This brutalv21.pk3 replacement has been rebuilt, tweaked, sanded, and polished to a mirror-finish over the course of almost four years. Every bug you encountered in the past has been fixed. All BrutalDoom-specific features have been fleshed-out and fully realized with the combined efforts of the BrutalDoom community's many modders while keeping compatibility with zandronum and multiplayer at the forefront.
Can also be found at: Github v21.15.1
What has changed:
Load Order:
1. IWAD
2. Map-only PWAD
3. brutalv21.15.1.pk3
4. music, huds, and any other mods developed with brutal doom in-mind.
Changes since v21.14.0
- Development v21.15.1
- Baron.txt: Change ReplaceForBoss states to stop and not go to Special666
- Doom1Remap.txt: Fixed CacodemonSpawn on E2M3
- Dynamiclev.txt: Created a Tag666SMastermind script for Sigil II
- FistMarine.txt: Change grunt/pain to imp/pain in FatalityImp3
- Furniture.txt: Adjust MarkForDeletion checks so that they are more reliable
- Lamps.txt: Adjust MarkForDeletion checks so that they are more reliable
- Mastermind.txt: Created a check for Sigil II positioning that will spawn a SigilMastermind
- RocketLauncherMarine.txt: Change grunt/pain to imp/pain in FatalityImp3
- SpecialDoom1Bosses.txt: Created SigilMastermind with 9000 hitpoints for Sigil II
- Torches.txt: Adjust MarkForDeletion checks so that they are more reliable
- WeaponSpawners.txt: Fix PlasmagunReplacer with Purist class
Give the BFGReplacer enough time for the NaziVerification script to run
- Stable v21.15.0
- Sprites/Weapons/Casings: Changed pistol casings to v22
- All Monster Files: Add -COUNTKILL and Thing_Remove to monsters when they are replaced to not effect the killcount
- All Weapon Files: Fixed the sprinting delay for tactical class
- Ammo.txt: Removed all fake sprite actors and made each spawner drop a brutal and purist version of each pickup
- AssaultShotgun2.txt: Reduce ShotPuff range from 300 to 128
- Axe.txt: PR#447 Cutting Weapon token
- BDControls.txt: PR#449 Eliminated separate Plasma decharge ACS script, merged with BDControls ACS script
- BFG.txt: Lessened pitch recoil and a_recoil when firing
- BFG10K.txt: Lessened pitch recoil and a_recoil when firing
- BossBrain.txt: Removed non-vanilla jumps for other megawads (moved into specific compat patches)
- CapturedMarine.txt: Add +ALWAYSTELEFRAG to capturedmarinebase
- CGuyShield.txt: PR#448 Meat shield stuff
- ClassicWeapons.txt: Restricted all classic weapons to only be visible to and picked up by purist playerclass
- Commando.txt: Touched-up the slumped actor
- COMMANDS.txt: PR#444 Plasma Rifle cancel now works with the GZDoom Reload key
PR#449 Eliminated separate Plasma decharge ACS script, merged with BDControls ACS script
Created Map07CheckFatso and Map07CheckArachnotron scripts
- Dead.txt: Add Thing_Remove when actors are replaced and reenabled deadlivestick marines
Adjusted delay between maggot spawns in dead actors
Add +ALWAYSTELEFRAG to parent actors so they will not block teleports
- DEFAULTWEAPON.txt: Restricted all brutal weapons to only be visible to and picked up by brutal playerclasses
- Demons.txt: Adjusted attack states and projectile lifetime making demons better in combat
- EEEVILLL.txt: Removed +DROPOFF from evilmarines
- EvilMarineShield.txt: PR#448 Meat shield stuff
- Explosives.txt: Add +NOTELEPORT to Rocket2
- Fireworks.txt: Added -COUNTKILL and Thing_Remove when the barrel is replaced
- Flamecannon.txt: Removed recoil
- FootSteps.txt: Remove LargeMassWaterImpact from FootStepStrong actor
- Furniture.txt: Add Thing_Remove when actors are replaced
- Imps.txt: Touched-up the slumped actor
- ImpShield.txt: PR#448 Meat shield stuff
- Lamps.txt: Add Thing_Remove when actors are replaced
- Limbs.txt: Add +ALWAYSTELEFRAG to parent actors so they will not block teleports
- Mancubus.txt: Fixed ReplaceVanilla and ReplaceVolcabus states to correct Map07 breaking
- MapSpecificDec.txt: Adjust burn: and extinguish: states of vegetation actors
- Mastermind.txt: Set radius to the vanilla value of 128
- Melee.txt: PR#448 Meat shield stuff
- Natural.txt: Adjust burn: and extinguish: states of vegetation actors
Add Thing_Remove when actors are replaced
- NaziShield.txt: PR#448 Meat shield stuff
- NukeLauncher.txt: Removed recoil
- Plasma.txt: PR#444 Plasma Rifle cancel now works with the GZDoom Reload key
PR#449 Eliminated separate Plasma decharge ACS script, merged with BDControls ACS script
- Railgun.txt: Lessened pitch recoil and a_recoil when firing
- Rocketlauncher.txt: Removed recoil
- SawMarine.txt: Fix sawmarine giving the player a rifle magazine
- Sergeants.txt: Touched-up the slumped actor
- SGuyShield.txt: PR#448 Meat shield stuff
- Shotgun2.txt: Reduce ShotPuff range from 300 to 128
- Spiders.txt: Fix-up Burns and Smokes states
Fixed ReplaceVanilla and ReplaceSpiders2 states to correct Map07 breaking
- Spiders2.txt: Fix-up Burns and Smokes states
Change the purpleplasmaball to only spawn purple fire puffs
- SSG.txt: Reduce ShotPuff range from 300 to 128
- SSG2.txt: Reduce ShotPuff range from 300 to 128
- Teleports.txt: Notated out BrutalTeleportDest, causes too many problems
- Tokens.txt: Change +NONETID to +CLIENTSIDEONLY for all tokens
- Torches.txt: Optimized the torch spawns so that only the fire sparks will be spawning every 30 tics
Add Thing_Remove when actors are replaced
- Unmaker.txt: Removed recoil
- WeaponSpawners.txt: Removed all fake sprite actors and made each spawner drop a brutal and purist version of each pickup
- Weather.txt: Changed the rain and blood drop Live: states to checkfloor and then goto "Death"
Add +RANDOMIZE flag
- ZmanShield.txt: PR#448 Meat shield stuff
- ZombieCivilianShield.txt: PR#448 Meat shield stuff
- Zombieman.txt: Touched-up the slumped actor
*note* E1M8 being broken with sector 666 lowering before the barons are dead is already fixed for the next release, my bad.
Thanks XD
by the way, whats the difference to 15.0?
I updated the changelog above in description. Mainly just fixed what broke with the mapenhancement system for Doom 1 - 2
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There are problems in v21.15.0 and v21.15.1.
Problems with weapon reloading.
It works unstable.
Sometimes you need to press the reload key several times.
In v21.14.2 everything worked fine.
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GZDoom v4.12.2 (MAC OS M1)
Options>Customize controls>Action>Reload= yourkeybind
GZDoom has something special about adding its own reload keybind compared to Zandronum and that's why there are two keybinds for it so, if playing GZDoom dont use the Brutal Doom reload keybind.
Thank you.
This works great.