This full version has been archived by the uploader because it is out of date and no longer supported.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 v21.7.0 Stable
Load Order:
1. IWAD
2. Map-only wad
4. brutalv21.7.0.pk3
5. music, huds, and any other mods developed with brutal doom in-mind.
Changes since v21.6.0:
- Brightmaps/Weapons/FlameCannon: Added brightmaps for the Flamecannon from Squig and TypicalSF
- Sprites/Player/SSGM folder: Added new SSG player sprites from Dox778 with a proportional SSG
- Sprites/Weapons/Beasts folder: Added new BaronPlayer fireball and triple fireball HUD sprites
- Sprites/Weapons/FlameCannon: Added new Flamecannon firing frames from Squig and TypicalSF
- Sprites/Weapons/Minigun fiolder:Removed stray orange pixel from CHAFA0.png
- All FriendlyMarines Files: Call "RemoveMarine<type>" script upon death
- Ammo.txt: Changed Nuke PickupSound to "BFGReady"
- AmmoDroper.txt: Changed the end of the Deselect: state to Stop instead of Wait
- Artifact.txt: Removed SpawnID's from D64UnmakerUpgrades
- ArtilleryTank.txt: Changed TankMissile2 DamageType to ExplosiveImpact
- AssaultShotgun.txt: Removed A_WeaponReady()'s from Altfire state
Weapon now remembers if slugs are loaded or not when changing weapons
- BFG10K.txt: Changed BFG10K_Ball DamageType from extreme to desintegrate
- Bike.txt: Added +DONTHARMSPECIES to PlayerBike
- Blood.txt: Added Mechanical Sanity's Janitor-fix feature
- BlueGore.txt: Added Mechanical Sanity's Janitor-fix feature
- BOSSHEALTH.txt: Copied the "BDBossHealth" script and renamed it 1622 (original name) for compatibility with EDay
- Burn.txt: Added A_StopSound to the death states of actors that play the suffering sound
- Cacodemo.txt: Added Mechanical Sanity's Janitor-fix feature
- CapturedMarine.txt: Call "AddMarine<type>" on Death.Use and switched HML and FlameMarine colors
- ClassicWeapons.txt: Removed SpawnID from ClassicUnmaker
- COMMANDS.txt: Changed BDQuickPistol to BDQuickFist that quick selects Melee_Attacks or ClassicFist
- CVARS.txt: Created World Int's for each NumberofAllies<type>
Created Add/RemoveMarine<type> scripts to increment or decrease the NumberofAllies<type> integers
Added all spawn marines scripts to BDSpawnMarines script which will only fire once per level
- DemonRuneBaron.txt: Added +DONTHARMSPECIES TO PlayerBaron
Added +THRUSPECIES & +MTHRUSPECIES to PlayerBaronAttack and GreenPlasmaBallPlayerTransformed
- DemonRuneRevenant.txt: Added Species "Marines", +THRUSPECIES, and +MTHRUSPECIES to PlayerRevenantPunch
- Doomdefs.bm: Added brightmap definitions for FlameCannon
- DualMP40.txt: Gives the MP40 on DualWield and takes the MP40 away on select
- DualPistol.txt: Gives the BrutalPistol on DualWield and takes the BrutalPistol away on select
- DualPlasma.txt: Gives the Plasma_Gun on DualWield and takes the Plasma_Gun away on select
- DualRifle.txt: Gives the Rifle on DualWield and takes the Rifle away on select
- DualSMG.txt: Gives the BrutalSMG on DualWield and takes the BrutalSMG away on select
- DyingGuys.txt: Fixed DyingZombiemanNoArm Death: state causing a second dead actor spawn when kicking
Added A_StopSound to the death states of actors that play the suffering sound
- EEEVILLL.txt: Set both evil marine's health to 100
- Explosives.txt: Added the Projectile definition to the GrenadeMissile actor so that it wont go through monster teleport lines
Added -NOGRAVITY flag now that the Projectile property has been defined
Changed EnemyTankShell DamageType to ExplosiveImpact
- Fireworks.txt: Un-notated A_Scream from ExplosiveBarrel1's Death: state and tweaked order of events again
- FlameMarine.txt: Changed color to orange
- Footsteps.txt: Modified the DisplayNames of the player classes
- GLDEFS.txt: Added dynamic lights to MotherFire and MotherFireTrail actors
- GreenGore.txt: Added Mechanical Sanity's Janitor-fix feature
- Head_Sys.txt: Added +CANTSEEK to TankEngineWeakSpot actor
- Helicopter.txt: Changed enemy helicopter rocket DamageType to ExplosiveImpact
- HMLMarine.txt: Changed color to black
- Juggernaut.txt: Made the Death state end and not continue to loop smoke projectiles
- KEYCONF.txt: Removed the duplicate AmmoDroper keybind from Brutal Doom - Interactions
Changed the quickpistol keybind to the new quickfist
Added the dual weapons after their parent weapons in each SetSlot
Reordered the classes with Purist under Tactical
- Labguy.txt: Added A_StopSound to the death states of actors that play the suffering sound
- Limbs.txt: Added Mechanical Sanity's Janitor-fix feature
Changed Death.SuperPunch to Death.ExtremePunches in SergeantHead Actor
- Marines.txt: Set DamageFactors for Desintegrate, Explosive, and HeavyImpact to 0.0
- Mastermind.txt: Polished the ReplaceJuggernaut: state and added a 2/256 chance for a Motherdemon to spawn in place of a Mastermind
- Meat.txt: Added Mechanical Sanity's Janitor-fix feature
- Mech.txt: Added +NEVERTARGET & +CANTSEEK to MechBaseNotReal actor
Changed enemy mech rocket DamageType to ExplosiveImpact
- Melee.txt: Removed the Hold state from primary fire and added it to Altfire with right-hand frames
Holding primary fire will now perform 2 left jabs and then a left cross
Holding altfire cocks the right hand back for a right cross
Created RightJab states for quick presses of the altfire key
Can now perform 2 quick right jabs and then a right cross by pressing altfire 3 times quickly
Removed Pick state and any jumps to the Pick state (Doesn't work anyways)
Removed JumpIfCloser(88,"StealthAttack") lines and added StealthKill checks to Fire and AltFire states
- Minigun.txt: Added A_WeaponReady()'s to Altfire state and button checks for if the fire button is held down during wind-up
- Motherdemon.txt: Added A_Stop to the end of the SeeContinue state to make her not float away after a BFG blast
Changed the sprites of her groundfire attack for more realistic-looking fire
Changed death to wait 3 seconds before calling A_BossDeath
- MP40.txt: Takes the DualMP40 on Select and then gives and selects the DualMP40 if the "HasDualMP40" token is present
Removed A_WeaponReady()'s from Altfire state
- Pistol.txt: Takes the DualPistols on Select and then gives and selects the DualPistols if the "HasDualPistol" token is present
- Plasma.txt: Takes the DualPlasmaRifles on Select and then gives and selects the DualPlasmaRifles if the "HasDualPlasma" token is present
- Player.txt: Added Crush: to Death.Stomp: state and notated-out the original Crush: state
- Railgun.txt: Removed A_WeaponReady()'s from Altfire state
- Revenant.txt: Changed Raise: state to GoTo Spawn2 instead of See (invisible Revenants)
- Rifle.txt: Takes the DualRifles on Select and then gives and selects the DualRifles if the "HasDualRifle" token is present
Removed A_WeaponReady()'s from Altfire state
- RocketLauncher.txt: Removed A_WeaponReady()'s from Altfire state
- SawMarine.txt: Added A_PlaySound("weapons/chainsaw/idle") to wait states every 6 tics
- Shotgun.txt: Removed A_WeaponReady()'s from Altfire state
Weapon now remembers if slugs are loaded or not when changing weapons
- SpecialDoom1Bosses.txt: Changed deaths to wait 3 seconds before calling A_BossDeath
- SSG.txt: Weapon now remembers if slugs are loaded or not when changing weapons
- SubMachinegun.txt: Takes the DualSMG on Select and then gives and selects the DualSMG if the "HasDualSMG" token is present
Removed A_WeaponReady()'s from Altfire state
- Tank.txt: Added +MTHRUSPECIES to CheckPitchFront
Added +DONTHARMSPECIES & +THRUSPECIES to PlayerTank
Added +NEVERTARGET & +CANTSEEK to TankBaseNotReal
- Testmap.wad: Changed the left-rear table to spawn each weapon's weaponspawner (to work with Purist class)
- Tokens.txt: Changed PSeq2 to have a max of 2
Removed all NumberofAllies tokens which is now a script and World Integers
Created HasDualMP40, Pistol, Plasma, Rifle, & SMG tokens
- VehicleCrashes.txt: Added Species "Marines", +THRUSPECIES, and +MTHRUSPECIES to HitSides
- WeaponSpawners.txt: Added Thing_ChangeTID(0,736) back into BFGReplacer
Changed each dualwield-able weaponspawner to instead give the appropriate token instead of the dualweapon on the subsequent pickups
And if the dual weapon is already equipped to only give ammo on subsequent weapon pickups
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?
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.
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.
Could you impliment the ADSmode fix by tomtefar? This would make the mod the definitive version for me.
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.
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.
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.
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
"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.
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
do i download this with BD v21 gold or no
No this is a v21Gold replacement.
Y
the minigun doesnt rev up properly when im using this
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.
oh ok
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.
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
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.
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!
Yeah it just spins-up and doesnt fire until it gets to the hold state after 32 tics.
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)
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.
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 <<<<
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
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.
Does spectres finally fast in fast monsters?
Yes their speeds are fixed
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.
I havent released the new version yet (Revision 1)