Only works on GZD 4.12.2.
Only works on GZD 4.12.2.
The answer is a mixed bag. Brutal FreeDoom even from its original version was never released for Zandronum, aka the closest approximate version of GZD to what the FreeDoom app supports. So for the current time being the answer is a soft no, but it is a plan for the future and always has been.
The main issue that stops this from happening is the code syntax and base capabilities of Zandronum do not support some of the custom special effects found in Brutal FreeDoom such as the plasma and fireball special effects art used; at least as far as they are currently implemented. It may not seem like it at first glance, but there is heavy amounts of Zscript shenanigans going on and Zandronum does not support the Zscript language at all, nor does the FreeDoom app.
IM happy you enjoy this mod.
Small Update on of Mod Test List. Brutal Doom V22 Test version works perfectly fine during preliminary testing.
Considering this entire project of yours is a string of Learner Mod building--- Not doing too bad, but still needs a lot of buffing and ironing out for sure. =)
1. Move the Taunt "Dubble Bubble Middle FIngers" out of the weapons rotation. JIMO--Just in my opinion
2. PumpShotgun needs some sound changes and realignment. R667 has you covered but you just have stitch it together. Its a common tactic of mine to just rearrange sounds so that they fit and time better regardless of what asset they were originally used on.
OTher than that, just keep hammering away and youll learn new tricks to try,
Yes it does but you have to load BD21 after EDay 2019. BD21 has not seen an update even before Eday Vanilla 2019 was made, and was the core of how Eday Vanilla works. Care was made to ensure that they both still work together and they even work on Zandronum, ZDoom 2.8 and LZDoom as well.
Update March 5/24
Cleaned up some graphical bugs
Added Quick Punch and Slide Kick mechanics(More like Flying-Kick) Set Keybinds as you want.
Punch is faster and silent. Weapons switch faster(Mainly to get Grenades and Melee stuff to be fluid)
Thanks for the good question! Thanks for enjoying the mod.
Thanks for the good question! Its Armor Destruction! I tried to replicate the Halo 3 style Brute armor destruction. So when a Chaingunner or Shotgunner dies they have a chance of spawning a zombieman creating the variable that you just destroyed their armor instead of outright killing them. You can outright kill them with stronger weapons in one blow. THis armor mechanic also applies to HellKnights and Baron equivalent monsters. So it can get kinda mean in some places if the maps are really savage.
I dont have an option put in to turn that off because its part of the weapons themselves. The zooming is basically a recoil style effect and its not the same iteration used by other mods, but one I adapted from a different technique. Since this is meant to be part of the Brutal Doom inspired style of gameplay it contains immersive factors like gun recoil on the bullet guns specifically.
I'm sorry if you dislike the recoil effect, and yes I can understand why. What I can do is make a seperate version of the mod that eliminates those features.
Pretending like this is original author work is mostly a disservice to yourself. Not trying to be rude, but this is just an Oblige creation and not even a very good one either.
Before AI even existed as language models there was Rogue, Diablo and later Oblige for Doom.
Oblige and Obsidian can create some pretty good stuff once every third blue moon, but this is not one of them.
1. The monster closet thing. Happens on almost every level. Its a large detail, and I dont feel like breaking anything that isnt broken regardless of Doom stats.
2. THose are monster flag applied to a decoration which adds to the Monster count. Same problem as point 1, not fixing what isnt broken regardless of Doom stats.
I'm glad you enjoy the conversion despite the minor problems that also exist in Beta001. My main goal was to make it playable with mods , and also fix the big problems like obvious walking places, broken enemies( tanks and turrents that require BD), and performance. The only non-vanilla monsters intact are the special bosses and I have beat them all with Vanilla weapons except Icon of Sin(lol he is a booger but possible doable with vanilla). Every other play test ran included Hellrider and Project MSX Weapons. Monster Packs generally work on everything except the special bosses.
This mapset works on ZDoom 2.8, Zandronum, LZDoom and GZDoom. Fixing stuff has been a meticulous process to keep the original compatibility intact, and involved a lot of effort in sterilizing the wads to be vanilla style and keeping the BD reliant effects intact .
Put in a KEYCONF so you can define your MOD MENU button. Couldnt even get past the first item because I can't set a button for it.
Update- Jan 20th 2024-- Added D64 Sounds!!! Enjoy!
Update Jan 18/24
Balanced out monsters: Barons and Hell Knights are less wild; Lost Souls are a bit more wild and 50 Health; Pinkys now lunge to attack; Imp Animation smoother, but Imps shoot more often now
BFG Ball animation redo
Death Animations on monsters smoothed out a bit more.
Added LTP Splashes,
Reformatted all sound to Mp3 to save Space,
converted to PK7 to add more features
Map Titles on map load
Added Footsteps
Update Jan 11th 24
Added some more sounds to cover up Vanilla sound, finished and fixed recoils on guns,
added a new 6th Difficulty called Massacre based on LZDoom: Randomizes and chance to double spawns of Zombie, Shotgunner, and Imp on all 3 of the spawns. Use with care or fun.
Update Jan 8th 24
Fixed alot of unseen or hopefully not seen bugs, added lights, gun recoils, minor graphics changes and fixes
5/5
Excellent job on the map most specifically. Ties the entire experience together incredibly well.
Commercial Doom 2 iwad included is big old No No.
Definitely not Vanilla but as a vanilla-esque is pretty good. thumbs up.
Industrial Revolution Map01. None of the doors to open on the train work except on the ones to the other cars. Tested on GZD 4.11.3 and GZD 4.10 with the same results. Basically cant even start the level without noclipping through the door.
Well for one: You should use Beta001 Extermination Day which is what this entire mapset is based from. This is that same set of maps but modified to be friendly with other mods besides Brutal Doom. Mediafire.com
For two: You are loading BD21 and Eday Vanilla in the wrong order. EDay Vanilla gets loaded next after the IWAD and then which ever mod you want to use it with.
Nor is there really intended to be honestly. This isnt a Brutal Doom clone or use anything from Brutal Doom. Everything compiled together was either donated, open for use, or written and edited by myself. Artwork is not my primary strength, nor is sprite. So instead I focused mainly on the combat feel rather than body parts flying everywhere or 3rd person camera antics that don't have any place for my view on the project.
Put simply, I'm open for extra art, but have no capacity to make it. Therefore I use existing material, and almost everything you see happening is predominantly from Vanilla FreeDoom assets. The only 3rd party art is some guns, liquid texture stuff and Nashgore doing it's thing
Made the small update today due to some lag issues. The changes made were listed in the main description
Pretty fun. Beat Map01 and currently pushing onward. Had to play on ITYTD because the damage is cranked very high on HMP.
No updates are planned on my my side unless some bug pops up that hasn't been reported yet. Thats basically why I have this marked as finalized for the time being.
kalensar
JW joined
Just message me if there is a bug or something wrong in my uploads and I'll get back to ya.