Description

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 v21.7.0 Expansion (Stable)
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Hackfleisch
Hackfleisch - - 20 comments

Very nice, just found this. Changelog looks like a lot of cleaning up and small tweaks. Great to see the crosshair is removed from ADS, so I no longer have to load an addon for it. Using this from now :) Thanks, much appreciated.

Did the overall balance shift to harder or easier?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

I want to say harder? Because I tweaked the damagefactors for the monsters (the % of damage they take from the various damagetypes) so saw and cut damagetypes are not multiplied anymore but, monsters still take multiplied damage from fatality, extremepunches, head, and SSG damagetypes everything else is pretty much x1.0. And monsters that can conjure fire I gave resistance to fire damagetypes of 0.5 and a reduced painchance to fire. But if you find the assault shotgun and the slug shells upgrade your going to be OP in vanilla doom. I like that for slaughterwads.

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Hackfleisch
Hackfleisch - - 20 comments

Sounds good :)

There was a patch around here somewhere where the author claimed that BD`s head hitbox alignment was kind of sloppy on some monsters, did you address that as well? (sorry but reading your changelogs doesn't really tell me much).

Tested your patch some more, and I can't say anything fells off, so that's a good thing I guess :)

One thing I always wondered about: Why is alt-fire on Pistol a swap for single/burst? Why not make alt fire just fire aburst right away? I know it's more realistic (having to flip the switch on the gun) but I think it breaks immersion to have that message pop up all the time.

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Randomguy7
Randomguy7 - - 285 comments

Could you impliment the ADSmode fix by tomtefar? This would make the mod the definitive version for me.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

I've never played with his mod loaded so what is his ADS fix? Dox and I already added code to make the crosshair disappear when aiming down the sights and that is currently in this version. And I have gone through and made the ADS behavior consistent between the weapons where you can click altfire to zoom-in or hold altfire to aim and it will then return to normal zoom after releasing altfire.

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Gorefiend
Gorefiend - - 22 comments

Hello hello,

I have a slightly different request.
If you'd create/add realistic reloading.

The basic concept is- any rounds in an ejected mag are lost- not added back to the ammo pool.

The main BD21 addons I use seem incompatible with 21.7.0
I'd do it myself but I'm only savvy enough with the most superficial of code edits, and the autoload section of gzdoom.ini.

There are 2 mods I know of,
First for bd20b realistic reloading uploaded by stgmarkIV
Filename: BDv20b_RealisticReloading.pk3

Second by prof. existential- latest one 'I think' is found in a mashup of mut+EWM+tomtefars.
Filename: EWM_Totemfars_light_V71c.zip
I'm personally only interested in the XVME/mut_ewm, and realistic reloading.

From what I can tell, probably the least labour intensive job would be to make a realistic reloading patch to be loaded somewhere after 21.7.0.

Thank you for your irreplacable time, effort, and energy.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

I want to be done with working on this and move onto my Heretic Expansion that I have been working on so, I don't want to add anymore features and just polish things that need it periodically releasing a 21.7.0 revision each month from now on. So pretty much maintenance mode.

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Gorefiend
Gorefiend - - 22 comments

Perfectly fine, and I don't think any less of your choices.

However you advertise compatibility with any mods for bd21.

In my own case, 21.5.0 and 21.7.0 seem to have broken
compatibility with XMVE 1.3.1, enhanced weapons mutator,
laser sight for pistol, BDBE's flashlight, and
voxels- in particular keycards no longer open doors.

With the exception of voxels, all of them are not serious, and none of the problems are dealbreakers.

If you know something I don't, please let me know.
But from my testing xvme causes problems. In that removing everything else does not fix the problem.

Regards,

My autoload
brutalv21.7.0.pk3
PBImps.pk3
(Y)-HR_Brightmaps.pk3
(Z)-All_LiquidsGlow.pk3
(Z)-Warp2_HQ_Liquids.pk3
HOOVER1979_UltraHD_Texture_Pack_02102018_Main_file-1k.pk3
BD21Voxels.pk3
bdbe_voxel_keys.pk3
Brutal_Doom_HD_Sprites_(v21_Gold).pk3
CatsVisorBASE1.10.pk3
CatsVisorC1.10_Dynamic.pk3
DoomMetalVol5_44100.wad
DoorHDSound.pk3
tacticalonly.pk3
difficulties.pk3
weaponslots.pk3

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

"However you advertise compatibility with any mods for bd21."
Where, when?

As soon as Mark finishes BDv22 that's probably going to break compatibility with all the various addons as well and they will have to be updated again. I don't play with any other addons and is almost impossible to make it compatible with everything out there it's not that simple in the code. SchrdingCat does a good job making his addon compatible with everything possible but, I would get no benefit from doing that since I dont play with anything else.

But, you would have to open up each one of those addons in Slade and see what files they are overwriting/adding-to and fix the conflict and then possibly run into a new conflict in the next addon caused by the fix you just made. I don't want that headache.

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Gorefiend
Gorefiend - - 22 comments

Understood, and thank you.

I've been wondering how you guys make and edit mods.

You may have guessed the last couple of items on my autoload were my own personal mods. However up till now I've been navigating and editing within simple text editor.

I'll check out slade, and other editors.
Regards

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Guest
Guest - - 690,596 comments

do i download this with BD v21 gold or no

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

No this is a v21Gold replacement.

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Guest
Guest - - 690,596 comments

Y

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bobkinect98
bobkinect98 - - 53 comments

the minigun doesnt rev up properly when im using this

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Yeah, the point was brought up that altfire on the minigun was pointless because it was immediately firing at full speed without having the barrels spun-up. So, I gave it a little bit of a wind-up from a standstill so that altfire actually has a purpose now.

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bobkinect98
bobkinect98 - - 53 comments

oh ok

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Hackfleisch
Hackfleisch - - 20 comments

Actually I don't understand your minigun. Primary fire has a short delay (just like bd) but will then fire a 10-Bullet spray that is not interruptable if I only click once. If I spay longer there are about 4 or so bullets that fire after I released MB1. Than makes it more or less useless because it wastes ammo. Just doesn't feel right if the gun does stuff you can't control. With this gun I only use alt mode, the primary makes no sense.

What's exactly wrong with the original minigun? It fires with a bit of delay on primary, on alt you get instant fire (after the barrels are spun up) but you be noisy.

All your fixes and additions are great, just this one feels off.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Once sped-up the minigun fires two shots that are 2 tics(0.057sec) apart. Originally the minigun was firing like that without having to be sped up at all and someone pointed out that it makes altfire pointless. Why bother having a spin-up mode when the weapon fires full speed to begin with? But, I'm going to revert it now since this is the second or third time it has been brought up. That guy's opinion was edgecase I guess but, it makes sense to me. Github.com

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Ok, came up with a compromise today: for rifle and pistol start the minigun will immediately fire at full speed like in normal brutal doom while tactical mode with have the 1 sec wind-up time.

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Hackfleisch
Hackfleisch - - 20 comments

Ok, that sounds fine I guess. I personally don't mind the wind-up, I just don't like how I one-tap primary and ten bullets are shot uninterruptable. Does your change adress this as well?

Thanks for considering my concerns, much appreciated!

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Yeah it just spins-up and doesnt fire until it gets to the hold state after 32 tics.

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devildemon616
devildemon616 - - 14 comments

It's okay though
The sound of the rifle is sometimes not heard in ads.
Is it me or the enemies do more damage?


(Bad english is not my native language)

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

The bullet-firing enemies are a little bit more accurate but, I have already reverted that and made all of them have a 3 to -3 spread horizontally and vertically in Revision #1 which will be released on Feb 1. It was pretty bad when fighting the rifle evil marines, theyre bastards.

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Lunatic01
Lunatic01 - - 8 comments

Hey, there's a problem with Downtown in DOOM 2, I'm guessing it may be something with Brutal Doom? I really don't know, but this happens each time I play now. Maybe see if the same thing happens for you?
----
You know the building that houses the rocket launcher and rockets? The Pinky ambush when you grab the rocket launcher? They don't teleport in. Going for 100% kills, one would have to turn on noclip and godmode to get inside of their boxes, and take out each demon individually and only then (when you join them in there) they will sooometimes successfully teleport out. I think they are having trouble touching the teleport trigger for whatever reason..? But yeah, that ambush in particular seems to be broken
>>>> Imgur.com <<<<

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Im not able to duplicate that? I'm about to release 21.7.0rev1.pk3 here soon so, maybe I broke that somehow in this version but, it's fixed now.
I.imgur.com

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Oh and if your going in there with fists and you don't fire a weapon to make a sound and wake those demons up then they wont teleport in.

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lyhwha
lyhwha - - 125 comments

Does spectres finally fast in fast monsters?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Yes their speeds are fixed

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lyhwha
lyhwha - - 125 comments

ok i've played it and spectres are slower in comparation to vanilla doom with fastmonsters, and arachnotron's bullets it's the same. I don't know if only I.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

I havent released the new version yet (Revision 1)

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