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.
1. Introduction
2. How to play
2.1. Compability patches
2.2 Technical info regarding compabilities
3. Reporting bugs and suggestions
4. Credits
5. Changelog (VERY IMPORTANT PLEASE READ IT A LOT)
It started off as a small reskin, but has evolved into a big fork, considered the definitive way to play Brutal Doom by a lot of people.
Multiple sprites have been polished and made more consistent, so you won't be seeing weird things (like swapping shot off limbs during last stand states for the zombies). A lot of sprites have also been touched upon, so expect more quality and consistency from them.
Everything with this addon shall feel more detailed, improving the overall experience of the mod. Weapons were also given special treatment, with a few weapons being having new animations and effects, and with some being majorly overhauled!
Of course, let's not forget about some stuff that did not need to be added, but were anyway because I felt like it. Worry not though, because they still fit very nicely into the mod to even further improve it!
This fork is also a collaboration of multiple members of the community, who've decided to contribute to it to make Brutal Doom an even better mod!
So, in short, what can I expect from this addon?
To play the addon, you need to load it AFTER Brutal Doom. Please, use a mod loader for it, such as ZDL.
To play it, just load it via a mod loader or drag and drop it on your source port. IT NO LONGER REQUIRES THE BASE BD TO RUN!
Drag n’ dropping might cause a lot of issues.
Minimum GZDoom: 4.3.1
Corruption Cards patch: Mediafire.com
Delta-touch/older GZDooms Fix: Click here uwu (Updated: 8.03.2021)
It does not have ledge grabbing and revenants using their jetpacks.
As of 15.12.2020, zandronum is no longer supported.
You can get the last zandronum compatible version here: Mediafire.com
Load the main file first, and after that load the patch. Otherwise it will not work.
This file changes A LOT of things regarding Brutal Doom, so sometimes even the simplest of addons might not work. I will not make thousand of compability patches for each and every addon.
Everyone plays differently, so there can be a lot of differences between configs, preferences, etc.
If you want to report a bug, I’d appreciate if you could include these information:
- Source port used.
- Version of source port.
- Mod loader used (If you’re using drag n’ drop, don’t report a bug and get a mod loader.)
- full mod loader list (preferably a screenshot of files in your mod loader, that way I can get their exact order)
Here are some way to prevent some bugs from happening:
- Use the minimum supported GZDoom version for this addon (4.3.1)
- USE A MOD LOADER, SUCH AS ZDL!
- Try running the mod again… sometimes it really does work.
- Try not to use too many addons.
As for suggestions, feel free to drop them in the comments or contact me here:
Discord: Dox778#5921
Brutal Doom server: Discord.com
Cover art by Helios437
Link to the art: Deviantart.com
Sergeant_Mark_IV (base mod),
TypicalSF - Dual rifle sprites, better firing frames for multiple weapons, a lot of brightmaps
Theundeadsoldier - Better pistol zombieman
Ƅarge™ - Dual flamecannon sprites
Mryayayify - Uppercut with knuckle duster
goldenmob72 - Improved shotgun pump sprites
JMartinez2098 - Improved shotgun pump sprites, improved Unmaker pickup
Tomtefar1988 - Improved shotgun pump sprites, polished SSG sprites
AzoNa - Polished SSG sprites
IDDQD_1337 - Further improved to the shotgun sprites, polished SSG sprites
Farhan - Improved dual pistols and reload
Squig - Stained fists and boots, new shotgun, new machinegun, new flamecannon fire frames, soap sprite, help with grenade box, mugshots deaths, brightmaps, Nailgun barrel and magazine, bloody axe variations, angled machinegun firing frames
Paint.NET - for NOT SAVING STUFF THE WAY ITS SUPPOSED TO
Craneo - Improved Frozen Railgun sprite
Iknowhowtomap(Gorman Freebmane) - Base frozen railgun sprite, switching firemodes animation, pinned imp sprites
SchrodingCat - Cat's Frozen Addon (Frozen monsters, gibs, effects)
Project Brutality 3.0 - floor/ceiling ice shard sprites
Sechtera - improved railgun and nailgun firing frames (+ brightmaps), pistol silencer improved BFG10k glows and being awesome uwu
SgtMarkIV, typicalSF, Acclaim Entertainment and Probe Entertainment - Frozen railgun muzzle flashes, new plasmagun muzzle flashes
Xaser - Nailgun projectile, new minigun base
DoomNukem - New minigun base
NeoWorm - New Axe sprites
JoeyTD - Vanilla As Fuck mod (chainsaw rotations)
Iamcarrotmaster - New BFG10k base
Ultra-Violence - New BFG10k base
Z86 - Multiple missing brightmaps (cyberdemon, mastermind, pain elemental)
Kinsie - Female marine, crouching zombies
Sergeant_Mark_IV (base mod),
Project Brutality v2.03 - Revenant's missile launcher/Flamecannon pickup/select
Brutal Doom v19 Sperglord edition - BFG firing
Deep Silver (from the game Painkiller Black) - Shotgun casings
Bermanator,
WolVexus - Hand grenade explosion, secret grenade throw sound, MP40 firing sound, BFG10k idle sounds
Dogelord - Contributing to the LMG firing sound, enemy kick variation sound, Axe spinning in the air, Nailgun reload sounds.
goldenmob72 - Providing multiple sound effects
ikdfa - Pistol inspect
fluenCdoom (a.k.a addytime, SnappyAddy) - ASG select/reload, SMG reload, Railgun reload/inspect, slug shells fire, Minigun ammo belt inserting, nailgun alt fire, axe attack sounds, Silenced pistol sounds, plasma cells pickup sounds, machinegun belt sound, new BFG10k sounds. frozen railgun primary fire
Squig - Contributing to the LMG firing sound, grenade launcher fire,
Valve (CS:GO) - Rifle's inspect
Running with Scissors (Postal 2) - Grenade launcher reload
SchrodingCat - Cat's Frozen Addon (freezing sounds, frozen monsters struggling)
Iknowhowtomap(Gorman Freebmane) - frozen railgun alt fire, inspect knocks, part of the exploding frozen barrel
A bunch of trash - Nailgun reloading smoke sounds
Quake 4 (Raven Software, ID Software) - Nailgun firing sound effects
Sergeant_Mark_IV (base mod),
Brutal Doom: Schism - Cleaner variation code for weapons
McKase
BLOODWOLF333 - Some bugfixes, friendly marine code
ikdfa - Smooth dual weapon switch
Mechanical Sanity - Oh, boy...
Multiple bug fixes, first person legs, improve code, fixing janitor, ledge climbing, double jump, enemy roll, ACS Scripts, better ADS system, improvements to deflectable revenant projectiles, Redone ledge climbing
Project Brutality 3.0 - Original first person legs code
XV117 - Original ledge climbing code and animations
Grey_Wolf - Insult mugshots ACS scripts
Sechtera - Listening to me brag about new addon's features despite not playing Doom.
SchrodingCat - Cat's Frozen Addon (Improved frozen monsters code, weakened monsters)
Ivory Duke - Zmovement (ledge climb)
Agent_Ash (aka Jekyll Grim Payne) - help with ledge grabbing
Emerald - Nukage 'blood', flying revenant, BFG10k lighting bolts <3
gordo.n - Ceiling climbing imps addon and code
(Older changelogs can be found in a .txt file included with the addon.)
BUGFIXES:
Quick fixes lol:
- Actually applied the new chainsaw sounds now.
- The pipebombs can now be detonated when you have no throwables left but still using the "throwables" dedicated weapon.
- The MP40 now gives you ammo properly upon picking up.
MAJOR STUFF:
Added new types of throwables – the pipebombs and void grenades!
Pipebombs work just like you’d expect – toss them and blow them up anytime you want. You can also
pick up pipebombs that were not detonated yet. They don’t have that much range, but they pack more
of a punch. The void grenades make a black hole once they activate. That black hole sucks multiple things into it and
deals damage over time – even to the player if they’re not careful enough! The assault shotgun has a new ammo type – plasma shells. The projectiles can bounce up to 3 times
before they dissapear. But be wary, you can damage yourself slightly with them. 2 new, temporary guns were introduced – Cyberdemon’s missile launcher and the Mastermind’s chaingun! They drop from their respective demons, and they can be switched to using the boss weapon key
(default is M). Once you press it, you’ll be able to use these guns for 30 seconds before they get removed from your
inventory. Use them wisely. The plasmagun now has a needler mode – similar to the one from Halo. It fires projectiles that deal more damage the more there are of them. They aren’t strong in small numbers, but when they add up they can deal a lot of damage. The last addition is the laser guided rockets for the rocket launcher. There’s no limit to how many
rockets you can control in that manner. A lot of weapons have received foley sounds, aka equipment fumbling sound to hopefully make them
seem more detailed. Lastly, Emerald has made a new, simplified ZScript system for weapon addons, which makes us not have to
worry about compability anymore!
They will be also included in this update as separate file to encourage trying them out.
LESS MAJOR STUFF: - Added player class icons in the menu. Each class has a different animation. - Added a new keybind – „Weapon Special 2”. Used to activate the silencer and needler. - Selected throwables, weapon modes and ammo types will be remembered between saves now. - Added an option to disable base gun (like shotgun, minigun) from spawning. If all weapons from a specific
spawner are disabled, it’ll spawn some ammo instead. - Added some missing credit entries. Sorry about that. - Switching hand grenade types now also changes the hud icon. - New dual flamecannon sprites by Craneo. - Added a slow-mo bind, mainly for developing purposes. - You can now decrease your mag size below default size. - Nerfed the glass shell’s damage. - New mancubus’ flamecannon sounds provided by Dissy EX. - Added inspect animation for the nailgun. - Plasmagun’s light now has a different color, depending on how much ammo you have left. - Adjusted some weapons’ „NoAmmo” states to match their duration to their firing speeds. - Added an option to disable randomized pickups. - New hanged marine sprites - Added an option to make the weapons bob all the time, no matter what. - Added some new HD sounds, contributed by The Almighty Egg on discord. - Added a charge attack for Baron of hell. - Frozen railgun now has a new, icethrower alt fire. (will cause severe lag lol) - Thrown chainsaw now has a voxel and cuts enemies upon impact. - Rewrote some casing and empty mags code. BUGFIXES - Fixed plasmagun’s unload animation. - Fixed dual plasmagun’s unload animation. - Fixed plasmagun’s alt fire only being cancellable with Brutal Doom’s reload key. - Restored some missing BFG-related sprites. - Fixed autoshotgun’s select and deselect when it’s unloaded. - The ASG now spawns empty magazine when reloading again. - Fixed the railgun using only 3 ammo while firing when ADS. - Fixed some first person executions being buggy in some ways. - Fixed the SSG dissapearing when firing on the tactical class. - Grenade launcher’s casings are now quieter. - Fixed the dual MP40s missing an idle frame. - Fixed some first person execution animations displaying improper sprites when returning to idle. - Fixed legs not taking leg staining options into account. - Fixed the unmaker being able to do the alt fire with no ammo left. - Fixed decorative nails behaving weirdly. - Fixed one hellknight’s corpse displaying an improper frame. - Fixed keys not appearing on the hud. - Removed multiple duplicate files. - Baron of hell’s morph is now unobtainable by normal means. - Fixed labguy’s body turning into a sergeant when destroyed… kinda. - (hopefully) improved Imp and Arachnotron’s ceiling check. CREDITS: Mechanical Sanity, Scotty, Project Brutality 3.0: - Laser guided missiles code Craneo: - Hanged marine sprite - pipebomb sprites - Dual flamecannon sprites Emerald: - Added proper PYWHEEL support. - Reworked the marine’s idle chatter. - Huge help with cross-save settings. - Temporary boss weapons’ timers. - New, Zscriptified weapon addon system. Dissy EX: - assault shotgun plasma shells sounds - temporary weapons’ select and explosion. - new flamecannon sounds - Massive amounts of weapon foley sounds - Remade weapon addon code for compability and easier implementation Ali Jr. - Cyberdemon missle launcher sprites Dr_Cosmobyte, Captain J and Mike12 - Spider mastermind’s chaingun Squig: - Cyberdemon’s gun pickup Nemo Reikall: - Chainsaw voxel Warry#6969, Activision - New shell insertion sounds
It's ok if i don't have spawn Grenade Launcher?
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.
Can confirm these glitches
Oh dang, the plasmagun and railgun are new ones.
Thanks, I'll get it fixed.
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
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?
original maps? what do you mean by that exactly?
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.
"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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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.
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.
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.
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.
Thanks for your help. I made the edits. Will test a map soon and find out if it works.
Thanks again. Can confirm that it's working.
have you thought of other models for the rifle and pistol and plasma rifle?
Perhaps, if we find replacements similar to the current ones, sure.
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 :)
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...
Hello, can you pass me the December 2020 version, please?
I don't have that version anymore.
ª, ok thanks You bro :3
marines shoot barrels for no goddamn reason. i am literally trying to complete barrels o' fun!
We're currently trying to get it fixed.
In tactical mode reloading an empty SSG makes the whole thing go apeshit. SSG disappears and that's it.
I am having the same issue, found any solution to this?
It'll be fixed in the next update.
I think the issue is at line 330. It jumps 2 lines forward instead if one.
where the pistol silencer i cant add on optiom wepoan mod
NEVER MIND i found it thank you for the mod great work
♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥
Big thanks for adding your blue legs addon into zip!
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.
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).
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. ;-)
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
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!
Not sure if it has been reported before, but the Unmaker ALT fire can still be fired even if theres no ammo left.
That's already been taken care of.
hey
I have a suggestion
female zombie marines to add a bit more variation
Great work ! My favourite version of BD !
What are your future plans ?
THE BEST brutal doom fork out there! imo better than the original. play this with the Ultimate Doom 2 wad.
I can't load the ult doom2 on gzdoom, how do I play it?
load ultimate doom 2 first, then brutaldoom, then everything else.
Great addon mate unfortunately i cant play it cuz i use delta touch so im forced to use zandronum version...... Hoever great job man!
This is exactly what i wanted, a mix of the brutal 21 and project brutality in one single file, THANKS!!!
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
The nailgun is getting its own inspect animation, don't you worry my guy.
Thank you!! And you plain the same with the Deagle? It's an amazing weapon and really love your "R" animations!!
guys i got an enemy textures bug and other stuff helps :(