This mod contains only the the Brutal Doom 64 monsters and some extra effects such as torches and other decorations. For compatibility with BD64 Maps the demon artefacts, unmaker and lasergun are still present. N.B. Outside of the BD64 Maps these can only be obtained with cheats.
At the moment this mod will only work with GZDoom due to Zandronum not supporting the feature to add a menu without defining a full menu which could overwrite other mods menus.
"BD64 options" should be found at the bottom of the "Options Menu". If using the latest GZDoom (currently 4.6.1) remember to disable the "Simple Options Menu" or click on "Full Options Menu" from the options menu.
N.B. Please remember to set your mod load order correctly. This file should be added after any mod file containing modified monsters.
UPDATE 1
• Revised optional monster spawner options to match latest BD 64 v2.5 update 26
UPDATE 2
• Added an optional spawner where a Spider Mastermind can be replaced by a Motherdemon.
UPDATE 3 (BD64 v2.5 u29)
• Noticing that the Zandronum ketchup options weren't working correctly. Therefore the old Zandronum and GZDoom ketchup option menus have been removed and simplified into the main BD64 options.
• Added new option set maximum wall decal limit.
UPDATE 4 (BD64 v2.5 u30.8)
• Updated to include latest fixes and monster sprites and deaths from BD64 v2.5 u30.8. This is also compatible with NDBD64_Enhanced.
UPDATE 5 (BD64 v2.5 u30.9)
• Added ability to turn off light halos as well as fog. The change will now take effect immediately.
• Fixed that not all corpses were leaving blood pools
• Fixed blood pools not aligning with monster corpse
• Fixed Hellknight and Baron leg gibs disappearing when killed over water
• Added new leg and arm gibs for the Cyberdemon and Annihilator
• Added new brain gib for the Spider Mastermind
UPDATE 6 (BD64 v2.5 u30.10)
- Better detached leg limb sprite floor clipping.
- New demon/spectre sounds.
- New archvile sounds.
- Fixed archvile sprite for spawn state if using freedoom
- Added decals to mother demon fire attack.
- Implemented old teleporter fog and sound effect.
UPDATE 6.01
- Compiled the ACS script to remove the attempt to give removed IsRunning inventory when pressing the key shift to run
This should be compatible with most weapon mods. Tested using Guncaster.
CREDITS:
Thanks to Dumb-Raemon for testing this with Guncaster.
This is really good.
But I had to point out that I can adquire the Unmaker if I use IDKFA. With is really buggy.
The unmaker, lasergun and demon keys are still in the mod to maintain compatability with brutal doom 64 maps. Otherwise you end up with exclamation marks in the maps where these items are supposed to be.
If not playing with the BD64 maps then the only way to obtain them is with cheats. The weapon scripts have changed so they are not tied to a player class or override any other weapons.
If you want to use the unmaker powered up then you need to give yourself the demon keys using the command console:
Summon wpnpower1
Summon wpnpower2
Summon wpnpower3
If you don't want these weapons, use the drop command.
Forgot to say here, as tatalles said this is really good.
Yes, this is so damn good, thank you so much for letting us, who also love brutal doom 64 monsters to play with any other weapons mod as well, as any playable wad on doom 2 or doom 64 map wad.
Thank you so much, stay safe and good luck to you swc132994, as for everyone else.
I noticed a bug when playing this mod with the latest version of Guncaster; while the headshot hitboxes for zombiemem and imps will still show up on Target Spy, actually shooting them in the head has no effect.
I believe this has to with different damage type sets being different between BD64 from which this mod is based and guncaster.
I am currently working on BD64 v2.5 R31 at the moment and it has truned into a major rework. After it is released, this mod would be quite outdated and would need a complete rework. At that time I will take a look at see if anything can be done about the the head hitboxes.
It's weird because I've played Guncaster with Brutal Doom v21 monsters and headshots work as normal (unless I try to play on Dragon difficulty).
When I get around to the next update I will certainly look into this and look deeper into Guncaster. N.B. Doom 64 monsters are taller than their Doom/Doom 2 counterparts.
tried playing this with doom 64 retribution but for some reason all explosive barrels get replaced by those cyberdemon guys with 2 rocket hands
In Doom64 Retribution, The Annihilator and explosive barrel have the same map thing number so all barrels are hence replaced.
Whenever I sprint forwards, I get this error in the console:
GiveInventory: Unknown item type IsRunning.
it doesn't do anything except spam the console for as long as I'm sprinting forward, and it doesn't happen if I sprint sideways or backwards.
I have just released a small bug fix for this in update 6.01. Basically the bug was me forgetting to compile the ACS script for update 6.