about incorporate stuff of Optimized Decals and Models BD mod: Moddb.com???
I compared the decals and the decaldef.txt to whats in my file and there is hardly any difference at all so, no I'll pass.
Good on ya for continuing these updates!
new difficults are...weird
what does that mean?
don't know just miss previus
What new monsters spawn?
None, I dont want to add anything new to this and eventually be done with it.
Honest question: whats the functional difference between the heavy machine gun and the chaingun? Like, when are the bet uses for one over the other? Without the chaingun having to wind up it makes the machinegun feel a bit redundant.
yes the machinegun is redundant and I instead want to replace it with a battlerifle (the rifle with iron sights and a M203 grenade launcher) but, I completely suck at spriting so would have to find someone willing to create those sprites and I can code it.
It is the best version of BD v21 that I have tried, only that when running forward it is slower than diagonally and it is very broken, kill a BaronHell with 3 pistol bullets in the head, also the rescue marines do all the work for you, other than that everything is perfect.
Strafe running has always been faster than only forward movement that is the doom engine Doom.fandom.com. And I just took away the monster property from the head and legshot actors in 21.12.0 so that the goofy realism difficulties dont break them anymore(every monster actor has 50% health which included headshot actors).
It would be perfect for me if I could just make the dynamic lights work fine. I have tried 26 pk3 seeing if someone fixes it but they always add something else that was not requested, your work is the closest thing to what I have been looking for. Keep it up please, you are the best and thanks for answering me. I also saw in another post that someone could fix the barrel lights just by changing one letter in the GLDEFS.txt file, it would be great if you could tell me what to change so that the cacodemon fireballs, plamagun shots and bullet impacts on the walls that in previous versions did produce light as in version v20b. If all this comes in the next version it would be wonderful and I could play to infinity.
Done, I just added dynamic light to the smallyellowflare actor which is spawned by ricochets from the hitpuffs, added just the green dynamic light to the explosivebarrel (v20b used to spawn a small green lens flare and I left that out because there are some wads out there with thousands of barrels on the map so the barrels have to be slimmed down effects-wise to keep brutal doom playable on those megawads), plasmaballs and cacodemonballs I added light to their death frames a long time ago back when I noticed they werent emitting any light on death.
I just defeated master mind with 2 shotgun blasts and a rocket launcher on black metal difficulty, that's how broken it is to headshot demons, I respectfully beg you to fix that my friend. Also the ancient arachnotrons do not have dynamic lights in their purple plasma shots.
The headshots in blackmetal+ difficulty are already fixed. If you want the latest version go on github and download the repo, extract it, then re-zip it up as a pk3 or else will have to wait a month or two for me to upload v21.12.0 on moddb.
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Thank you!
Hi! Thank you for your work!
Unfortunatly I get this error when I try to launch the game (everything was ok on version 21.11.2):
Script error, "brutalv21.11.3.pk3:fireworks.txt" line 53:
Unknown identifier 'RGF_NOSIGHT'
Script warning, "" line 0:
Invalid face '' for 'Doomer';
STF replacement codes must be 3 characters.
Script warning, "" line 0:
Invalid face '' for 'Doomer';
STF replacement codes must be alphanumeric.
Maybe you can help me to fix it?
UPD:
Fixed it myself. Needed to update Zandronum port to version 3.1
yeah and the invalid face for Doomer will always be there since thats the only way we can have a player mugshot that will change from male to female
Hi, rocket and plasma don't shoot anything in multiplayer-purist class, they work fine in story mode.
Yep I stumbled across that bug last week and its fixed now. Didnt have the classicrocketDM and classicplasmaballDM inheriting from their parent actors.
Is this has new sprite for the monsters?