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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.

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Brutal Doom v21.5.0 Expansion (Stable)
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ZanderFi-14
ZanderFi-14 - - 25 comments

Are there any addon's that work with this, then? As it is a full replacement, there are probably a lot of errors.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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eviltechno
eviltechno - - 502 comments

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.

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ZanderFi-14
ZanderFi-14 - - 25 comments

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want Tomtefar's extension to work with this mod, as well as someone (maybe me far down the road) to update XV117's outdated mods to work with this.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

This is fixed in v21.5.1 on github
Github.com

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eviltechno
eviltechno - - 502 comments

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.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Github.com

Updated ADS behavior on all applicable weapons

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Spoonny
Spoonny - - 28 comments

Bug: There is no muzzle flash on the right smg when dual wielding.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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?

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Guest
Guest - - 691,045 comments

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.

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Guest
Guest - - 691,045 comments

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

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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Guest
Guest - - 691,045 comments

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

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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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Guest
Guest - - 691,045 comments

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Github.com

SSG has been "un-nerfed" and dual weapons no longer auto-equip

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Guest
Guest - - 691,045 comments

Did you add alternate types of shotgun ammo? If so how do you change to it?

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Guest
Guest - - 691,045 comments

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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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Guest
Guest - - 691,045 comments

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lyhwha
lyhwha - - 125 comments

i've tried it again and expansion do have a problem resurecting chaingunguy. Click for check

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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lyhwha
lyhwha - - 125 comments

are you using zandronum?
And I know because donĀ“t hear the guy and i had tried many times actually

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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lyhwha
lyhwha - - 125 comments

d'oh it's bad for me

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Batter_purifier
Batter_purifier - - 93 comments

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

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

That has been fixed and will be in 21.5.2 this Sunday when I release it on Github.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Github.com

ADS behavior on all weapons has been fixed

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ProfessorExistential
ProfessorExistential - - 468 comments

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.

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lyhwha
lyhwha - - 125 comments

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).

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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lyhwha
lyhwha - - 125 comments

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

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lyhwha
lyhwha - - 125 comments

And when turn on fast mosters need to reload level for the fast pinckys

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Spuzaw
Spuzaw - - 31 comments

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!

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Thanks, I'm glad someone likes it. I don't get comments like that often.

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Spuzaw
Spuzaw - - 31 comments

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.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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Spuzaw
Spuzaw - - 31 comments

Ah, that makes a lot more sense. I was using the BFG. Now I know why your expansion felt so much better.

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Yomyapple
Yomyapple - - 2 comments

Does this make the hitscan enemies more accurate? I swear I've been getting killed more often by them since installing this expansion.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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Yomyapple
Yomyapple - - 2 comments

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

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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aleksejrukin
aleksejrukin - - 19 comments

In 21.5.3 all BFGs are always spawned as BFG9000, not BFG10k, Unmakers or other similar weapons. WTF?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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aleksejrukin
aleksejrukin - - 19 comments

One more question. In this version the minigun performs 12 shots even if I make a very short click. Is it intentional?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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.

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aleksejrukin
aleksejrukin - - 19 comments

Today I saw a strange monster in MAP27 (Monster Condo). It's like a mancubus, bus slightly larger and darker. What's this?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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).

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