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###This is now a brutalv21.pk3 REPLACEMENT and no longer an addon### 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 v21.5.0 Stable
Load Order:
1. IWAD
2. Map-only wad
4. brutalv21.5.0.pk3
5. music, huds, and any other mods developed with brutal doom in-mind.
Changes since v0.4.0:
- Pasted the expansion over brutalv21.pk3 so this is now a brutalv21 replacement (some things I can't patch that must be fixed)
- All Files: Changed all numbered scripts and the calls to named scripts
- All Friendly Marines: Added-in the missing A_ChangeFlag("USESPECIAL", 0) lines to death states
- All Non-Standard Weapons: Added Weapon.SelectionOrder 9999 to all meat shield, demonplayer, and vehicle weapons
- Graphics folder: Created new STKEYS6-8 statusbar images for keycard+skullkey
- Sounds/Combat/Weapons folder: Added the D64 DSLASER sound effect
- Sprites/Flares folder: Added violet flare sprites
- Sprites/Items folder: Added Squig's fuel jug sprite to the backpack
- Sprites/Weapons folder: Set Squig's fuel jug sprite to GSLNA0
- Sprites/Weapons/Classic folder: Added vanilla tan-gloved sprites for the MP40, Buzzsaw, D64 Unmaker, Unmaker Upgrades, and correct Purist grenade throw from TypicalSF
- All vehicle files: Added - $category map editor support
- Ammo.txt: Removed FakeMauser9mmSprite and Mauser9mmSpawner actors
Removed FakeBuzzsawAmmoSprite and BuzzsawAmmoSpawner actors
- Archvile.txt: Set DyingArchvile DropItem to "none"
- Artifact.txt: Created a FakeNightVisionSprite, Created a NightVisionReplacer, and added the D64Unmaker upgrades and their spawners
- ClassicWeapons.txt: Created ClassicMP40, ClassicBuzzsaw, and ClassicUnmaker weapons and adjusted WeaponSelectionOrders
Added Give/Take weaponselected tokens to each weapon's Select state
Replaced script call 402 with Named BDStopCamera script call in Salute state
- CVARINFO.txt: Added server int bd_fuzzyspectre = 0;
- CVARS.txt: Made the BDInitiate script only fire if the MapEnhancement system is enabled
Created a BDCheckFuzzySpectre script
- Cyberdemon.txt: Adjusted MaxStepHeight and DropOff
- Flares.txt: Added VioletFlare and VioletFlareMedium actors
- GLDEFS.txt: Created dynamic lights for the unmaker upgrades
- KEYCONF.txt: Added ClassicMP40 to Slot 2, ClassicBuzzsaw to Slot 4, and ClassicUnmaker to Slot 8
- KeyPlacement.txt: Fixed BD keys so that they will retain any special actions and scripts attached to them
- Language.enu: Added the GOTARTIFACT1-3 messages for the unmaker upgrades
- Limbs.txt: Changed the HellishMissileLauncher spawn to the HMLSpawner in HalfSkeleton
Set the MancubusArm to spawn the FlameCannonSpawner on Death
- +Lockdefs.txt: Updated lock names to the Brutal Doom key names
- MAPINFO.txt: Added SpecialAction = "GreatCyberdemon", "Door_Open", 255, 16, 0 to PSMAP57
- MapSpecificDec.txt: Added the +FRIENDLY flag to BDdestroyabledecorative (keep alarms from falling down)
- MENUDEF.txt: Added the "FuzzySpectre" option
- Minigun.txt: Made minigun spin-down last another 20 tics to match the sound effect
- Nazis.txt: Changed MP40Drop spawns to MP40Spawner spawns
- PainElemental.txt: Set health and mass to 300 and adjusted flags
- Player.txt: Changed HellishMissileLauncher spawn to the HMLspawner in the Revenant fatality
Set FatalizedPE spawn to be 32 units in front of the player for the FatalityPE state
- Revenant.txt: Changed all HellishMissileLauncher spawns to the HMLSpawner
- SBARINFO.txt: Updated the keys to the Brutal Doom key names
- SNDINFO.bd: Added the weapons/unmaker DSLASER sound effect
- SpecialDoom1Bosses.txt: Adjusted CyberDemonBoss Radius so that the GreatCyberdemon won't get stuck on PSMAP57
- Spectre.txt: Adjusted Melee state to mirror that of the BullDemon
Created a ReplaceFuzzy: state, added the BDCheckFuzzySpectre script to Spawn: state and, created the FuzzySpectre actor
- Testmap.wad: Fixed the Fatso, PainElemental, and ZombieArtilleryTank spawns
Fix tank turrets not showing on the enemy vehicle spawn-platforms
- VanillaMonsters.txt: Set vanilla monster's properties and attacks back to vanilla and DamageFactors for "Avoid" and "Taunt" to 0.0
- WeaponSpawners.txt: Changed the MP40Spawner to give the ClassicMP40 on Purist class pickup
Removed FakeMP40Sprite and FakeBuzzsawSprite actors
Changed the BuzzsawSpawner to give the ClassicBuzzsaw on Purist class pickup
Changed the UnmakerSpawner to give the ClassicUnmaker on Purist class pickup
Created a Fake64UnmakerSprite actor
Are there any addon's that work with this, then? As it is a full replacement, there are probably a lot of errors.
Depending on what the addon changes/replaces some might work. But, they would have to be updated when BD v22 comes out as well so, *shrugs* I'm not waiting that long.
Good work. I wish you get some help to get the aim scripts fixed as well. Something that really bothers me in latest BD21 versions. All changed back to click to aim would still better than this broken hold to aim mix up.
btw, I've seen perfectly working BD21 weaponscript fixes for the ADS system (unreleased) Also tomtefars released a hold to aim toggle addon. Maybe he wants to contribute and make a 21.5 version.
Anyway thanks for this I know it was much work.
I really want Tomtefar's extension to work with this mod, as well as someone (maybe me far down the road) to update XV117's outdated mods to work with this.
Are you referring to how sometimes you click altfire to aim and it doesnt stay and goes back to unzoomed? I've seen that a few times and can go through and make the altfire states last longer or see what needs to be done.
This is fixed in v21.5.1 on github
Github.com
Nah not fixed. Try to hold aim, shoot something, release. It will just be stuck in the hold to aim state (instead of zooming out again, unless you wait very long before releasing the key) Also whats even more of a problem; when you are still in the reloading animation eg. of either the machineguns and already press zoom (usual habbit to not have to care for the right moment) the gun sprite will just flicker and stay in the zoom out state until pressing zoom again.
Alright the zoomed fire state will jump to NoAim unless the altfire button is held down for all applicable weapons now. I cant check for if a button is NOT held down in decorate code so, hopefully your opinion matches the rest of the community and this doesnt **** everyone else off or I will have to revert it.
Github.com
Updated ADS behavior on all applicable weapons
Bug: There is no muzzle flash on the right smg when dual wielding.
Im not able to duplicate that in game and the "PlayerMuzzle1" flares are being spawned on the right and left fire states in the code. Are you loading some other mod that is messing with this?
I just wanna say nice work. Just downloaded played a couple maps with maps of chaos. Good stuff. When i would play regular brutal doom 21 pk3 the lzdoom menu would report all these yellow bars of error codes or something. That doesnt happen here. Nice.
PS Upon playing it more. I didn't like it was set up to go automatically dual weapons. It lagged on certain levels of Wads. That the normal PK3 didn't lag on and it was noticable. I played them both back to back. Also certain weapons appear to have been nerfed. Like the super shotgun. I did several close range double barreled shots to Caco demons and it didn't kill them. I even did the summon cheat. Idk if id play it over the normal one anymore
I adjusted the damagefactors for the monsters. Monsters used to be taking like x5 damage from the supershotgun and I don't see any logical reason as to why? Vanilla monsters never took increased damage from the SSG so, that was just making it too easy and I wouldn't call that balanced and set it back to x1. The dualwield auto-equipped was requested previously and makes sense to me but, I can revert that since this is the second complaint about it. And the lagging concern is awful vague I haven't experienced that but, I now have a modern desktop.
I was playing Doom 2 Reloaded with brutal doom and wanted to jump back into my save. Which was level 20. So i did the idclev cheat. Got back to level 20 and started playing the level and it was choppy. I had played the same level earlier on the normal brutal doom pk3 and it wasnt choppy. It just was kinda chugging along for no reason. When i didn't have the same problem prior. It didn't lag on any of the doom 2 maps of chaos levels but map 20 of doom 2 reloaded is like an outside level with lots of enemies. So i just figured if this PK3 is lagging here. its gonna do it again on other levels. Like i said i didn't have that problem before. Its still a cool update. I was just saying you know
The dualwield weapons auto-equipping has been reverted now in the current state of the project on github. And now monsters with <500 hitpoints will take the standard Brutal Doom x5.0 damage from "SSG" damagetype while non-boss monsters with >= 500 hitpoints will take x2.5.
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Github.com
SSG has been "un-nerfed" and dual weapons no longer auto-equip
Did you add alternate types of shotgun ammo? If so how do you change to it?
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I did add the slug shells from XV117's Enhanced Weapons Mutator (green shotgun shells) that you press dual wield with any shotgun to equip. It's just an upgrade/power-up technically.
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i've tried it again and expansion do have a problem resurecting chaingunguy. Click for check
I just tried that on Plutonia Map01 and the Archvile raised him. Everything in the code is correct. The BD archvile has a Heal: state, commando has a Raise: state, and the archvile is using A_VileChase to move around which allows for raising. How do you know that the archvile didnt raise the chaingunguy and he just started walking back into that room while you started walking down the stairs? I honestly am not convinced that there is any problem.
are you using zandronum?
And I know because donĀ“t hear the guy and i had tried many times actually
yes zandronum is all I use. I can't duplicate your problem. Even on the test map summoning a chaingunguy and archvile and guiding it to raise the dead chaingunner. It's working.
d'oh it's bad for me
If you try to hold down aiming while shooting the mp40 it keeps jumping in and out of ads... it looks funny but I'm pretty sure it's a bug
That has been fixed and will be in 21.5.2 this Sunday when I release it on Github.
Github.com
ADS behavior on all weapons has been fixed
I've been trying to keep some addons alive and updated. I'll have a look at compatibility with this one. Maybe its already working mostly.
I'm sorry if is a kind of big.
Can you add a quicktly fists select option? There're addons (related to fists) don't work with this new version but did with others (like the apparently gone "Quick ready rifle fists" and the "fast jab").
Someone please tell me if grabbed zombies bodies fulfill covering Sgt zombie attacks (Sub-Machinegun and shotgun).
I changed all of Brutal Doom's numbered scripts to named scripts now to keep this from breaking compatibility with all the various map packs (which all use numbered scripts inside the level) which might have broken compat with other mods.
Sounds great, by other way it's a shame because fastjab and Quickreadypistolfists are addons very usefulf, specially for fatallities
Only if you have interesting, here's fast jab: Moddb.com
An here Quick draw rifle and fists (actually only interesting about fists): Moddb.com
And when turn on fast mosters need to reload level for the fast pinckys
So this is basically Brutal Doom v21 with fixes/improvements?
I just tried it and it's amazing. Not only does it look better than BDv21 is also runs sooo much better. I didn't expect that. Awesome work!
Edit: Just want to say that I can't get over how good the lighting looks. Huge improvement over v21. This is such an awesome mod!
Thanks, I'm glad someone likes it. I don't get comments like that often.
It's too bad more people don't know about it. Wish this mod had advertising or something.
Btw, is it just in my head or is it easier to kill the Spider Mastermind with your mod? In the original BDv21 I had the hardest time killing it but with your mod it felt a lot better. It no longer felt like a grind. Maybe I've just gotten better. Either way, I definitely had more fun with your version.
Mark had the Mastermind taking 0.4 damage from damagetype "disintegrate" which is the BFG but, the Cyberdemon doesn't take any reduced damage so, I just set it to x1.0 for all monsters to make it consistent. Some things I found illogical and inconsistent across all the monsters so I normalized all the damagefactors in my own way that is close to v21Gold or vanilla if no clear pattern could be determined.
Ah, that makes a lot more sense. I was using the BFG. Now I know why your expansion felt so much better.
Does this make the hitscan enemies more accurate? I swear I've been getting killed more often by them since installing this expansion.
Mark removed all the hitscan attacks by enemies they all fire projectiles that you can dodge but, no I have not increased the speed of their tracers or made them more accurate that I remember.
Gotcha. Probably just that I started Thy Flesh Consumed (always heard it was hard). On E4M3 it felt like I was constantly getting hit by gunfire.
Do you have a feature list of some of the big things this mod changes/fixes?
Thanks for the mod btw
A lot over the almost 2 years that I have tweaked and added.
-Vehicle HUDs have all been redone
-All monster damageFactors (resistances and weaknesses) have been tweaked
-Re-enabled the dodge feature for flying enemies and zombies
-grenades now put out a "Avoid" damagetype before they explode so enemies have a chance to roll/dodge away from them
-new crueltybonus drops on fatalities and executions
-dynamic lights added to everything that didnt have them (plasmarifle projectiles)
-fixes to the weapons and their aim down the sights states
-Purist class is polished and added the Doom64 Unmaker with keys
-Juggernaut and Motherdemon have been polished heavily
-Brutal Doom specific monsters have a chance of replacing their vanilla parent monster in any mappack (belphegor, ancient arachnotron, volcabus, juggernaut)
-Added the slug rounds for all the shotguns from XV117's Enhanced Weapons Mutator (press dual wield to load)
-Added pistol ammoboxes, nuke missile ammo, jugs of gasoline, new demon strength rune sprite, lots of sprite fixes from Dox's addon
-and bunches of bugfixes and performance tweaks that I cant remember all of.
In 21.5.3 all BFGs are always spawned as BFG9000, not BFG10k, Unmakers or other similar weapons. WTF?
No theyre not. The spawner that replaces the BFG actor has a 16/256 chance to spawn a 10k, 4/256 chance for an unmaker, 2/256 for a MG42 or flamethrower, and 1/256 for a nukelauncher. So I changed the probability for a 10k from 48/256 to 16/256 is all. You will eventually see it.
One more question. In this version the minigun performs 12 shots even if I make a very short click. Is it intentional?
Yes, the point was brought up that the altfire spin state was pointless because it used to fire at the same rate whether the weapon was spun-up or not so, I added a spin-up sequence to the beginning of the fire state to give altfire an actual use. I Had it not firing at all during the spin-up but that was too punishing on the player.
Today I saw a strange monster in MAP27 (Monster Condo). It's like a mancubus, bus slightly larger and darker. What's this?
Thats the Volcabus which Mark had spawning on a few maps in Episode 3 of Doom I. I've made the Brutal Doom secret monsters have a rare chance of spawning in place of the parent monster if there is enough room on any map now. Volcabus (souped-up Mancubus), Ancient Arachnotron (souped-up Arachnotron), Belphegor (soup-ed up Baronofhell/hellknight), and the Juggernaut (Quake II-like monster that can replace a normal Spidermastermind).