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This is an old version. Please do not download this one.

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B.W.O. BrutalDoom v21 Weapons-Only version
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Hereticnic Author
Hereticnic - - 229 comments

Next project: I'm gonna port the weapons of Brutal Doom v20B over to v21. Stay tuned!

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eviltechno
eviltechno - - 502 comments

Ah was about to ask if you will do one for BD 21 as well. Thanks a lot :)

btw, what are good map packs that would make most use of this (which would have most bugs with stock BD)

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Hereticnic Author
Hereticnic - - 229 comments

hold on, I'm doing some tests... I don't know many other map packs that feature custom monsters, the only one that comes to mind is Avactor, the one this modification was done for and primarily tested with.
I tested Pirate Doom real quick and doesn't work, the pirate weapons are still used.
Struggle: Antaresian Legacy works, it features a few new custom monsters (chaingun spider, chaingunner that shoots plasma balls)
I will do more tests. I think this can be patched to support more comprehensive mods like Pirate Doom, give me some time and I look into it.
What to expect is this: do not expect this to work with mods that also change weapons. If it does work, you're lucky. Tests are needed and people leaving reports even more.

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eviltechno
eviltechno - - 502 comments

What happens then when you run BD stock with those mappacks which have some own monsters. Shouldn't they just lack disablements etc. or they refuse to spawn at all?

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Hereticnic Author
Hereticnic - - 229 comments

Results vary. I can only talk about the case of Avactor.WAD because all of this work originated from me wanting to play Avactor maps using Brutal weapons. In the case of Avactor, Brutal Doom monsters spawned in the maps (Brutal Doom had priority over loading, because of the specific way it's coded...)
But that would break how some sections of the maps were designed to work. For example, Avactor has a chaingun-turret thing that replaces a piece of decoration. There's a flying enemy that shoots BFG balls that replaces wolfenstein nazis. Maps would still be playable, but the experience would be lacking. It all depends on the way the map designer chooses to spawn new monsters. There's the "replace" technique (which also ensures compatibility with Chocolate Doom and Prboom for example. And there's the "add a completely new entity", which requires more work in the future to provide "mod-compatible" versions of their maps. The 1st method should be the most used out there. But the current brainwashing and trending culture towards "all things gzdoom" made people use the 2nd method more, which is functional but makes everyone's life harder by requiring additional manual labor to perform tweaks.

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Hereticnic Author
Hereticnic - - 229 comments

Ok, now back to the 1st question you made up there. Yesterday I ran some tests, unfortunately I find that most mods that feature new monsters out there (mostly Total Convertions, it's hard to find something that doesn't change weapons as well) will not work because they also introduce their own weapons.
Again: it depends on the way the map designers chooses to implement their work. If they are simply "replacing" weapons, instead of "creating new ones", then there would be no problems, Brutal Doom (or any weapon mod) would be able to replace that weapon without any additional labor.
Map designers are shooting themselves in the foot by following this "zdoom/gzdoom" method because it brings much more manual labor to themselves. Or maybe that's what some of these guys want, there are lots of people in the Doom modding community that enjoy any kind of sensation of "power", and to some of these guys locking the player up in one specific way of playing their maps means that they have "power" over the person. Lots of dysfunction and mental illness in this community, unfortunately.

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Hereticnic Author
Hereticnic - - 229 comments

In my testings yesterday, most mods I tested didn't worked out as intended: Valiant didn't work, Strange Aeons didn't work. Again, there are not many mods out there that change weapons AND monsters as well. Most of them focus on weapons.
Surprisingly enough, completely unexpected to me, Rekkr total convertion worked fine. All new monsters and weapons spawn in the map correctly, including the fact of the Eyeball enemy respawning dead enemies. The monster code remains intact when using this version of Brutal Doom with it. There's one minor problem where Weapon 3 will not spawn correctly (you have to press 1 to change back to fists, and only then be able to switch weapons again) And shotguns will spawn when you kill the small rabbits, instead of spawning stimpacks. But that can be easily remedied by the player using the console command "summon shotgun" when they find Weapon 3 (the weapon that uses shells) Ammo count is unaffected.
Rekkr works because of the way the mod maker choose to spawn custom monsters and weapons, he used the "replace" method. Much easier to create, much faster to maintain and also to future-proof.

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Hereticnic Author
Hereticnic - - 229 comments

So, to sum it up, there are not many use cases for this modified version, apart from a very few set of map packs.
Another use case for this is if you prefer playing Brutal Doom with the "Use Vanilla Monsters" option, but without having all the CPU overhead and slowdowns involved.
This modified version will allow to experience the Brutal Doom weapons without much of the slowdown and framerate drops, because most of that comes directly from the new enemy AI. Original Brutal Doom replaces the monsters twice when you use the option "Vanilla Monsters", even when you use that option the monsters are being re-created by the mod, which introduces CPU overhead on top of everything.

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eviltechno
eviltechno - - 502 comments

I see. Wouldn't it be a good idea to make a version which just replaces weapons only. If you remove the enemies and blood completely we could still use it with ketchup or bolognese goremod. Or would you run into other problems that way?

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Hereticnic Author
Hereticnic - - 229 comments

I already did that. It's exactly what I've done here.
Except the blood, the blood is still there (the dismemberments and the executions are not, because they are integral part of the Monsters code)
Try loading Bolognese as last in the load order, leave it as last in the chain.
gzdoom.exe -file Brutal.pk3 MyMap.wad Gore.pk3
The blood should be automatically replaced without further issues.
Or, alternatively, try loading the gore mod FIRST if it doesn't work.
Please report back.

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eviltechno
eviltechno - - 502 comments

I'm familiar with modding and looking at the files was the first thing i did. The fact that they share some of the same cvars alone prevents the game from getting loaded.

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Hereticnic Author
Hereticnic - - 229 comments

Yeah, I just tried loading it.
It doesn't load. Duplicate cvars...
I thought gzdoom renamed these duplicates on the fly like it does with Actor names and Sprites (the one who loads first stays...)
This modified version is not intended for people who want to see mountains of gores in the maps. Any of the gore, dismemberments and executions WILL NOT work fundamentally because they're all part of the monsters definition. There's no way to "not have custom monsters" and have the gore at the same time. That's not the point of this modified version... (in case you still don't get it: it's not even possible, even if I wanted... the code won't allow it... you have to choose A or B)
And now as an addendum...
Honestly, this is more gzdoom's fault than anything. Let's suggest them to rename cvars as well, just like they already do with Classes and Sprites. It should be fairly simply for them to implement this without breaking stuff. By doing this, there's nothing for them to lose, it won't break anything.
But gzdoom devs are stubborn as hell and they gang up on the forums. If people don't make noise about this in great numbers, they probably won't listen. The situation of the forums is so bad now that only the gzdoom fanboys who kiss their ***** remain there. The people who actually have some sense got fed up and left a while ago.

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eviltechno
eviltechno - - 502 comments

"There's no way to "not have custom monsters" and have the gore at the same time. That's not the point of this modified version.."

Of course not. It doesn't make any sense either. It's not even the case. Gore mods add blood and gore. Not disamblements. (those need additional sprites for the enemies) If you looked at bolognese files, it doesn't need custom monsters. I think it was different with ketchup. That's why bolognese can run with any gameplaymod (with no worring about custom monsters) And in the case of BD monster only mods. They come with their own custom monsters, so the weapons only mod doesn't need to have it.
I understand it's not as easy as it sounds though, because otherwise a working weapon only mod for bd21 would be around by now.

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Hereticnic Author
Hereticnic - - 229 comments

(it was posted as guest before, I wasn't logged in)
Blood can be easily disabled and the cvar renamed, that is easy to do, I just don't see a reason for putting manual labor into it.
Furthermore, my modified version ("Weapons-Only") STILL CONTAINS custom Blood. You can set the amount of Blood that you like there, normally.
So why exactly do you want to use Bolognese? Isn't it Blood that you want?

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eviltechno
eviltechno - - 502 comments

Bolognese is not just about blood. It enables gibbing plus with some submods you can use bloody footprints as well. I think when i ran across the issue with the cvars, i just deleted them in one of the mods, but it didn't run anyway because of other issues. Its no big deal. Just wanted to ask this for users of your mods in general. (as goremods and monstersonly mods are the first thing which come to most peoples mind, when reading weapons only mods. I could be wrong)

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Hereticnic Author
Hereticnic - - 229 comments

Ok, that's cool yeah. Thanks man
..
Yeah, one of the main reasons why I load Brutal Doom with maps is to take advantage of it's "beautification" improvements. For example, green toxic pits will glow in the dark, light posts and torches will actually project lights out of them, improved textures, etc etc
Brutal Doom will take a good map from the past that was already great to play and it will make it beautiful to look at, it will breathe new life into older maps.

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Hereticnic Author
Hereticnic - - 229 comments

eviltechno Updated...

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doom32588
doom32588 - - 21 comments

hello

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Hereticnic Author
Hereticnic - - 229 comments

Ha Ha

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Hereticnic Author
Hereticnic - - 229 comments

Updated! Do not download this one! There's a newer file!
This will be archived soon.

It has the following improvements (abridged):
1) fixed Pain Sector and crusher Damage for Realism difficulty (new player class)
2) improved autoaim will not aim at corpses or decorative objects
3) Grenades in v21 behave more like v20B and increased damage

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OMXGAMERZ
OMXGAMERZ - - 298 comments

Hi what is your discord?

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OMXGAMERZ
OMXGAMERZ - - 298 comments

Tri-X#4296? you changed account?

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