This patch has been archived by the uploader because it is out of date and no longer supported.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 patch.
Load Order: 1. IWAD 2. Map-only wad 3. brutalv21.pk3 4. brutalv21expansion0.1.0.pk3 5. music, huds, and any other mods developed with brutal doom in-mind.
A continuation of bd21.0.4 and now on Github! Github.com
// Brutal Doom v21 Community Expansion Changelog
// *continued from BD21.0.4EXPANSION
//
// Authored by BLOODWOLF,
//
// Stable v0.1.0
//
// Sounds/COMBAT/WEAPONS folder: Added the modified PLREADY sound effect from Dox778
// Sprites/Monsters folder: Added SMGGuy idle and LabGuy with the correct axe sprites from Dox778
// Sprites/Weapons folder: Removed all Dragonslayer sprites
// AmmoDropper.txt: Added A_Setcrosshair(41) to Select and A_Setcrosshair(0) to Deselect states
// Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// ArchVile.txt: Added -SOLID flag to DyingArchvileNoArm
// Artifact.txt: Reverted the conditional flare spawns when out of the player's sight
// Assaultshotgun.txt: Added A_Setcrosshair(41) Altfire and A_SetCrosshair(0) to all states that reset zoom to 1.0
// Axe.txt: Added A_Setcrosshair(41) to Select and A_Setcrosshair(0) to Deselect states
// Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// Baron.txt: Removed the Translation property from the DeadBaron actor
// Changed A_SetInvulnerable to A_ChangeFlag("NOPAIN") for monster fatalities
// Belphegor.txt: Changed A_SetInvulnerable to A_ChangeFlag("NOPAIN") for monster fatalities
// BFG.txt: Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// BFG10K.txt: Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// +CapturedMarine.txt: Set health to 100, Normalized the DamageFactors, set DamageFactor "Use", to 1000.0, and set DamageFactor "Stealth", to 0.0
// DECORATE.txt: Removed the inclusion of the Dragonslayer2.txt
// DEFAULTWEAPON.txt: Added A_SetCrosshair(0) to all states that reset zoom to 1.0
// Demons.txt: Added A_ChangeFlag("NOPAIN") to monster fatalities
// doomdefs.bm: Removed the Dragonslayer entries
// -Dragonslayer.txt: Removed
// -Dragonslayer2.txt: Removed
// DyingGuys.txt: Change actors who were inheriting from the "alive" monsters to instead inherit from their generic dying monster (execpt for the armless Pinky)
// Set all dying actors to -SOLID
// Fire.txt: Reverted the conditional flare and particle spawns when out of the player's sight
// FlameCannon.txt: Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// FlameThrower.txt: Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// GLDEFS.txt: Removed the vert and horizontal Slayermissile entries for the Dragonslayer
// Grenades.txt: Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// Health2.txt: Reverted the conditional flare spawns when out of the player's sight
// HellishMissile.txt: Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// Knight.txt: Changed A_SetInvulnerable to A_ChangeFlag("NOPAIN") for monster fatalities
// Lamps.txt: Reverted the conditional flare spawns when out of the player's sight
// Machinegun.txt: Added lines to check for AmmoRocket first before allowing a jump to ReloadGrenade in the Reload state
// Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// MapSpecificDec.txt: Reverted the conditional flare spawns when out of the player's sight
// Minigun.txt: Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// Melee.txt: Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// +MENUDEF.txt: Added MENUDEF suggestions from Shockwave
// MP40.txt: Added A_Setcrosshair(41) Altfire and A_SetCrosshair(0) to all states that reset zoom to 1.0
// Added TNT1 A 0 A_TakeInventory("Unloading", 1) to HitlersBuzzsaw Deselect state
// NukeLauncher.txt: Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// Railgun.txt: Added A_Setcrosshair(41) Altfire and A_SetCrosshair(0) to all states that reset zoom to 1.0
// Revenant.txt: Notated-out the A_ChangeFlag("Shootable") for monster fatalities
// Rifle.txt: Added A_Setcrosshair(41) Altfire and A_SetCrosshair(0) to all states that reset zoom to 1.0
// RocketLauncher.txt: Added A_Setcrosshair(41) Altfire and A_SetCrosshair(0) to all states that reset zoom to 1.0
// Added a GoTaunt state like the Railgun so that PowerLightAmp will be removed if jumping to Taunt from a zoomed state.
// Saw.txt: Added A_Setcrosshair(41) to Select and A_Setcrosshair(0) to Deselect states
// Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// Sergeants.txt: Changed the SMGGuy's Spawn, Stand, and Idle frames to now use the new sprites from Dox778
// Shotgun.txt: Added A_Setcrosshair(41) Altfire and A_SetCrosshair(0) to all states that reset zoom to 1.0
// Set the DoKickReloading state to jump to FinishedInsertingShells instead of back to InsertingShells wasting ammo
// SubMachinegun.txt: Added A_Setcrosshair(41) Altfire and A_SetCrosshair(0) to all states that reset zoom to 1.0
// Torches.txt: Reverted the conditional flare and particle spawns when out of the player's sight
// Unmaker.txt: Added TNT1 A 0 A_TakeInventory("Unloading", 1) to Deselect state
// Volcabus.txt: Adjusted radius and height to match the monsters increased size from previous edits.
// Changed probability of jumping to the Suffer state in Death.Massacre to 128 (rarely happens)
// WeaponSpawners.txt: Removed the Dragonslayer from the ChainsawSpawner
What's different about this mod than to your other mod? Just asking
This is a continuation of the bd21.0.4 "patch". Was pointed out this really isn't a patch anymore since so much has been changed or added (like the new cruelty bonus and melee attack for Baron). And it's uploaded to Github so that the community can collaborate and contribute to it all in one place. And I took all the goofy dragonslayer modifications I had made in bd21.0.4 out so, that is why this is a smaller file as well.
Hoho! noice!
This works really well, this is makes the game pretty damn fun. Well, moreso than it already was. I would like to make a suggestion, though. It would be really nice for the non-berserk executions to have the invuln like the berserk ones do. Additionally, I think it'd be rad if just pressing interact on a downed enemy did either the punching one or the rifle butt smash (or the imp head slam when next to a wall) and pressing the kick button at a downed enemy does the stomp animation. I quite like all of these, but being able to choose whether to stomp or to do one of the others would be ideal. Unfortunately I have no clue how to code, so I wouldn't really be able to do this myself, and I have no clue how much work this would actually involve, so for all I know this might be really unreasonable and hard. Anyway, have a good one, keep up the rad work