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I noticed a little glitch with a certain death animation of the Spectre.
If you kill the spectre where you blow a limb off and it bleeds out until it dies the animation changes to a pinky demon death
I have just checked.
With Gunner and Auto Reload enabled the plasma rifle doesn't auto reload. With Gunner disabled and Auto reload enabled it will auto reload.
Thanks for the feedback.
Not at my computer at the moment. From memory I had gunner mode enabled from fatum but didn't change the setting in black tractate. However every weapon besides the plasma gun clip transition is seemless.
When back at computer I will turn on auto reload and try, will let you know.
Fog effects addon
Have a look
It does two things basically. It can make levels darker but through radial fog so you cannot see into the distance.
It was a common feature of games on the PSX due to engine limitations but it added a gloomy feature to games as a result.
just reporting a small bug, using the latest build (12th Dec)
When using the plasma rifle with reload disabled you still need press reload when reaching the end of the clip.
Just wanted to say this is a really good mod and actually prefer this over vanilla brutal doom (imagine calling brutal doom vanilla, chuckles) . I always felt that brutal doom easily turns into a shooting gallery but this mod is much harder and fits better with a survival horror style of play which I love.
I also combine this mod with PSX doom music and the fog effects addon mod to make it feel even more foreboding.
Please keep this gem of a mod supported.
Wishing everyone a happy holiday and new year.
Thanks again and fair enough. It can be very tricky with narrow walkways and door ways.
Thanks for the feedback, I didn't realise this was WAD.
Would it be possible to invoke Demonmorph voluntarily somehow instead of automatically as this can happen at very inopportune moments. Example was automatically invoking when facing weaker monsters, then losing health and armour then facing multiple stronger monsters and getting killed. Or invoking after killing most monsters with it virtually robbing of using it on anything leaving you with default health and no armour for the privilege.
I think their maybe an issue with after collecting the soul cube you can collect demon soul essence. After collecting 66 essence you go into a mode where you can temporarily kill anything with 1 hit and your health sets to 666. The issue is after this mode finishes your health and armour are reset to 100 health and 0 armour.
Apologies for a late answer.
In regards to the chaingun drop. Are you sure it is the chain gunner you have killed. There are two possible enemies that can spawn instead from the original chaingunner. The doom 64 chaingunner which will drop a chaingun and the doom64 marine which will drop a rifle. Which one appears instead is random.
Wow, Thank you. It is great to see an update to an old favourite.
Just wondering if you were standing with your back to a wall or others object when firing as this can cause damage.
"im getting the same error here, as you say i download slade editor but i dont have idea how to fix that, can you help me?"
Sorry for the late reply, I have just come back from a long holiday.
1. In Slade open the file "Playstation Doom for Brutal Doom version 13.3.pk3"
2. After it is open scroll down to the file "SBARINFO.TXT"
3. In the text file goto line 13, it contains the text. NULL -1;
4. You can either put a // so it becomes // NULL -1; (// turns the script on that line into a comment so it will not be read) or you can delete everything on that line.
I am really enjoying the latest v21 RC1. I really like how game balance has been addressed.
I was wondering if some sort of rechargeable battery meter, similar to stamina should be added for the flashlight. In many levels I usually end up leaving the flashlight turned on continuously except when wanting to avoid alerting enemies as it really helps a lot with vision in darkened areas (at the same time darkened areas now feel a lot less forebodesome). At least if the flashlight was on some meter you would have to switch it off from time to time to recharge and use it more tactically.
I noticed this as well after changing from v21 beta to this. You just need to go into 'customise controls' and add back in the keys, it's near the bottom under Brutal Doom - Advanced movements.
Thank you for creating this patch, it indeed fixes the issues with v20b. I use this for playing the the PSX Brutal Doom mod (very nice).
I really appreciate this mod. It marries Brutal doom with my favourite version of doom nicely and what is not to love about adding in the extras (PC lost levels and the episode 'no rest for the living')
In my opinion there is no point in adding v21 compatibility until it is out of the beta stage, after that absolutely. But end user must appreciate modding is done out of personal, time without pay.
As for adding the 20th anniversary music I would be careful, these were added by Aubrey Hodges in 2016.
I just updated to the latest GZDoom 3.5
I get this error:
Script error, "Playstation Doom for Brutal Doom version 13.3.pk3:sbarinfo.txt" line 13:
Expected identifier but got 'null' instead.
Using the Slade editor, I cancelled out this line with // and it works fine now but just wanted to let you to know about the error.
I just noticed this has been added. I grew up on playstation games and remember the psx duke nukem music and plug'n'pray episode fondly.
Thank you for adding this, I can now replay the psx version but on a modern pc source port.
It would be quite difficult to achieve. The scripts for brutal doom and brutal doom 64 are quite different so cannot really copy/paste.
I am hoping when I have more experience is to resolve the map issues where you can never get 100% kills, resolve stamina use while standing still, remove stamina use while in standard mode and super shotgun reloading so it too has a clip in tactical mode.
I did not hear this sound when playing Doom 64 EX. This is a good version to try if you want to get as close to the N64 experience as possible, you even need the Doom 64 N64 ROM to generate the file to play.
I also read in the comments section that some people did not like the sound.
I took a look at the map and scripts file associated but I don't really understand it all.
On map 3 Main engineering, the problem begins from the start. On watch me die difficulty there are supposed to 67 monsters in the beginning but after killing all monsters using command "kill monsters", 25 are classed as still alive even though non are on the map. The issue gets worse with each switch where new monsters spawn.
I know the pain of being unable to get 100% kills. I will take a look and see if it is within my abilities to fix.
I just tried this testing with brutal doom v21 nov5 beta and GZDoom 3.2.1.
I loaded one of the .pk3 after brutal doom v21 and I found 1 error on the decorate line 17 preventing the mod from loading.
ACTOR ZombieMan3 : Zombie_Man
To get it to work I changed this to:
ACTOR ZombieMan3 : RifleZombie
New update added, Please see description.
BD64 blood options have been added back in. Newer releases of GZDoom made the options menu write protected so the BD64 blood options are now located in the main menu.
You don't need BD64v2. BD64V2_FOR_UNLOVED and unloved are all you need.
Description just says load BD64_FOR_UNLOVED.pk3 after unloved.pk3
Edit: I have now updated the mod description.
I have just uploaded another small update, please see description for details. This is mostly for those who would play this with BD64v2 maps instead of unloved.
Sorry about constantly updating this, I am on a learning curve. Things I couldn't figure how to fix before I am now figuring out how to do.
These updates shouldn't break any save games.
I have uploaded a small update, please see the description.
As far as I can tell this add-on also works with the BD64 maps but with the vanilla archvile instead of the hellhound although I have only played a few maps.
Thanks for the comments, I do appreciate all feedback. I grew up playing the PSX variant of doom and loved the dark atmosphere and soundtrack as with Doom64. It gave the feeling of more a horror with action than just plain action which is why I like Unloved.
I don't know if anyone else has been having issue with fatalities in the V20 versions but at times if I perform a fatality the monster just disappears and fatality is not performed but you are then stuck in 3rd perspective view not able to do anything except walk around and get killed.
I just wanted to comment that this is working now. For Brutal doom you will need to download 2 files, the main HUD and the compatibility patch then load them in correct order ie, Main HUD then Patch.
N.B. I didn't see an in game menu to toggle ammo count and tallies and had to edit this myself in the .ini file for nchud.
There does not seem to be a way to edit my last comment. I just read this forum and realised I missed a vital part.
Anyone using this HUD needs to load the Main HUD file then the appropriate patch file after.
The patch file alone or in the incorrect order will not work.
I downloaded Brutal Doom (Patch) - August 13th, 2014.
I got this error message when trying to run with brutal doom v19 & GZDoom 2.1 pre 587.
Script error, "nchud-bd.pk3:sbarinfo.txt" line 656:
Lump 'sbarinfo/common.txt' not found