Intended for BDv21, aim to be minor adjustements and fixes, without changing the core of brutal doom. Includes: reduced drops for some types of ammo, weapon bug fixes, revamped revolver, powered up Railgun and grenade launcher, tweaked minigun, and more.
[Changelog at the bottom]
It contains 3 main modules, Weapons, Armor, Monsters. Use the one you want, or load them all for a full tweaked experience.
Each module have a menu in the options for customization.
Weapon Module (Lowish_Ammo):
- Weapons remember if dual wielded when swapped out
- Minigun alternate fire a lot faster, but the muzzle will shake making it hard to aim.
- Revolver will use pistol bullets (5 per shot) and will have a faster but inaccurate alt fire (and will spawn)
- Grenade launchers will have a larger AOE and more damaging explosion, but will be weak on single targets.
- Grenades do a lot more damage, but decrease faster on the edge of the AOE and you can carry less of them.
- Railgun does more damage, but it also use more ammo per shot
- Flamethrower and its ammo will spawn.
- From the options menu it's possible to set each weapon spawn priority, and have a very fine control on which weapons will spawn in a level.
Monster Module (FindusMonsterTweaks)
- Alternate unused monsters will spawn
- Improved headshot system, which should remove few weird damage spikes and be more efficient. But overall headshots will require more precision.
- Many fixes to monsters behaviour and hitboxes
- Fatality bonuses from monsters tweaked: armor will drop if you use fire, health will drop if you shred them
- Enabled some unused monsters
- Completely remade AI for Arachnorb, into something quite annoying (feedback needed).
- You can change spawn rates of new monsters in the option menu, to make them appear more often or to disable them completely if you wish.
- Some monsters can rage even when not taunted, gaining different attacks or behaviour.
Items Module (FindusItemTweaks)
- Armor protection ratings slightly tweaked so they're not all the same
- 2 Completely new armors: Blood Healing Armor and Power Shield Armor.
- You can decide which armors will spawn in the options menu
For compatibility with other mods is better that you read the README.txt file, but in general the Weapon module would be the only one who could give you troubles.
For the full list of files, changes, requirements, and load order, check the README.txt file in the archive.
These mods are the result of my preferences and playstyle, since no other update, mod, or expansion, suited me. Maybe someone will find them useful as well.
ChangeLog summary (full changes in text files)
v0.2.1
- Fixed a Bug that can make Korax unkillable
v0.2.0
- A lot of overhauling to improve code and efficiency.
- New Boss monster added which can repalce the cyberdemon (Korax from Hexen)
- Improved some monsters AI
- Refined Revolver
- Minor bugfixes
- Added compatibility module for usin Lowish_Ammo module with the expansion 0.3.0.
v0.1.4
Mostly bugfixes, like:
- Fixed a bug that made monster not trigger events when killed (like DOOM2 map07 Dead simple, where killing mancubus should lower walls)
- Fixed a bug that made the hellknight head not exploding from SSG shots even when dealing massive damage. (more on this in the text logs)
v0.1.3
v0.1.2
- Monster module v0.2.0, won't be compatible with older save files
- Completely reimplemented Headshot system code from scratch, to take advantage of zscript features. Should be more accurate, easier to utilize and expand.
- Recoded almost all monsters to use zscript, Monsters Fixes and improvements
- Monster spawn chances are now separate for each monster
- New armors balance update
v0.1.0
- Added option menus in game
- A LOT of Code refactoring for better scalability and efficiency.
- Rage system reworked
- New (optional) armors introduced
- Improved Headshot underlying code, not all monsters are still updated for it
v0.0.4
Monsters fine tuning, and improving headshots consistency with SSG.
Restored SSG damage to full static as vanilla bdv21, and moved over the randomness to only specific monsters who use it for death variety.
v0.0.3Revision 6
Updated the monster tweaks to v0.0.4 to correct a breaking issue with Spider Mastermind infighting everything.
You said that it is Compatible with Bdv21.0.3 and also with bdv21.1.0 expansion, so it is (or will be) Compatible with the newest versions? Also what is the load order that i should use? Thanks
I will reply your question in a different order, to try to explain things a bit better.
Load order (which should be in the README file, and if is not the I apologize), is
- Bdv21
- Expansions
- My modules, in any order you prefer
- other add ons: like textures, wads and so on.
Will not work properly with other weapons modifications or monsters.
Compatibility
For now the weapons module is not compatible (called Lowish_Ammo), while monster and armor modules are compatible. I want to say I'm working on it... but right now time is not really a thing I have. If I can make a stopgag patch just to make it work I will.
Now to be more specific:
The first thing to realize is that Brutal Doom, and its expansions, use the old standard of DECORATE and ACS scripts, while my mod use Zscript, the newer standard for Zdoom.
To put it short, you can go from Zscript to Decorate, bot not the other way around, so to make it work is needed to disable, recode, and override old objects into new ones. Is possibile to take a shortcut, like I did in the weapon module, replace the original files to modify the thins you want, and then just add the Actors needed to make it work with other mods... but it's really a messy approach and it breaks every time new things are added in the modules loaded before. And that's why weapon module is not compatible right now.
Final note con "Compatibility"
When say it's compatbile, it basically mean: "It will work, but it will replace the original version with the modded version, eventually losing every changes an in-between patch could have made".
Given how DECORATE works, while there's inheritance, it's only limited to thing like properties, and very limited behaviour, you can replaces part of it, for example only the firing state of a weapon, but even so if you do it you have to replace that part completely and lose access to the old one.
That's basically why I'm trying to take a roundabout way to disable old classes, and replace them with zscript.
Thanks for this detailed explanation. It sure had answered my questions and, i hope, other people too. Thanks again
No problem really.
If you're interested in understanding how it works and maybe you wanna change something yourself then I can add a couple of more reasons behind the choice, because I believe it matters and would be helpful.
Let's say from now on we sticks with DECORATE, to avoid entering zscript that would require even more explanations.
First problem: modifiy, add or remove ammo.
Decorate and Replace is the way to make the new data and actors in a different file, problem is you can't redefine them if they exists already, only replace them with something else, so if I want to decorate ammo they need to have a different name. Now on the map will spawn the new ammos in place of the old ones.
Second problem: If you replace ammo, then weapons have to recognize them. Even if in theory the system permits to define Actors as repalcements... weapons are a different story, they could referencing old ammos everywhere in the code, and the replacement work only for spawned actors, not for string references. So if you wanna decorate ammo... then you have to change the weapons as well, but if you change the weapons then what you do? decorate them as well and change their ammo used and names? Then you have to be sure weapons slots and pickups remains correct, and the chain goes on... and it's a lot of work.
Third problem: let's say you decorate ammo AND weapons correctly, everything works right? Nope!
Now we have collateral damage to think about it, let's say someone made an HUD for brutal DOOM, which search for specific ammo and weapon names... suddendly the HUD won't work anymore because it can't find anything, the names are all wrong....
And that's only the tip sadly.
There's a solution for these compatibility problem, but it rely on every modder to think their mods with scalability in mind.
For example if you wanna add a new type of ammo you can:
1) Replace the original ammo file and add your new ammo somewhere in the file. When you do this the old file is lost, completely replaced by the new one.
2) Make a new DECORATE file which contains only the stuff you add. NEVER remove or add actors from the original file, but you can change the actors which are already in there, for example to increase or decrease maximum ammo quantities.
In the beginning, when i made the weapon mod, I used the method number 1. The expansion, you can guess, also use the method number 1, it also remove and add actors in it, because is easier and faster. But it goes without saying that between the two methods, the number 2 is clearly the best one, because otherwise every new mod will basically override file from the previous, and so the compiler will start to complain (rightly so) that he can't find some actor, referenced by other files but now completely erased because the file that contained them is now overridden.
As i said in my previous reply, disabling and redefining everything in zscript would work, but even if it sound selfish it's a lot of work for a very little mod I made just beacuse I found myself wanting to adjust the gameply to my tastes, and then tought "Maybe someone would like it so I'll share it".
If you was able to bear through all of my ramblings then i salute you, and if you need help just ask.
Wow that's a very detailed (in a good way) explanation of how DECORATE works. When i get my PC I'll sure learn DECORATE, ACS and Zscript. Thanks for giving us some time explaining how much effort is needed to make theses amazing mods.
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WoW!!Awesome!!enable all unused monsters option and add copatibitity for professor existencial enhaced monsters addon and wepons mods,please.