Description

I NO LONGER WORK ON THIS! CHECK DESCRIPTION! A Brutal Doom fork which aims to improve the mod in multiple aspects to keep it fresh, beautiful and fun, while still keeping the gameplay similar to the base mod.

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(OUTDATED, CHECK DESCRIPTION!) Dox778's personalized Brutal Doom v21
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ScorpT007
ScorpT007 - - 2 comments

It's ok if i don't have spawn Grenade Launcher?

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JMartinez2098
JMartinez2098 - - 197 comments

Some bug reports, will edit if i find more:
- Dual MP40's show nothing (like a blank sprite) on screen, but you can still fire/reload/switch from dual wield.
- On Tactical mode, after you fire the SSG, it disappears and you can no longer switch weapons unless you drop the weapon.
- You can still unload the Plasma Rifle even though it is or empty or unloaded already

Edit: I have one small nitpick on the Railgun. Is it intentional that it fires 3 cells (railgun ammo) when aiming? Normal fire is 10, but aimed is 3. Imo that's a bit OP if it's not intentional.

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MaxDickings
MaxDickings - - 194 comments

Can confirm these glitches

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Dox778 Author
Dox778 - - 437 comments

Oh dang, the plasmagun and railgun are new ones.
Thanks, I'll get it fixed.

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JMartinez2098
JMartinez2098 - - 197 comments

Edits from the previous bug report: Icons for keys do not appear on the simple and minimalist HUDs, however, they do appear on the helmet HUD. To see your keys you have to switch to the classic style HUD or press Tab, which can be quite annoying.
- The Plasma Rifle altfire can't be canceled with GZDoom's reload key, you have to use the BD reload key. However, I have found a way to fix this in the code. I can send a fix through a PM if you need it.
- Unloading dual-wielding plasma rifles have no sounds playing, and the unload animations look different
- Unknown texture errors popup, although the game plays as intended.
- When Commandos try to dodge your attacks, the Shotgun Guy rolling sprite is displayed

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IggyWolf
IggyWolf - - 139 comments

Question: For the MES, should I use Legacy Maps or Official IWADS if I simply want to play with the MES for the original maps?

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robowisan11th
robowisan11th - - 29 comments

original maps? what do you mean by that exactly?

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IggyWolf
IggyWolf - - 139 comments

I mean, Doom obviously has the original legacy maps, which are the 4 episodes that were created by the Doom devs, and then there's customs IWADS which were made by modders and fans. Basically, "Legacy" I'm assuming is the original WADS, unless the "Official IWADS" is the maps made by the devs, and "Legacy" is those official maps unchanged by MES or any source port.

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Dox778 Author
Dox778 - - 437 comments

"Legacy" is the state MES was in before I tweaked a bunch of stuff with it. It's the legacy code for it.
For official Dewm maps (doom, doom2, etc.), just use "official iwads".

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Guest
Guest - - 693,839 comments

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TonyH123
TonyH123 - - 97 comments

This is a similar bug to the one I mentioned earlier about picking up weapons tagged to opening doors and other actions. Only happens when using your Plasma Blaster addon and the Plasma Gun is tagged. Seems to be some sort of conflict between them.

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Dox778 Author
Dox778 - - 437 comments

Yeah, custom guns don't have tha fix applied and, to be honest, I don't feel like updating all my weapon addons again to include that fix.

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TonyH123
TonyH123 - - 97 comments

I can try to fix them myself if you can give me some clue how to do it. If it's not too complicated that is.

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Dox778 Author
Dox778 - - 437 comments

That shouldn't be too hard.
First of all, locate the gun's replacer. It behaves like a some sort of spawner that randomizes which gun it'll drop.
The problem with that technique is that spawned guns with this method don't keep their UID, which might lead to some issues like you've experienced.
This is what the spawning line will look like:
TNT1 A 0 A_SpawnItemEx ("GunName",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
Now, just replace it with this...
TNT1 A 0 A_SpawnItemEx ("GunName",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG,0, tid)
This will transfer some properties and the ID to the spawned gun, hopefully allowing it to work as intended.

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TonyH123
TonyH123 - - 97 comments

Thanks for your help. I made the edits. Will test a map soon and find out if it works.

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TonyH123
TonyH123 - - 97 comments

Thanks again. Can confirm that it's working.

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Emmanuel1235
Emmanuel1235 - - 1 comments

have you thought of other models for the rifle and pistol and plasma rifle?

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Dox778 Author
Dox778 - - 437 comments

Perhaps, if we find replacements similar to the current ones, sure.

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Chyvachok
Chyvachok - - 489 comments

I really like your addon, its like vanilla Beutal Doom but fresh, and I really like your weapon addons. Although I didn't find all of weapons yet, like pipebombs, or devastator, also spray can is very deadly weapon.

Also I got some suggestions which I got after playing some time with the mod, first one is separate ammo for BFG weapons, I think it will make plasma weapons be more useful in late game, also about extra weapons, i think is good idea is proximity mines, like ones in Project Brutality, or Tripmines from Half-Life, they will be very useful to deal with traps, its one weapon which I wanted it to be in mod.

As for little ideas, I think is good idea is Mastermind minigun with own ammo, and if you plan something to add in future I have idea of cluster bomb, like one in Void Bastards game, or cluster grenade from Team Fortress Classic, but Void Bastards version definitely better, its split into bomblets multiple times and cover entire room with them, I think it will be really useful for room cleaning and slaughter maps, its be like BFG grenade :)

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Dox778 Author
Dox778 - - 437 comments

Hi, thanks for the feedback.

I'm not too sure about the BFG using its own ammo type, I don't like having tons of different ammo types for each weapon.
We're already planning on reintroducing the pipebombs as another throwable explosives that you can detonate anytime, you can use those for traps instead.
Mastermind's chaingun is also going to be ported into the main file, although in a non-standard way.
And last, we already have cluster grenades...

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santidoge
santidoge - - 3 comments

Hello, can you pass me the December 2020 version, please?

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Dox778 Author
Dox778 - - 437 comments

I don't have that version anymore.

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santidoge
santidoge - - 3 comments

ª, ok thanks You bro :3

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TheBrominator
TheBrominator - - 1 comments

marines shoot barrels for no goddamn reason. i am literally trying to complete barrels o' fun!

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Dox778 Author
Dox778 - - 437 comments

We're currently trying to get it fixed.

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Thorir
Thorir - - 576 comments

In tactical mode reloading an empty SSG makes the whole thing go apeshit. SSG disappears and that's it.

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TheLegendKing
TheLegendKing - - 10 comments

I am having the same issue, found any solution to this?

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Dox778 Author
Dox778 - - 437 comments

It'll be fixed in the next update.

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Thorir
Thorir - - 576 comments

I think the issue is at line 330. It jumps 2 lines forward instead if one.

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reach5stars
reach5stars - - 27 comments

where the pistol silencer i cant add on optiom wepoan mod

NEVER MIND i found it thank you for the mod great work

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OMXGAMERZ
OMXGAMERZ - - 298 comments

♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥

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Faxer
Faxer - - 49 comments

Big thanks for adding your blue legs addon into zip!

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Thorir
Thorir - - 576 comments

Regarding to the option for replacing the placed shotgun pickups to SSG (with a certain chance - for Ultimate Doom or so) in the weapon replacer/spawner DECORATE the SSG should be replaced for SSG_Spawner to make it possible to get the assault shotgun this way as well. I've modified it for personal use and it works without any problem.

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SweetRamona
SweetRamona - - 5,121 comments

Personally this is my favorite version of Brutal Doom! :3
Everything about this version feels so polished and refined compared to the OG version (no disrespect towards Sgt_Mark_IV if he happens to see this comment).

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orlinos_powraca
orlinos_powraca - - 7 comments

Hello Dox778, great mod! Pure awesomness of incredible recoil when using tactical class! And I love the range of options you provide in comparison to vanilla Brutal Doom.

I've noticed two errors - and tested them using a fresh out-of-a-box GZDoom 4.6.1 (to ensure it's not due to some other mods or my atypical settings). Using ZDL as the mod loader, also tested using drag'n'drop just to make sure.

1) Firing both barrels of Super Shotgun when using Tactical class results in the weapon being removed from screen and player unable to switch to another weapon or use a grenade. Player can move, jump - but cannot fire anything. Being able to use weapons returns after for example using a turret (in the Weapon testing facility).
The problem only occurs when using Tactical, not on Purist, Rifle start etc. Also, it does not occur when using alternate fire mode (single shell firing), only when using standard fire (2 shells).
I'm guessing some tiny mistake in one of the scripts probably?

I checked against vanilla Brutal Doom Gold v.21 - no problem there.

2) This one is actually also a problem in vanilla Brutal Doom. On Tactical and when using gamepad - you cannot Sprint with an Assault Rifle. It's possible to sprint when using keyboard and mouse (but impossible when for example using gamepad to move and keyboard to push the sprint button).

No problem when using any other weapons, so again probably some small scripting error.

Great fun with you mod anyway, although I do miss being able to play with the Super Shotgun on the Tactical mode. ;-)

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Nic-Usor
Nic-Usor - - 26 comments

Double kick doesn't work during the imp execution.
Vimeo.com

And, when destroying gib imp arm show the same gib imp arm sprite.
Vimeo.com

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orlinos_powraca
orlinos_powraca - - 7 comments

OK, I found out which files I have to edit to fix the SSG problems when using Tactical class! Easy fix you can do by yourself.

1) Open the pk3 file with 7-zip or something similar, navigate to folder Decorate, then folder Weapons.

2) Take out to the desktop the file SSG.txt - (and Rifle.txt for gamepad-user rifle sprint fix).

3). Open SSG file with Notepad or best Notepad++.

4) Find lines 331-333, the text is:

Goto NoAmmo2
TNT1 A 0
Goto Ready

5) It should be

Goto NoAmmo2
TNT1 AA 0
Goto Reload

Changing "A" to "AA" will fix the disappearing SSG bug, changing "Goto Ready" to "Goto Reload" means you won't have to push Fire again to reload.

6) Changes done, save the file and drag it back into the pk3 file, to the Decorate>Weapons folder.

Rifle fix (no sprinting on Tactical, when using gamepad to move only):

4) Find lines 136-139, the text is:

Sprinting:
RIFG A 0
RIFG A 0 A_JumpIfInventory("Accelerate", 1, 1)
Goto Ready3

5) Change it to:
Sprinting:

So simply delete the 3 lines after "Sprinting:". I have no idea what this code was supposed to do, but it's not in this place in any other weapon file.

6) Changes done, save the file and drag it back into the pk3 file, to the Decorate>Weapons folder.

Now you can enjoy full tactical class gameplay!

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BerserkerNoir
BerserkerNoir - - 383 comments

Not sure if it has been reported before, but the Unmaker ALT fire can still be fired even if theres no ammo left.

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Dox778 Author
Dox778 - - 437 comments

That's already been taken care of.

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MrLandFish
MrLandFish - - 13 comments

hey
I have a suggestion
female zombie marines to add a bit more variation

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Guest
Guest - - 693,839 comments

Great work ! My favourite version of BD !

What are your future plans ?

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545x39
545x39 - - 10 comments

THE BEST brutal doom fork out there! imo better than the original. play this with the Ultimate Doom 2 wad.

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Guest
Guest - - 693,839 comments

I can't load the ult doom2 on gzdoom, how do I play it?

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545x39
545x39 - - 10 comments

load ultimate doom 2 first, then brutaldoom, then everything else.

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Guest
Guest - - 693,839 comments

Great addon mate unfortunately i cant play it cuz i use delta touch so im forced to use zandronum version...... Hoever great job man!

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rodrigobal10
rodrigobal10 - - 4 comments

This is exactly what i wanted, a mix of the brutal 21 and project brutality in one single file, THANKS!!!

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Forista
Forista - - 22 comments

Litte request; can you put an animation when pressing R on the nailgun? Man I love the Chaingun, but when I press "Dual Wield" and change to that master piece... it's brutally perfect for medium/close combat and kill a dozens of mid/low tier enemies.

Your mod is perfection, on any weapon I keep pressing R just for the pleasure of the animation and the sound of every weapon. I use even the pistol!! Thanks for all; i've swiched from Project Brutality to your Brutal Doom cause your extremely good job :D

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Dox778 Author
Dox778 - - 437 comments

The nailgun is getting its own inspect animation, don't you worry my guy.

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Forista
Forista - - 22 comments

Thank you!! And you plain the same with the Deagle? It's an amazing weapon and really love your "R" animations!!

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Guest
Guest - - 693,839 comments

guys i got an enemy textures bug and other stuff helps :(

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