Description

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.

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Brutal Doom v21.11.3 Expansion (Stable-Patched)
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lyhwha
lyhwha - - 125 comments

Did you think about incorporate stuff of Optimized Decals and Models BD mod: Moddb.com???

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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casualfan
casualfan - - 69 comments

Good on ya for continuing these updates!

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lyhwha
lyhwha - - 125 comments

new difficults are...weird

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

what does that mean?

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lyhwha
lyhwha - - 125 comments

don't know just miss previus

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emit800
emit800 - - 199 comments

What new monsters spawn?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

None, I dont want to add anything new to this and eventually be done with it.

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casualfan
casualfan - - 69 comments

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.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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geosone
geosone - - 3 comments

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.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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).

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geosone
geosone - - 3 comments

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.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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geosone
geosone - - 3 comments

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.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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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Guest
Guest - - 689,470 comments

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sergamer744
sergamer744 - - 1 comments

Thank you!

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Guest
Guest - - 689,470 comments

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

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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

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ddtankbr23
ddtankbr23 - - 8 comments

Hi, rocket and plasma don't shoot anything in multiplayer-purist class, they work fine in story mode.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Yep I stumbled across that bug last week and its fixed now. Didnt have the classicrocketDM and classicplasmaballDM inheriting from their parent actors.

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ImAfraidOfFurry
ImAfraidOfFurry - - 13 comments

Is this has new sprite for the monsters?

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