This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
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.
Can also be found at: Github v21.6.0 Stable
Load Order:
1. IWAD
2. Map-only wad
4. brutalv21.6.0.pk3
5. music, huds, and any other mods developed with brutal doom in-mind.
Changes since v21.5.0:
- Sprites/Decoration folder: Fixed offsets of GOR5A (hanging leg)
- Sprites/Items folder: Changed DemonStrengthRune's sprite to that of a red-colored D64 UnmakerKey
- Sprites/Weapons/Beasts folder: Created a RevenantPlayer chokehold sprite and new BaronPlayer fireball and triple fireball HUD sprites
Added sprites for the BaronPlayer's new idle animation by Farhan
Modified D64UnmakerKey sprite's offsets so that they float off the ground
Added the revenant hands to the doomguy revenantlauncher firing sprites
- All Dual Weapons: Added +WEAPON.NO_AUTO_SWITCH flag back into each dual weapon
- All Friendly Marine Files: Polished all states for the Marine and it's pathfinder
Can now jump forward/back, roll side to side, and are more aggressive like EvilMarines
Set FOV for A_LookEX to 360 when looking for the player and now toss the player ammo in their wait states
- All Monsters: Added DamageFactor "SSG" 5.0 for monsters with less 500 hitpoints
Added DamageFactor "SSG" 2.5 for non-boss monsters with >= 500 hitpoints
Set DamageFactor "HelperMarineFatality" to 5.0 for weak and 2.5 for tough monsters
Added DamageFactor "TankWeakSpot" 0.0
- All Vehicle Files: Notated-out A_SpawnItem("StationedVehicleCheckRepairs") which is unused
- All Weapon Files: Added A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution") to every weapon's ready state
- Artifact.txt: Set DemonStrengthRune scale to 0.6 for new sprite
Set D64UnmakerUpgrades to be forbidden to all except Purist class
- AssaultShotgun.txt: Added A_firebullets(0,0,1,40,"shotpuff",FBF_NORANDOM,300) to SlugFire states
Added a check in the unloaded ready state to jump to RemoveBullets if the reload sequence was interrupted by kicking
- Baron.txt: Set Baron's melee attack back to vanilla 10*(random(1,8))
- BFG.txt: Modified the FriendlyBFGBall actor and created MarineBFGExtra and MarineBFGExtraGiant actors
- BFG10K.txt: Changed the BFG10K_Ball death state to spawn A_BFGSpray("SuperBFGExtra",10) instead of RocketExplosion and not hurt the player
- +BFG10KMarine.txt: Set health to 125, drops the BFG10KSpawner on death, and wears dark green armor
If enemy is within 256 mapunits will attack with the shotgun
- BFGMarine.txt: Set health to 125, drops the BFGSpawner on death, and wears dark green armor
If enemy is within 256 mapunits will attack with the SSG
- CapturedMarine.txt: Added states for all the various marine variants
Created a MarineKick projectile for their melee attacks
Created CapturedMarineFist, BFG, BFG10K, Grenade, Flame, HML, Railgun, Rocket, Saw, SMG and SSG actors
- CGuyShield.txt: Fixed AltFire state causing crash in GZDoom (Thanks to Mechanical Sanity for the code)
- ClassicWeapons.txt: Set SSG puff to ShotgunPuff instead of ShotPuff
Added ShotPuff to ClassicSSG Fire: state
- Commando.txt: Gave the commando "CommandoAmmo" which limits the monster to 50 shots before jumping to a reload state
- CVARS.txt: Added Marine_Fist, BFG, BFG10K, Grenade, Flame, HML, Railgun, Saw, SMG, and SSG to the surviving marines spawn in BDInitialize script
- Dead.txt: Adjusted actor height of the hanging bodies and limbs actors
- Decorate.txt: Included BFG10KMarine.txt, FistMarine.txt, FlameMarine.txt GrenadeMarine.txt, HMLMarine.txt RailgunMarine.txt, SawMarine.txt, SMGMarine.txt and SSGMarine.txt
- DemonMorph.txt: Added an Int Countdown variable to force unmorph after 30 seconds
- DemonRuneBaron.txt: Created a DemonSight PowerupGiver that gives the Torch power and tints the player's vision red on demonmorph
Adjusted BaronPlayer's size to match that of the BDMonster
Implemented Farhan's new BaronPlayer idle animation
Gave the BaronPalyer the triple fireball attack on kick
Created a FireLeft fireball attack and enabled fatalities on small monsters
Removed scream from the ThrowedZombieman2B (no head)
- +DemonRuneRevenant.txt: Renamed RevenantRune.txt
Enabled fatalities on zombiemen, shotgunguys, and imps
Created zombieman, shotgunguy, and imp meatshield actors/projectiles for after the revenant fatality
Changed DR4W ABC select and deselect frames to DR4W AAA
Added new frames to firing animation, adjusted firing rate and added zoom-recoil
- Demons.txt: Changed Death.RVFT: state to goto Death.Kick
- EEEVILLL.txt: Changed EvilMarineRifle's health to 80, Speed 6, FastSpeed 12, and added the +DROPOFF flag
Polished all states and created a Melee: state allowing him to riflebash the player
Created a JumpKick state allowing him to airkick the player if within 128 mapunits while jumping
Set EvilMarinePlasma health to 65 and Dropitem to "PlasmaGunSpawner"
Set EvilMarinePlasma's melee state to be a kick attack
- EnemyTanks.txt: Changed EnemyTanks to spawn the EnemyTankWeakSpot actor at the rear
- EvilMarineShield.txt: Fixed AltFire state causing crash in GZDoom (Thanks to Mechanical Sanity for the code)
- Explosives.txt: Created a FriendlyGrenadeExplosion and MarineShortGrenade actors so they won't damage players
Created MarineRocket2, MarineBackBlast1-3, and MarineRocketExplosion so they won't damage the players
- Fire.txt: Created MarineFlameThrower and MarineFlameThrowerNoLight actors that don't hurt the player
- Fireworks.txt: Polished ExplosiveBarrel1 death state to make it less resource intensive
- +FistMarine.txt: Set health to 200, drops the berserk pack on death, and wears green armor
Melee state does fatality punches and can kick 1/4 of the time
Missile state sprints at the target then goes to the melee state or can jumpkick
- FlameCannon.txt: Created MarineFireBall actor that doesn't hurt the player
- FlameMarine.txt Set health to 100, drops the FlameCannonSpawner on death, and wears black armor
Fires the Mancubus fireball at long range, flamethrower at mid range, and the rifle up close
- Flamethrower.txt: Added A_StopSound(CHAN_WEAPON) to DryFire: state
- GLDEFS.txt: Added dynamiclights to revenantseekermissiles3
- GreenGore.txt: Fixed greenblood making the claw sound effect on spawn from weapon fire
- +GrenadeMarine.txt: Set health to 150, drops the GrenadeLauncherSpawner on death, and wears brown armor
If an enemy is within 384 mapunits will attack with the chainsaw
Will use the grenade launcher with a pitch of 4 degrees within 768 mapunits and 8 degrees for longer ranges
- Heady_Sys.txt: Set DamageFactor "BHFT" and "RVFT" to 0.0 for headshot actors
Changed TankEngineWeakSpot to "EnemyTankWeakSpot" and added a new TankEngineWeakSpot actor that takes the place of TankWeakSpotBase
- HellishMissile.txt: Adjusted fire rate and zoom-recoil
- Head_Sys.txt: Created MarineSeekerMissile and MarineSeekerMissile2 actors that won't hurt the player
- +HMLMarine.txt: Set health to 110, drops the HMLSpawner on death, and wears orange armor
If an enemy is within 256 mapunits will attack with the minigun
- ImpShield.txt: Fixed AltFire state causing crash in GZDoom (Thanks to Mechanical Sanity for the code)
- Knight.txt: Added A_GiveInventory("TargetIsABaronOfHell") to the spawn state so friendly marines will stay out of melee distance
- Leg.txt: Set DamageFactor "BHFT" and "RVFT" to 0.0 for legshot actors
- Mancubus.txt: Added Species "Fatso"
- Marines.txt: Created new states for the RandomMarine's spawns to include the new variatnts
- Melee.txt: Fixed spelling errors in berserk reload states
- NaziShield.txt: Fixed AltFire state causing crash in GZDoom (Thanks to Mechanical Sanity for the code)
- Player.txt: Added DamageFactor "TankWeakSpot" 0.0 to player class
Notated out the Pain.Kick state
- +RailgunMarine.txt: Set health to 135, drops the RailgunSpawner on death, and wears blue armor
If enemy is within 256 mapunits will attack with the SMG
- Repairs.txt: Removed TankWeakSpotBase and TankWeakSpot3 actors
- Revenant.txt: Adjust time of the frames for DyingRevenant actor's spawn state (after fatality)
- Rifle.txt: Set zoom level to 1.3 like all other iron sight weapons
- RocketLauncherMarine.txt: Set health to 150, drops the RocketLauncherSpawner on death, and wears brown armor
If enemy is within 256 mapunits will attack with berserk melee attacks
- +SawMarine.txt: Set health to 200, drops the ChainsawSpawner on death, and wears green armor
Melee state does saw attacks and can kick 1/4 of the time
Missile state sprints at the target then goes to the melee state or can jumpkick
- SguyShield.txt: Fixed AltFire state causing crash in GZDoom (Thanks to Mechanical Sanity for the code)
- Shotgun.txt: Set zoom level to 1.3 like all other iron sight weapons
Added A_firebullets(0,0,1,40,"shotpuff",FBF_NORANDOM,300) to SlugFire states
- +SMGMarine.txt: Set health to 185, drops the SMGSpawner on death, and wears yellow armor
- Spiders.txt: Created EvilPlasmaBall actor
- Spiders2.txt: Added Species "Spider" to Ancient Arachnotron
- SSG.txt: Reduced recoil to 3 instead of 5 when firing both barrels
Changed slug altfire states to use the single slugshot sound effect
Added A_firebullets(0,0,1,40,"shotpuff",FBF_NORANDOM,300) to SlugFire states
- +SSGMarine.txt: Set health to 175, drops the SSGSpawner on death, and wears grey armor
- SubMachinegun.txt: Changed zoomed fire state to goto Ready2 unless altfire button is held
Added SMGAE0 and SMGAF0 frames to beginning and end of zoom state
- Tokens.txt: Created CommandoAmmo actor
Created NumberofAlliesFist, BFG10K, Grenade, Flame HML, Railgun, Saw, SMG and SSG inventory items
Added Inventory.ForbiddenTo Purist, BDoomer, Doomer2 to UsedStamina
- VehicleControl.txt: Made weapon selection skip over empty weapons in Helicopter and Mech HUD scripts
- Volcabus.txt: Added Species "Fatso"
- ZmanShield.txt: Fixed AltFire state causing crash in GZDoom (Thanks to Mechanical Sanity for the code)
- ZombieCivilianShield.txt: Fixed AltFire state causing crash in GZDoom (Thanks to Mechanical Sanity for the code)
jajajajajajaja the same day i downloaded
this breaks Brutal Chex Quest though.
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.
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.
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.
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.
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.
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
Actually, it happens with all weapons, by the looks of it.
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.
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.
by chance it won't have fast fist and quickly fists?
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?
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.
ok but 2 are implemeted or only fast jab?
oh 2 verycool :3
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.
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.
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
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
I just changed the order you told me to and the problem still persists, I don't know why.
Are you playing on realism difficulty perhaps?
I also can't replicate, both tanks are completely normal (but extremely difficult to defeat).
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.
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.
MAP28 (The Sewers), the final hall, try near the small squares on the floor.
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.
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.
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.
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).
Right, I always throw a grenade through a teleporter before I go through. That functionality is unchanged.
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.
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?
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.
Will this allow you to use a controller for the vehicles?
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.