This brutalv21.pk3 replacement has been rebuilt, tweaked, sanded, and polished to a mirror-finish over the course of almost four years. Every bug you encountered in the past has been fixed. All BrutalDoom-specific features have been fleshed-out and fully realized with the combined efforts of the BrutalDoom community's many modders while keeping compatibility with zandronum and multiplayer at the forefront.
Can also be found at: Github v21.14.2
What has changed:
Load Order:
1. IWAD
2. Map-only PWAD
3. brutalv21.14.2.pk3
4. music, huds, and any other mods developed with brutal doom in-mind.
Changes since v21.13.0
- Development v21.14.2
- DECALDEF.Bloodsplatters: Organized file and added missing Giant blue, green, and old blood decals
- DEAD.txt: Make GoreFlies and Maggots move with sector
- Demons.txt: Changed speed to 10 and fastspeed to 15 so they will teleport in on Doom2 Map13
- Dropables.txt: Added missing frame to DropedRifle2 animation
- MapSpecificDec.txt: Fix experiment tanks not actuallying dying
- Tokens.txt: Added +NONETID to every token so that the server will not track them and go over the actor limit
- Development v21.14.1
- All Monster Files: Increased the slaughterwad detection threshold to 15 monsters within a radius of 128
- All Rocket Projectiles: Made all rockets (player and enemy) shootable
- Blood.txt: Created Brutal_OldBloodSpot, MediumOldBloodSpot, WallOldBlood, and SuperWallOldBlood actors
- Burn.txt: Created Expire states and fixed-up burning actors
- DEAD.txt: Changed the dead bodies to throw out old blood actors
- DECALDEF.BloodSpatters.txt: Created BrutalOldBloodSmear, BrutalOldBloodSplat, and BrutalOldBloodSuper decalgroups
- Doom2Remap.txt: Fixed duplicate lamp spawn on Map05
- Doomwalls.bm: Changed SW1STONE & SW2STONE to use the BRCOM brightmaps (STRTN doesnt align with STONE)
- Executions.txt: Changed the zombie executions to leave behind the stomped corpses
- GLDEFS.txt: Removed glow from Flat22, added glow to CEIL1_2, 1_3, 3_4, and 3_6
- MapSpecificDec.txt: Changed BDECLargeBlood to throw out SuperWallOldBlood missiles
- modeldef.blood.txt: Created Old variants of blood decals
- Stable v21.14.0
- GRAPHICS/MISC folder: Adjusted offsets of DM medals
- SPRITES/MONSTERS/Zombie Sci...: PR#428 A little detail for Zombie Scientists
- SPRITES/VEHICLES folder: Created rotations for TKFLA sprite
- All Files: Adjusted Radius_Quake values to make things less ridiculous like the Mastermind
- All Friendly Marine Files: Added A_ChangeFlag("NOPAIN",1) to Active: states
- All Meatshield actors: Removed +THRUSPECIES and Species "Marines"
- All Monster files: Implemented a slaughterwad detection system like Mark has planned for v22 (I asked if ok to do this beforehand)
- Baron.txt: Removed the See2 state, Changed See4 to SeeContinue and moved fatality checks to end of Melee state
- Bike.txt: Added +NOTELEPORT to the playerclass
- Cyberdemon.txt: Added a check to forget target if cyberdemon is trying to stomp another cyberdemon
- EnemyTanks.txt: Removed +NOTIMEFREEZE flag from actors
- Explosives.txt: Remove unused actors
- Change the TankFireEffect to behave like the PlayerMuzzle flashes
- FlameCannon.txt: Added +NOINTERACTION to all fake weapon sprite actors
- GLDEFS.txt: Added dynamic light to TankFireEffect
- Added vanilla light defintions to VanillaLostSoul actor
- Grenades.txt: PR#426 Create NoAmmo states for grenade weapon
- Imps.txt: Raised height of the body hitbox to that of the sprite's shoulders
- LABGUY.txt: PR#428 A little detail for Zombie Scientists
- LostSoul.txt: Now can spawn a VanillaLostSoul if classicmonsters is enabled
- Machinegun.txt: PR#427 allow executions in noammo or unloaded states
- Mancubus.txt: Now can spawn a VanillaFatso if classicmonsters is enabled
- Minigun.txt: PR#427 allow executions in noammo or unloaded states
- MP40.txt: PR#427 allow executions in noammo or unloaded states
- NukeLauncher.txt: Added +NOINTERACTION to all fake weapon sprite actors
- PainElemental.txt: Now can spawn a VanillaPainElemental that spawns VanillaLostSouls if classicmonsters is enabled
- Player.txt: Added a headkicker spawn to the end of each See state so that it is spawned every 6 tics
- Railgun.txt: PR#427 allow executions in noammo or unloaded states
- Spiders.txt: Now can spawn a VanillaArachnotron if classicmonsters is enabled
- Tank.txt: Added +NOTELEPORT to the playerclass
- Tokens.txt: Removed TypeSergeant and Zombieman tokens
- Created a "SlaughterToken" actor
- VanillaMonsters.txt: Created Vanilla Arachnotron, PainElemental, and LostSoul actors
- Made the Cacodemon, Bruisers, Revenant and LostSoul use their BrutalDoom bloodtypes
- WeaponSpawners.txt: Removed +NOINTERACTION from BasicWeaponPickup
- Added +NOINTERACTION to all fake weapon sprite actors
- Zombieman.txt: PR#429 Fixing another imperfection
- Set MaxStepHeight for ZombiemanTorso to 12 so that slumped actors won't "jump" ontop of so many things
Good job, as always. But there are minor mistakes
I noticed that if you knock the sergeant down and finish him off, his corpse will not be like this when doomguy breaks or crushes his head, the corpse will be like if the sergeant was just completely shot off, or cut off his head.
And if there is blood on the chainsaw, then during the sprint the blood and its sound will disappear.
Also, gut sprites can partially overlap with corpse sprites.
The Sergeant corpse left behind after a ground execution was changed six months ago and I will revert that back to how it was no problem.
Chainsaw cleaning itself when you sprint in tactical class is an old bug from vanilla brutalv21.pk3 I cant duplicate that issue in v21.14.0. I fixed that a long time ago so, check your load order, v21.14.0 is standalone and not be to loaded with brutalv21.pk3 it replaces it. And if you have any other old mods for brutal doom loaded after v21.14.0 they might be overwriting my fixes in the chainsaw.
The guts/intestines are 3D models which the sourceport will render over 2D sprites no matter what. I dont know why Mark turned the guts into 3D models, maybe he had something planned for them in the future but, I havent messed with them since they are not broken and it has been this way since vanilla brutalv21.pk3.
I usually run brutal doom without other mods. I just take brutal doom, then select the wad I'm interested in and run it in GZDoom.
Please add the double jump and ledge grab features.
Pass. The ledge grab uses zscript which is GZDoom only. I only play and care about Zandronum so that I can play coop online with the wife, GZDoom stuff I dont care about.
Not necessarily...I'll send what I have your way.
Try this Mediafire.com
There seem to be no flashes when picking up items anymore. How do I re-enable this? Otherwise, this is pure fps bliss, thanks.
I disabled the flashes on pickup because it gives me a headache I don't miss it.
Why are some monsters replaced with their vanilla classic versions? Although they are rare, but in any large crowd there will be at least one such, sometimes some crowds consist entirely of such monsters. They only have a vanilla sprite set. It seems that only certain monsters have been replaced with vanilla analogues, because nothing changes when you visit again.
The vanilla monsters option is disabled.
Yeah thats my first iteration of the slaughter wad detection system I implemented (I asked Mark first) that is similar to what Mark will be putting into v22. Every monster gives other monsters within a 128 mapunit radius around it a slaughterwadtoken on mapstart. And if a monster accumulates 9 or more tokens then it is replaced with a vanilla Doom variant of the monster. Because in slaughter wads your FPS will tank due to all the dynamic lights but mainly the numerous gore spawns in the brutal monsters. This is to make the really ridiculous slaughter wads playable with brutal doom. What wad and map specifically did you see this on?
This is found on all wads, on the maps of which there is not a large, but not a small number of monsters. I can't say the exact figure on how many monsters vanilla monsters begin to appear, but they appear when the number of monsters on the map is slightly less than 200, like starting from about 170-180.
Vanilla monsters also appear on the original wad DOOM 1 and DOOM 2, although this is not necessary.
Right, yeah I increased the threshold to trigger a vanilla monster only if 15 or more monsters are within a 128-mapunit radius now in the development branch so that it is less sensitive. This is something I will playtest for two months and tweak before releasing the next version.
It doesn't work much for me since it doesn't work for zandroum 3.0 something that the original v21 can do, but it still looks pretty good in GZDOOM although a zandroum version would be nice
What? I play this version every night on zandronum online coop with the wife it works just fine. Zand is the only port I develop for because online coop is all I play.
hello ! :) -- when I want to load brutal doom I get this message and it doesn't load :
-Execution could not continue.
Script error, "brutalv21.14.0.pk3:language.enu" line 306:
Expected '=', got 'ifgame'.
What sourceport are you using, what is your load order, what other wads are you loading with it?
Cool mod, but the slaughter map detection system needs a toggle to completely disable it. I`ve recently played a wad with about 450 monsters, and it was still replacing demons with vanilla ones as if the map had over 9000 monsters. Maybe you could even add some extra options to configure the behavior of the system.
It's too sensitive in this version I've already modified it to only trigger if there are 15 or more monsters within a 128 mapunit radius and that seems to work ok. This verison 21.14.0 it triggers at 9 or more within 128 and thats too sensitive.
Still needs a toggle to disable it if someone wanted no monsters to get turned into their vanilla counterparts
Its not that simple in the code dude. Creating a script or a check to run in every monsters spawn state on map start to check if the user has that enabled/disabled would consume resources and crater the FPS on map start during a slaughter wad with thousands of monsters on the map all running a script at the start to check that option. That would completely negate the point of this feature to keep the FPS from cratering on slaughter wads.
Hello and thank you for your work its amazing
im sorry for my bad english, i know you are aware of the problem ill talk below :
I see some vanilla monsters on some level
im using zandronum
ex: ultimate doom E4M2 the lost souls pack near south and near baron of hell are vanilla, always spawn vanilla since brutalv21.14.0.
same on doom 2 or final doom both tnt and plutonia
When there are large group of monsters, some of them are vanillas.
When you go console and spawn monsters, when you type summon monsters, sometime it will spawn a vanilla version (not a brutal doom one)
i dunno if this was an issue on early versions you published on the moddb website, but i didn't notice it before brutalv21.14.0 and now on brutalv21.14.1
if you need to check anything tell me
my name is mister smith
You downloaded the updated download link v21.14.1? I just checked with v21.14.1 and the lost souls are brutal now on E4M2. I had the slaughterwad detection system too sensitive in v21.14.0 so double check that your load order is using the correct version and that you are not pasting over the old pk3 or anything like that.
Rifle zombie soldiers Bug
When they die, the rifle drop animation has a frame missing
Thanks, yep a frame was missing in the DropedRifle2 animation. This is fixed for v21.14.2.
Other Bug report
Machinegun and Shotgun zombie soldiers has same weapon drop frame missing Bug.
Only the weapon drop animation of pistol and submachine gun zombie soldiers is normal and smooth.
You might be noticing the jerky looking sprites when a weaponspawner is moving because they are spawning fake sprites (one that can only be seen by the purist playerclass and one that can only be seen by the other playerclasses). It has to be done that way so that when a grenade launcher or any other new brutal doom weapon drops/spawns the purist player class will only see and pick up a vanilla weapon while all other classes see and pickup that grenade launcher or whatever other weapon brutal doom adds on top of vanilla. Its not broken.
I Using Zandronum v3.1 and GitHub Releases v21.14.0 Stable.
There will be a slight error display in yellow, The game can run normally.
Script warning, ""line 0:
Invalid face " for 'Doomer'.
STF replacement codes must be 3 characters.
Script warning, ""line 0:
Invalid face " for 'Doomer'.
STF replacement codes must be alphanumeric
Those errors will always be there, the player classes dont have a mugshot image defined so that the mugshot will change depending on the gender that the player selects so, ignore those.
Lost soul with a flame on its head uses a vanilla version of the death animation, It doesn't have a brutal version of death animation.
Can't duplicate that, the lost soul spawns a bunch of explosion particles, flares, fire, and lostsoul bone pieces when I kill one so what else are you loading with this besides just brutalv21.14.1.pk3?
Just Zandronum v3.1 and GitHub Releases v21.14.0 Stable.
ok, I know where the problem, i use v21.14.0 Stable. play The Ultimate Doom E3M2 and E3M6, A few vanilla versions of Lost Soul will be generated on the map.
Oh yeah I had the slaughterwad detection system too sensitive in 21.14.0
Version 21.14.1 works very well, This issue was not found on E3M2 and E3M6.
Neat can you add compatibility with the monster expansion and or add features from Brutal Doom Platinum
The monster expansion would need to be updated I don't want to change this base mod to conform to an addon or every other addon out there that's impossible to do. And no Platinum is it's own thing, my intent is for this to be close to vanilla brutalv21.pk3 just with bug fixes and completed features without major additions to the base mod.
Do this version compatible with brutal doom mutator addon series?
No there's a bunch of errors so they would have to be updated to be compatible with this.