A continuation of bd21.0.X patch and now on Github! Tons of bug fixes, sprite updates, complete brightmaps, completed friendly marines, dynamic lights, and almost two years worth of polishing and tweaks to the weapons, ammo, monsters, and vehicles.
Can also be found at: Github v21.9.0 Stable
Load Order:
1. IWAD
2. Map-only wad
4. brutalv21.9.0.pk3
5. music, huds, and any other mods developed with brutal doom in-mind.
Changes since v21.8.0:
- Sprites/Weapons/Chainsaw: Fixed CSA2A0.png
- Textures/Replacement folder: Moved all the non-Doom or Doom2 textures into their appropriate compatibility patch
- All actor files: Removed the multiplied crush damagefactor from all actors, way too sensitive
- All Friendly Marine Files: Added ForgetTarget: state to Guarding marines
- All weapon files: Changed the tactical stamina limit to 90 before tired and smoothed the sprint animations
- CVARS.txt: Added a 16 tic delay to the start of BDInitialize to give the dynamic level scripts time to run first
Deleted all lines involving texture replacement of non-vanilla textures
- Demons.txt: Removed the +NEVERFAST flag from the Demon actor
- Doom1Remap.txt: Un-notated the goodie barrel spawns on E2M3
Repositioned a torch spawn on E3M3 that was bouncing
- DynamicLev.txt: Remove all SetCVAR("sv_maprotation", 0); lines
Update all texture replacements to the new names for liquids
Added ReplaceTextures("PIPE6", "PIPE1"); for E2M4
Added ReplaceTextures("NUKEDGE1", "BROWN144"); to MapEnhancementD2Map18
- Eeevilll.txt: Gave MrX the Ancient Arachnotron purple plasma attack
- IconofSin.txt: Gave the IoS a sweeping unmaker laser attack like in Doom Eternal
- Labguy.txt: Changed all A_Chase calls to A_Chase("Melee","")
- MapInfo.txt: Changed PSMAP29 next level to MAP14
Changed PSMAP57 next and secret next level to MAP14
Changed PSMAP16 next level to MAP21 and secret next level to PSMAP17
- MapDetection.txt: Added a Vanilla: state to EvidenceCheckerbLUETorch
- MapSpecificDec.txt: Added A_RadiusGive("MarkForDeletion",...) to BDCEBarrel Spawn state
Lowered RealisticFireSparks1 spawn in BDECburningtires
Add +SPAWNCEILING flag to BDECcagedlight and BDECIndustrialLamp actors
- Melee.txt: Removed flags from the StealthAttack actor to keep it from going through doors
- Minigun.txt: Removed +WEAPON.NOAUTOFIRE flag
- Motherdemon.txt: Increased "64UnmakerUpgradeSpawner" drop chance
- Player.txt: Added TakeInventory("Kicking",1) to end of curbstomp states
Change SubMG states to the SMG player sprites instead of the plasmarifle sprites
- Revenant.txt: Changed RevenantU health to 100
- Saw.txt: Changed damage of the chainsaw to 25 every tic and now consumes fuel only on hits
- SpecialDoom1Bosses.txt: Increased "64UnmakerUpgradeSpawner" drop chance
- Splashes.txt: Notated-out the A_Explode lines in blood and nukage splash actors
- psxlevels.wad: Fixed all missing textures in all PSMAPs
- testmap.wad: Fixed two missing textures
yyeah, time to test
spectres still slower when they attack or they has been atack
I just tested it and they remain fast after getting shot with the shotgun or attacking me so I dont know what you want?
i think i should change PC hahaha
I just now duplicated this issue. I only play with my fuzzyspectres CVAR enabled but, with just the normal BD spectres I could duplicate their speed change after shooting them or after they attacked because of more non-intuitive inheritance issues. So, this problem is now fixed in v21.10.0_dev.pk3. Can always find my dev builds of my wads on allfearthesentinel.net:
Allfearthesentinel.net
And The stealth attack reaching through doors persist too
Yeah I've been seeing that online while playtesting I'll figure it out later.
This should be fixed now in 21.10.0_dev. I had the stealthattack spawn being fired with a -28 z-offset which is pretty much at your feet so the projectile was going under the door as you opened it and hitting the monster. That no longer happens and Im hoping through the walls weirdness is gone as well.
it does persist
then what map and where? I was testing on TNT Map20 and wasn't able to stealth kill the imp through the first door anymore. (using my latest build on allfearthesentinel.net).
doom 2 level 5
Ok I made some changes to the state and think it's fixed now but, will test it there tonight. current version is already uploaded to allfearthesentinel.net if you get to it before me.
Update: Just tested it on Map05 through those doors with the Imps and it is fixed now.
yeah it looks like it's fixed
Thank God, done with that bug
this is what i always do
¡Yeah!
I heard that the person who created this mod (Brutal Doom) is Brazilian, finally a Brazilian who did something that is impressive.
Used google translator bc my bad english.
i think can't do fists attacks
What?
time to time I couldn't use fists attacks after use quick select fists button
Modified the QuickFist script so this should be fixed.
scientist didn't give axe
Fixed.
Does this work with the Dox personalised mod?
No, our stuff is not compatible but we share stuff between them. I have a lot of his spritework in my mod and he has the friendly marines and various little bug fixes from mine. It's all mixed together.
minigun works diferent (tactical mode)
Yeah thats on purpose.
what?
the color change when roll right
You mean how the night vision turned off? Those chasecam script(s) are a headache I'm not messing with this.
I say if even revenant has faster projectiles when fast monsters is turned on, cyberdemon has to have
Done and reduced the speed of the E2M8 rockets which were ridiculous at a speed of 60.
sometimes, when first person ejecution, imps desappear and don't leave bottle life
BLOODWOLF333, is there any way that you would be able to provide me with an addon fix file for the glitch that happens to your hitlersbuzzsaw changing into the mp40 when you throw a grenade? I noticed it was fixed on your current build and this is something I would like to include in my BDV21-Starter Pack, along with some of my other bug fix addons if possible. Please let me know when you get a chance. I would very much appreciate it! Thank you.
Ok I have a 4KB patch file that just fixes the GrenadeToss: state in defaultweapon.txt that you really could just paste over the defaultweapon.txt in each brutalv21.pk3 but, how do I get this to you?
If I’m able to drag and drop that patch file with the brutalv21.pk3 that I’m using with all my other addons onto gzdoom, then that would be perfect, since I have no idea how to edit anything in brutal doom v21’s code, unfortunately. I am using the “ADS Mode” Brutal Doom v21 pk3 file in my starter pack. If it’s easier for you to just edit that brutalv21.pk3 for me and send it back that would be ideal but if I’m able to use your patch file like a drag and drop addon for the files in my starter pack then you can just email it to me @ Matt.y4818@aol.com or if you have Discord I’m on there too. My username is MattAllen92. The BDV21 I’m using is from this file if you need that: Moddb.com
You’ll have to forgive my lack of knowledge when it comes to a lot of this stuff. My friend fixed a few glitches by making pk3 addons that I can just drag and drop with all my mods and addons, so that’s what I am used to. So I’m not sure if this problem can be simply fixed like that or not. Whatever you can provide me with I would be very grateful for. Let me know!
Hey man! Check GitHub, some new issues are out there ;)
I feel like the flamethrower uses ammo too fast, something could do?
No its fine, its an over powered weapon and the fast ammo consumption kind of balances it out
hey when you kick the zombie guy he died instantly i cant do the glory first person kill