Following the GZDoom port of Doom 64, BD-64 revitalizes the old Doom 64 with new special effects, particles, lightning, gore, new sounds, more weapon animations (shotgun reloads, smoother minigun barrels, etc.) and monsters and stuff cut from the original Nintendo 64 version. Works on GZDoom and Zandronum in OpenGL mode. (Zdoom and Zandronum Software mode are not supported.) No downloads available yet. Mod still is very early WIP.

Description

Brutal Doom 64 v2.5 (formerly Brutal Doom 64 v2 patched) is an unofficial updated version of Brutal Doom 64 v2 and is compatible with Zandronum, GZDoom and LZDoom. Please see the full description for details. I have resolved most if not all bugs from the Brutal Doom v2 release as well restoring compatibility with newer GZDoom source ports. I have also reworked the classical player mode to be more of a vanilla experience, i.e. no weapon reloading, no stamina, no kicking, no chainsaw fuel, no alt fire and reworked the Unmaker to work as close as possible to vanilla Doom 64 as well as using cell ammo. New player classes are added as well Nightmare difficulties with the Nightmare monsters from Onox792's Project Nightmare. Project Nightmare's random spawners have been integrated in and are optional. Light halos and fog can now be turned off(located in BD64 options from the main menu). Click on Read more... for installation instructions and changelog

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Brutal Doom 64 v2.5
Post comment Comments  (0 - 50 of 291)
JD513
JD513 - - 71 comments

It is possible to fix the bug in the maps that have problems with the enemies counter by adding some kind of unkillable actors?

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swc132994 Author
swc132994 - - 385 comments

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.

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swc132994 Author
swc132994 - - 385 comments

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.

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JD513
JD513 - - 71 comments

I know this is a WAYYYYY TO LATE respond. But, as far I know it may be something about the lights which, I think they are counted as enemies. I may be wrong since it is actually an speculation

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Boondorl
Boondorl - - 13 comments

I figured it out. Since the maps can be used as stand alone, Mark uses a custom spawner to check if it should spawn some of the BD64 exclusive enemies or not (Nightmare Imp, Hell Hound, Mother Demon). For whatever reason these spawners were inheriting from a monster meaning they were counting as kills. They couldn't be killed, however, since they just spawned and then removed themselves from the map.

I have it fixed for the next update to my own QoL fork.

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swc132994 Author
swc132994 - - 385 comments

I finally fixed this. It only took 3 years

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Hereticnic
Hereticnic - - 229 comments

Is this SgtMark? But anyway, I modified Brutal Doom v20B and the Hell On Earth Starter Pack maps (2015 originals) in order to play them in older slower computers. If that is relevant to anyone, I'm keeping all in this link, the link will continue to be the same for future updates from me, so you can bookmark it if you want.
It's inside of the "Other Butchering Projects" directory.
Dropbox.com
I also keep copies of all the source ports that I personally use, all of them ready-to-go packaged in a single ZIP, with controls and "old-school looks" all pre-configured out of the box.
Feel free to redistribute all these files. My only concern is helping people to enjoy the mods out of these mods, even less fortunate people that have to still rely on older computers because of poverty. I won't let these people out of the fun just because gzdoom is a horrible unoptimized pile of junk of the C++ kind even (jesus!!) HaHaHaHa

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swc132994 Author
swc132994 - - 385 comments

Hi Hereticnic,

This is not Sgt Mark IV. I am just a Brutal Doom 64 enthusiast and amateur modder (slowly getting better at modding).
I am not sure Sgt Mark IV is looking much at the Brutal Doom 64 comments.
Your best best is to PM Sgt Mark IV directly or go to his twitter page.

Many thanks for posting the link. I will have to give the starter pack another play when I have a chance.

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Hereticnic
Hereticnic - - 229 comments

No problem dude, I appreciate your epic efforts just the same. I just noticed there's a bunch of censorship on Doomworld forums, Zdoom forus (the worst on this) and also on every Doom subreddit out there. I'm not standing up for that ********.
I noticed there's a bunch of features in gzdoom that were added by anonymous voluntary contributors over the years that simply get acquired by gzdoom, absorbed within its code and later on removed from the port in newer versions. I won't stand up for them killing people's initiative and willing to contribute their voluntary labor with all these draconian measures.
None of that ever happens in Quake ports (because all of them are coded in Pure C, not a single trace of C++ there...) For example I can run Quakespasm with the Arcande Dimensions mod, go to a huge gigantic map with 800+ monsters and not have a single slowdown in my 1.20 GHz 10-year-old laptop. Opposed to gzdoom that lags at every mod that I play.

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Korell
Korell - - 99 comments

Why did you remove the sounds made by the Unmaker when it is equipped? Was it for personal preference or did the original Doom 64 not have these sounds?

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swc132994 Author
swc132994 - - 385 comments

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.

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Korell
Korell - - 99 comments

Yeah, I played Doom 64 EX some time ago, but only so much of it. I then moved on to the Doom 64: Retribution mod for Doom 2 by Nevander as it runs within GZDoom just fine. I don't recall either of them having a sound playing when the Unmaker was equipped, but that's because those are more faithful to the original Doom 64 than Brutal Doom 64 is. Even the way in which Brutal Doom 64 fires the Unmaker is different.

Is there a way in which I can get your fixes but without the punch and Unmaker sound changes?

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Umbradaze
Umbradaze - - 24 comments

Hey there!
Is there no way to play this with the latest, bd21testdec16.pk3 options?
I can actualy load the maps and musics in gzdoom with it, but of course the monsters and custom weapons are from that pk3. Is there no way to compile these, except getting into the thick of it, and redoing it heavily? :D

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swc132994 Author
swc132994 - - 385 comments

Hi Umbradaze,
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.

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LyokoDesura
LyokoDesura - - 153 comments

Assuming it doesn't already, is there a chance that a future version of this add-on will include further enhancements to the Tactical Rifle's reload animation? I noticed it's missing a "**** when reloading from empty" animation set.

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Onox792
Onox792 - - 146 comments

Thanks for this patch. I wonder if you have plans to fix the unfinished Nightmare Cacodemon who remains in the code of the mod.

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juberrio0582
juberrio0582 - - 1 comments

When I get to the doom 64 dark entries level, the graphics change, I don't see the shots or powers or the monsters themselves, what should I do, because of that failure I can't pass the game

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swc132994 Author
swc132994 - - 385 comments

Hello, I just tried this map (MAP15 Dark Entries) myself and it looked fine although I didn't complete he map.

N.B.I was using GZDoom 4.3.3-32bit

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swc132994 Author
swc132994 - - 385 comments

I just retried this map using Zandronum and it still works fine for me.

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styd051
styd051 - - 169 comments

hello swc132994 for the next update of Brutal DOOM 64 Absolution TC Remake, I intend to merge your addon Brutal Doom 64 v2 Patched with bd64gamev2_DOOM64TCV1.0, to fix all the bugs of brutal doom 64 I am waiting for your answer.

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swc132994 Author
swc132994 - - 385 comments

Hello sty051,
I am more than happy for you to merge this into your mod.

Best regards,

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styd051
styd051 - - 169 comments

thank you very much Swc132994 I would put your name to the credit of Brutal DOOM 64 Absolutions TC Remake ^^

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swc132994 Author
swc132994 - - 385 comments

Thanks and much appreciated. I look forward to trying out the TC remake.

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styd051
styd051 - - 169 comments

thanks I did as in the original version of DOOM 64 TC with novelties, and I intend to rework the maps of Outcast Levels, Redemption Denied, and The Reckoning in future updates. ^^

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swc132994 Author
swc132994 - - 385 comments

I have posted just posted the 5th update, please see the description for details.

Apologies for posting yet another update in quick succession.
Please let me know if you notice any bugs I may have missed or that I may have created in my editing spree.

Best wishes to all,
SWC

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TheVidmaster
TheVidmaster - - 623 comments

Until this works with Zandronum again, all your hard work is for nothing :-(

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swc132994 Author
swc132994 - - 385 comments

Thanks for letting me know. I have never tried Zandronum until now.
I can see now that the setinventory script in SSG Tactical is causing a crash. I will rework it for the next release.

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TheVidmaster
TheVidmaster - - 623 comments

Thanks a lot. I can confirm that it worked in 2019, back when I last played it.

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swc132994 Author
swc132994 - - 385 comments

I have posted a new update 6. This version will work with Zandronum again.

Hopefully (touch wood) this version should finish what I set out to do:
1. Resolve the bugs from original Brutal Doom 64 V2 release
2. Compatibility for newer GZDoom source ports
3. Make Classical mode to be more of a vanilla experience

If you find any more bugs please let me know.

Regards,
SWC

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styd051
styd051 - - 169 comments

hello Swc132994 you have done very good work, I’ll start merging your addon with my mod, you must notify me if you make any updates. ^^

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msds2016
msds2016 - - 44 comments

D64D2.wad have the same issue with this mod, low frame rate and stamina. Is possible to solve this?

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swc132994 Author
swc132994 - - 385 comments

Hello,
Could you elaborate more on the issues?
I myself have not noticed any major frame rate drops except when the blood amount is set to overdrawn with many monsters on screen (blood particles) and times when a bfg or rocket shot has hit water (water particles) although I have toned down the water particles.

Only the tactical mode now uses stamina with classical mode no longer using stamina. I managed to get through the game in tactical mode with stamina at it's current setting. I just needed to be careful how it was used which I thought was more fitting for a tactical approach.

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msds2016
msds2016 - - 44 comments

Classical mode is ok, but tactical mode the stamina going to 1 and frame rate drops and stop to unplayable. Only in second stage "terraformer" from D64D2.wad! GZdoom 4.3.3 linux 64 bits.

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swc132994 Author
swc132994 - - 385 comments

I have just tried Doom64 for Doom2 and I can now see your issue with map02. I think this is something that is coming from the D64D2.wad itself as stamina auto regenerates, but on map02 it is draining. I skipped to map03 where it regenerates again.

However there are other issues with the D64D2.wad such as it has its own monster replacements for D64 unique monsters such as the nightmare imp therefore the BD64 version will not appear.

At this point I would have to say these 2 mods are incompatible.

EDIT: Just in case it was my sub-mod I have also tested D64D2.wad with the original Brutal Doom 64V2 as well as Brutal Doom v21 and can confirm same stamina drain is happening on MAP02.

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msds2016
msds2016 - - 44 comments

Ok, i skipped to map03 and i never see this problem again! Is possible to play with these mods, i guess, maybe not is totally incompatible, but anyway, i don't see, for example, issues with the monsters replacements.

D64D2 have issues, for me, ui mod and music mod are criticals, but you can play normally except for this issue in map02.

Thanks your reply.

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swc132994 Author
swc132994 - - 385 comments

I finally managed to track down the reason for the stamina drain on map02. On the map itself the start position for the player has been placed more than once on the map. After removing the other player1 start positions from the map the stamina worked normally again

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swc132994 Author
swc132994 - - 385 comments

My mod has been merged with the "Brutal DOOM 64 Absolution TC Remake",
By Styd051. Many thanks to him for including my patches in his work.

Please go and check it out.

Moddb.com

SWC

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swc132994 Author
swc132994 - - 385 comments

New update 7 released. Just ironing out some remaining minor bugs. Please see the description for changes.

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swc132994 Author
swc132994 - - 385 comments

I have just released update 8. More bug fixes crushed. Please check the description for the details.

Once again my apologies for my frequent updates. I really hope this time I am there with the patching. However if you do find bugs then
please let me know.

All the best everyone,

SWC

EDIT:I have put out a minor update 8.01 which fixes imp chainsaw deaths in GZDoom and removed getting unmaker soul ammo from imps.

Update 8.2 minor update fixes imp bfg death state (Thanks Styd051)

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Shockwave_S08
Shockwave_S08 - - 134 comments

Minor bug: When picking up a Super Shotgun, an erroneous message will say that "You got the Shotgun!"

Other than that, not seeing any major issues on LZDoom.

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swc132994 Author
swc132994 - - 385 comments

Good pick up. I Will correct it now and re post.

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swc132994 Author
swc132994 - - 385 comments

I have uploaded minor update 8.3 correcting the pickup message for the super shotgun.

These minor updates shouldn't break any save games.

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swc132994 Author
swc132994 - - 385 comments

I have released update 9. In this version I have corrected a long standing bug with the BD64 V2 maps where on certain maps you could not get 100% kills. I have also made a small adjustment again to the chainsaw death for the imps.

EDIT: 9.1 Released, fixing monster kill count on MAP07 Research Labs.

For the silent fists to take effect in a current save game you will nee to use the console. First type:
take 64fist
Press enter, then type
give 64fist
Press enter. Now your fists will be silent again.

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kyomotion
kyomotion - - 9 comments

Great and competent release! This actually fixes so much that it should be a complete new version on itself.
This version plays very smooth (much better then the unpatched gameplay IMHO) and is very compatible with (most of) other wads. Very good performance, no Z-fighting of the bloodsplashes on the floor again. This is my favourtie D64-mod for now and I play D64 a lot :)

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swc132994 Author
swc132994 - - 385 comments

Thank you, the compliment is most appreciated :)

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kyomotion
kyomotion - - 9 comments

BTw: Any plans to convert Beta64.wad (a terribly underrated megawad for Doom64EX(imdoom64 engine) into this TC?

Kind regards

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styd051
styd051 - - 169 comments

hello kyomotion

I can do a remake of the 32 maps of beta64.wad and compatible with brutal doom 64, but sa would take way too long.

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swc132994 Author
swc132994 - - 385 comments

Hi Styd051,
As a reference, how long did it take for you to remake the Absolution TC maps (I imagine a lot of time)

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styd051
styd051 - - 169 comments

Hi swc132994

I’d say about 1 month ^^

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kyomotion
kyomotion - - 9 comments

It might be a nice 1 month project ;)
But if you have to redo the whole thing (placing textures etc) that must be really a lot of work. I hoped you pro-guys would have some (semi) automated tools to pull that off ;)

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styd051
styd051 - - 169 comments

of course I will put it in my schedule of maps to redo everything here is my schedule Oucast level remake, Redemption Denied remake, The Reckoning remake, beta64.Wad remake and the lost levels remake.

(of course there will be the nightmare spectre, and nightmare cacodémon, and Annihilator that will appear in it’s levels ! )

Styd051

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swc132994 Author
swc132994 - - 385 comments

Sounds like in the future Brutal Doom 64 is going to get a lot bigger, which sounds nice :)

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swc132994 Author
swc132994 - - 385 comments

I didn't even know about this megawad until just now. It looks intriguing. I wish I had played a long time ago.

I intend to keep this patched version just purely as a patched up version of Sgt Mark's release.
The reason is that this can be used as a base for development of add-ons and megawads such as Styd051's TC Absolution Remake without inheriting the bugs from the original release.

if I do additional features or get around to map creation (my map making skills are non existent at the moment) then these would be a separate add-on using this patched version as a base.

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