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A continuation of bd21.0.X patch and now on Github! Tons of bug fixes, sprite updates, complete brightmaps, dynamic lights, and almost two years worth of polishing and tweaks to the weapons, ammo, monsters, and vehicles.

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Brutal Doom v21.6.0 Expansion (Stable)
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Guest
Guest - - 691,539 comments

jajajajajajaja the same day i downloaded

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twiz1989
twiz1989 - - 5 comments

this breaks Brutal Chex Quest though.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

I've never played the Chex Quest thing, how does it break it?

Edit: I looked into this and asked on the Brutal Doom discord it has always required a patch (that can be found on moddb) for Brutal Doom to work with ChexQuest. So, I am not concerned about this someone else has already fixed it and I dont play ChexQuest.

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twiz1989
twiz1989 - - 5 comments

To be fair I realized after I posted that comment that it wasn't your version that broke it it was actually Sgt Marks v21 that broke it, v20 supported it but it no longer works as intended with newer versions... Anyways it makes the blood splatters red instead of green, and the enemies don't gib properly they just "zorch" away like they do in the original version. There's a patch on here I found to make it SORT OF compatible with v21 but there's still some issues with some of the enemies and crap...but honestly I'm not really surprised I'm sure Chex Quest is kind of a niche thing...I was just having a go at it yesterday as it's one of the only Doom engine games I hadn't actually played. I wouldn't bother trying to sort out what assets Sgt Mark ****** up to break it... cause I imagine trying to fix that mess is a bit of an ordeal and honestly not worth it. Anyways I really like most of the changes you've made with the community edition of this mod...only thing that kinda bugs me is how the chaingun functions now but that's just me and I noticed there was an add-on to revert it to how it was anyways so I'm complaining about nothing here... So Awesome job.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Thanks, yeah the point was brought up in the past how the minigun's altfire is pointless because the weapon would fire at the same rate whether it was spun-up or not. So, I added that spin-up sequence to the beginning of the firing state to give altfire an actual use. The first draft it didnt fire at all until at full speed but, that screwed the player over way too much so how it is now is a compromise.

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ZanderFi-14
ZanderFi-14 - - 25 comments

Bloodwolf, I've seen you have made a version of the weapons mutator mod to make it work for your patch, can you do the same for Tomtefar's extension? If you have permission, of course, but the main creator seems really busy and I don't want to bug him.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Well XV117's EWM is now part of this file that replaces the brutalv21.pk3 (no longer a patch) at least the stuff that I wanted to carry over. Tomtefar's extension I don't play or want to add. We have too many weapons already and certain ones are almost redundant. I just want to get this almost perfect and then move on to working on Heretic and Hexen.

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Richie7777
Richie7777 - - 54 comments

I've found what appears to be a glitch with the minigun. If you fire at the ground in an exterior area, like where the minigun spawns on e1m2, a load of bullet casing will appear on the ground where you are aiming, instead of off to the side, and they seem to float in midair. This doesn't happen in the interior locations

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Richie7777
Richie7777 - - 54 comments

Actually, it happens with all weapons, by the looks of it.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

I am not seeing them float in midair but looking down and firing yeah they dont take your pitch into account but they do shoot out to the player's left. None of the weapons account for pitch when firing their empty casing spawns which has never been a problem before but, I can polish that up i guess.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

This doesnt seem to be possible to fix that I know of using just Decorate. The empty casings are being spawned out of the player and the HUD is just a 2D image so, adding "pitch" to the pitch variable doesnt change anything. Doom is still kinda 2D when it comes to this.

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lyhwha
lyhwha - - 125 comments

by chance it won't have fast fist and quickly fists?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

It does not. Though now I suppose I can implement my own variant. I want altfire (right hand punch) to hold/**** back and then holding primary for the left hand jab I will make it do the 2 quick jabs then the left cross as if you pressed primary fire 3 times. That does make sense so I'll see how Zodomaniac did it. And the quick fists does make sense to me for fatalities so I will have that replace the quick pull pistol keybind instead because why would we want quick pull the pistol or rifle?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

This has been implemented now in 21.6.1 and altfire can now perform 2 quick right jabs and then a right cross if pressing altfire 3-times. Holding altfire will perform a right cross on release and created right jab states for quick altfire key presses while holding primary fire performs the 2 quick jabs and then a left cross.

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lyhwha
lyhwha - - 125 comments

ok but 2 are implemeted or only fast jab?

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lyhwha
lyhwha - - 125 comments

oh 2 verycool :3

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aleksejrukin
aleksejrukin - - 19 comments

BD Expansion 21.6 + Extermination Day: can't complete EDAY10. The portal at the end is supposed to unlock after beating two Belphegors, but nothing happens. WTF?
PS, on EDAY11 the first elevator sometimes stops midway and does not react to buttons.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

This is now fixed, when I changed all the Brutal Doom scripts to named scripts instead of numbered (which will conflict with numbered map scripts for all the various wads out there) EDay10's map script 2 calls script 1622 (baron brothers health bars at the top of the screen and then calls floorlower after their death) which I renamed to "BDBossHealth" so, that broke it. Fix has already been uploaded to Github and will publish v21.6.2 tonight. The elevator I kinda could duplicate, it's like it is getting stuck trying to go back up on the imp corpses or something. I don't believe that is caused by my expansion.

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Alice_The_Pzychotik
Alice_The_Pzychotik - - 10 comments

BD Expansion 21.6 + Extermination Day: In mission 20, there are 2 enemy tanks that are literally invisible, only the cannon is visible, only with that mission, on the test map when summoning enemy tanks they normally appear.

update: I already tried that level with the original V21 of Brutal Doom and the tanks appear perfectly, I think it is a thing of the BD Expansion 21.6

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

I cant duplicate your concern they are spawning and appearing correctly for me. The two tanks to the left once you get outside the mall. What is your load order? It should be:
1. Doom2.wad
2. Edaytest001.pk3
3. brutalv21.6.x.pk3
4. Edaymusictestdec09.wad

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Alice_The_Pzychotik
Alice_The_Pzychotik - - 10 comments

I just changed the order you told me to and the problem still persists, I don't know why.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Are you playing on realism difficulty perhaps?

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aleksejrukin
aleksejrukin - - 19 comments

I also can't replicate, both tanks are completely normal (but extremely difficult to defeat).

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aleksejrukin
aleksejrukin - - 19 comments

BD 21.6.0 (also original BD 21) + Plutonia: player's grenades (both "G" tossed and from the grenade launcher) are affected by MONSTER-ONLY teleporter linedefs, not only by ordinary teleporters. Is it possible to disable this behavior? Teleporting grenades is useful, but not by these hidden lines, sometimes my own grenade is teleported directly into my face.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

I can try adding -ACTIVATEMCROSS to the grenade actors but what map and where are there monster cross only teleport linedefs so that I could test this? Like Doom2 Map08 Tricks and Traps if I throw a grenade down that little hallway to the left of the red door where the Baron teleports behind you the grenade doesn't teleport.

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aleksejrukin
aleksejrukin - - 19 comments

MAP28 (The Sewers), the final hall, try near the small squares on the floor.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

The final area before the exit with the archvile? I threw a grenade over the platform that lowered revealing him and the grenade didn't go through. Or your going to have to be more specific what "small squares"? I have never seen this behavior in game.

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aleksejrukin
aleksejrukin - - 19 comments

There are six or seven invisible square pads for teleporting the archvile, you can see them using IDDT. Throw a grenade from the grenade launcher exactly to one of these squares and it will be teleported into the next one.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Ah ha, ok was able to duplicate. Hand grenades would not teleport but yeah the grenade launcher projectiles were. Because they did not have "Projectile" defined for the GrenadeMissile actor while HandGrenades do have "Projectile" defined. If you don't define if an actor is a projectile or monster or anything else then it defaults to the monster type which is why they were teleporting. So, this is now fixed and pushed to Github already.

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aleksejrukin
aleksejrukin - - 19 comments

Oops, even ONLY grenade launcher ones... maybe I don't remember exactly. BUT please DO NOT disable teleporting grenades thru ORDINARY teleporters (if it's possible), it's extremely convenient e. g. on Plutonia MAP19 (NME) or on DOOM2 MAP21 (Nirvana).

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Right, I always throw a grenade through a teleporter before I go through. That functionality is unchanged.

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aleksejrukin
aleksejrukin - - 19 comments

An extreme case: MAP21 (Nirvana), the yellow key room. I jump into the teleporter, trigger all linedefs and jump back. Then I throw several grenades into the teleporter to kill as many imps as possible, otherwise they'll tear me apart in ten ticks.

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ChronoHyperion
ChronoHyperion - - 43 comments

What what I can gather here, this is a standalone mod meant of fixing things in Brutal Doom. Is it compatible with weapon mutators mod or that weapons mod is already included in this standalone mod?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

XV117's Enhanced Weapons Mutator is included in this mod except for the riot shield and the compact MG. I dont know if it's compatible if you load it after this, havent tried but, it might work.

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Guest
Guest - - 691,539 comments

Will this allow you to use a controller for the vehicles?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Yeah the vehicles work with a controller on this. Tested with an xbox360 controller and the joytoplay app (converts controller inputs into keyboard inputs). Using the in-game controller support sucks.

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