NOTE: This addon is for Project Brutality. Don't expect it to work with Brutal Doom. This addon doesn't work all alone and you need to load it AFTER Project Brutality to make it work. And if you are going to use this with UDV or Starter Pack, you need to load the addon after them, too.
Soaped, rinsed, dryed an polished. This addon is made to add lots of new things (mostly sounds), features and fixing some minor bugs.
This overhaul pack includes:
- New sounds for most weapons:
- Chainsaw
- Pistol
- Revolver
- Compact SMG
- Shotgun
- Sawed-off
- Auto Shotgun
- DMR
- Minigun
- Carbine
- LMG
- HMG
- Grenade Launcher
- Super Grenade Launcher
- Plasma Gun
- M2 Plasma Gun
- Freezer
- Railgun
- BFG9k
- BFG11k
- Black Hole Generator
- Flamecannon
- MP40
- New sounds for most powerups:
- Soulsphere
- Ragesphere
- Double Damage
- Timesphere
- Invulnerability
- Blursphere
- Demon Strength Rune
- Demon Morph Rune
- Radsuit
- Light Amplificient Visor
- Health Bonus
- Armors
- New sounds for some monsters:
- Belphegor
- Archvile
- Phantasm
- Zombies and Sergeants
- Suffering and Trite Elementals
- Mecha Demon
- Locked doors will bleep if you try to open it and fail.
- Recovered startup music from old PB versions.
- Captures marines don't go "MMH ... HAH-HAAA!" when they are released, anymore.
- Reduced one of Doomguy's offend sounds ("F**k you a**hole!") because it was too noisy and annoying.
- Changed sounds of Doomguy.
- Compact SMG and MP40 drop thin pistol magazines instead of thick ones.
- Powerups now floatbob.
- Tweaked the ammo cap 10% for Railgun, 20% for Flame Cannon (25% for flame spewing) and 50% for M2 Plasma Rifle. Ammo cap and consumption have inverted ratio.
- Overhauled weapon tags, removed underlines from some of them.
- Locked doors bleep when you try to open them and fail.
- New sounds for menu.
- New obituaries for some weapons and enemies.
- New pickup messages for some receivable stuff.
- BDv20b style startup.
- Brightmaps for items with lights.
- Changed switch sounds that depend on the type.
- Overhauled fatalities; monsters give fatality health bonus as they are supposed to give:
- New Pistol Guy fatalities: 10 HP
- New Shotgun Guy fatalities: 10 HP
- Zombie Scientist: 10 HP
- Plasma Zombie: 15 HP
- Z-Spec Ops: 10 HP
- Quad Shotgun Zombie: 15 HP
- Assaulter Zombie: 10 HP
- Auto Shotgun Guy: 10 HP
- Hell Trooper: 15 HP
- New Imp fatalities: 10 HP
- Dark Imp: 10 HP
- Mean Demon: 15 HP
- Mecha Demon: 15 HP
- Paladin: 20 HP
- Trite Elementai: 15 HP
- Overlord: 25 HP
- New Archvile fatality: 20 HP
- Flesh Wizard: 50 HP
- Added missing name tags on monsters (For UDV enemy bar).
- Changed difficulty names and messages:
- "Power Fantasy" > "I'm too young to die"
- "Can I play daddy?" > "I Can Win"
- "Harsh" > "Bring It On"
- "Brutal" > "Hurt Me Plenty"
- "12 on 10 Point Scale Of Bad" > "Hardcore"
- "I'm a Man and a Half" > "Superhuman"
- "I AM THE PAINKILLER!!!" > "I am Death Incarnate!"
- "Last Man on Earth" > "NIGHTMARE!!!"
- Extra powerup patch that makes the game spawn better and stronger powerups in the later levels. These are:
- Life Sphere: Gives 300 HP.
- Ultra Sphere: Gives 300 HP and AP.
- Black Armor: Gives 300 AP with 90% damage absorb.
- Strong health/armor charges: Gives 5 HP / AP.
- Quad Damage Sphere: Quadruples damage.
- Carnage Sphere (ultra-rare): Invulnerability, quad damage, fire rate, high speed and jump, 300 HP and AP.
- Additional upgrade spawn patch that makes backpacks hold 1 item and combat backpacks hold 1 item and 1 weapon upgrade.
- Smart Scavenger patch which is fully compatible with PB and Saegiru's UAC Survival Pack.
= FILE DESCRIPTI>
"PB_Overhaul_Pack 2.03.pk3": The main file, obviously.
"PBO_Extra_Powerups.pk3": Alternative stronger versions of some powerups that spawn along with them.
"PBO_Old_HMG_Patch.pk3": Brings HMG spin feature back from older versions of Project Brutality.
"PBO_UDV_Compatibility.pk3": Makes radar and a few minor stuff work properly.
"PBO_Underbarrel_Grenade_Launcher.pk3": Features a 5th upgrade, an underbarrel grenade launcher for DMR. Uses HE Grenades.
"PBO_New_Upgrade_System.pk3": Makes backpacks contain usable items. It also makes combat backpacks contain weapon upgrades. Recommended for Ultimate Doom or short wads.
"PBO_New_Upgrade_System_UGL.pk3": Same as above, this one contains underbarrel grenade launcher additionally. Load them seperately!
"PBO_Smart_Scavenger.pk3": amv2k9's Smart Scavenger edited particularly for Project Brutality. It also contains Saegiru's Smart Medikits from UAC Survival Pack: Moddb.com
Other Smart Scavenger extensions are also for other UAC Survival Pack addons.
Let me know if I didn't add any changed content here. Or I may add more new things on enough demand.
Feedback:
Great Overhaul here but some of the weapons sounds are alittle too high on the decibel scale.
The Revolver, UAC-30 and, the HMG sound like your firing nothing but .500 Nitro rounds in an enclosed space at a indoor firing range w/o ear plugs/muffs.
SSG and Autoshotgun and use a slight decrease to firing sound effects as well(reload sound effects are fine and dandy).
BFG9000: Charge up sounds great but the blast and explosion could use a tone down as well.
BM11k: Spool up sound effect could use a tone down too(sounds like a bloody jet ready for take off).
Really wished PB would do away with that ugly *** brown Minigun/Triple Minigun and go with something..... different. Keep the minigun yes! But, different sprites.
found a bug, first time you get to dual wield auto shotgun left one can't be reloaded until right one is shot and then press reload key
At least the ammo counter is fixed though.
yeah, after that you can reload both of them with no problem, and here is another bug, cruelty bonus sound reproduces only if you are really close to the monster if not you'll get the bonus without the sound
well after fully testing this thing out here is my opinion, the sound is great for weapons like shotguns, carbines, pistols plasma rifle m1 and m2, mp40, compac smg (really like this one), but there are some weapons i beleived are better with their original sounds i.e all bfg's the revolver shooting sound id good but reload one needs a tweak, grenade launchers are not all that bad but in last moment of shooting sound secuence there is a spitting like sound that mess up the whole thing, rail gun sound change is not bad but i beleive it needs a bit more volume, HMG sound also somewhow doesn't fit the "heavy" thing at least for anti-personal maybe setting that as minigun sound would better, also notice something that may be intentional but if not then is another bug, m2's icon turns red upon selecting the weapon and preforming secondary attack
menu sounds: well i like the old music back but original selecting sounds are better imo, except for the yes when selecting difficulty and coming back sound, althought you could implement the doom3 sounds for escape key and console display.
health bonus sprites look better if you want an update version of classic ones but they seen like magic potions, same medieval feeling was present with prior armor bonus sprites, since armor bonuses are replaced with helmets health bonuses should be replaced by another sprites like the ones from pb pistol+ bonus they are really cool and would be good to see them here too, new grenade box sprites are very good
out of that the addon is great, and i'll be looking forward to PB 2.0 update
M2 icon turning red is intentional, that means you can't fire that weapon at that time.
And I liked the idea about health bonuses, I might change the sprite of it.
is there a way to make nothing but backpacks and combat packs spawn and have them include upgrades and items? It's annoying when you don't get a backpack and you can't hold much ammo and you really need it when playing on deathwish and the nightmare difficulty.
edit: never mind, I figured out that is exactly what your PBO_New_Upgrade_System_UGL.pk3 does. Sorry about that.
Is this version working with the new version of PB?
Just updated, enjoy it :-)
Update:
- Compatibility with PB 2.0
- Toned down Revolver, DMR and HMG sounds.
- Changed BFG fire sounds, brought back charge and explosion sounds from PB.
- Removed that scratchy Minigun fire sound.
- Nametags for Riot Shield Zombie and Zombie Flyer.
Let me know if I missed something or you are having bugs.
Got my question answered pretty fast.
Thanks! :)
awesome man gonna try it right now, oh and did you change the health bonus sprites?
Couple more ideas for PB(if it hasn't been mentioned already)!
More characters to select from other then being just Doom Guy(like what Samsara mod has going)and Brutalize them for PB.
The other idea is to have RPG elements added to the game as an option/separate mod(War of Attrition mod for Duke Nukem 3d would be an awesome inspiration for this).
I'm sorry, but that will take a hell of a time since there are fatalities and particular kills per all monsters. So don't expect me doing that.
UPDATE:
- Health flasks and helmets are removed, health and shield charges came (with new sounds, obviously).
- BDv20b style startup (Knuckles and magazine insertion)
- Brightmaps for items with lights.
- Some missing things are fixed (Mine throwing sprites for example)
this overhaul gives 400 on gas? the normal PB gives 999 :(
Look at the description. Ammo consumption is much less.
ohhh! you are right, thanks :D
hi man awesome update, even better than last one, i don't think i can play PB without this anymore, saw the sprites changes, not bad but i'll be keeping the health bonunses sprites i mentioned on my side, and nice touch with start up secuence totally fits PB, now here is something i want request, see i have always thought that rocket launcher special should concentrate fire instead of the current opposite, spread the missiles sure is flashy but works only with many enemies not so far away from each other, now what i ask exist in guided mode but that require more attention to make a hit since you have to move and dodge incoming attacks, so could you change the special and make it so you shoot only after unpressing fire button?
found a bug with revolver and carbine they don't auto select when taken
Pistol and DMR don't autoselect, either. But this bug isn't from my addon. Tried with vanilla PB and these 4 weapons don't autoselect.
ok man thanks for the info, and sorry about it, my bad
hi man listen i tried this with pb 2.03 and still has the bugs with dualshotguns, carbine and revolver not autoselecting, i'm sure is this becuase i tried PB with and without this, i also tested all others addons and none of them was causing conflicting issues, those are the only bugs i have seen so far, i'll keep making experiments and let you know if i find something else, and good job with this it definitely is good stuff
hi man, you are not gonna believe this but somehow i got it fixed after changing the load order of some stuff i got in my end, don't ask me what was causing the issues but, i got everything working just fine, anyway thank you for making this mod and keep up the good work
UPDATE:
- Pickup messages for shells and shell boxes.
- New pickup message for high cal. bullet boxes.
- Brightmaps for some weapons and mines. (It is not fully completed yet)
- Sparkles and energy lines for powerup spheres.
- New sprites for Double Damage sphere.
- Compatibility with PB 2.03.
- New pickup sound for BFG-9000.
- Fixed non-working nametag for Volcabus.
- New sprites for Infrared Googles.
- Buffed and slightly changed Railgun shoot sound.
- Added missing headshot sounds for some fatalities.
- Enemies will be alerted when you shoot Railgun with scope from now.
hey man, nice job on the update, pure quality as always, but i think i found a problem, when you dual wield m2 and shoot any of them a message saying unknow script 238 shows up, still they shoot and reload properly and they consume ammo but you never know what something can cuase
I noticed that, probably used an outdated script lump for that. I'll fix that in the next update.
hey man i found another bug, this time is the pump shotgun select/deselect animation, is a very small glicth but in the middle of it some frames seems to mess up with position, aside that the weapon is totally functional
Hey I got this error when trying to play this,
Execution could not continue.
Script error, "PB_Overhaul_Pack 2.0.pk3:nametags" line 177:
Unexpected 'Picked up a bunch of shells.' in definition of 'NewShell*'
Any help?
I think you've loaded Overhaul before PB, you have to load it after PB.
Hey dude !
I love all the work you make for us along with Pa1n!! i can't play any doom campaign without PB and Overhaul!
I have a request for you but feel free to say no because it may be time consuming or hard to create.
My idea is to make Brightmap for all PB enemies and their variants. Mostly glowing parts like the eye for all monsters (former human, imp, baron) or their weapons. (Like the arm gun for the CyberDemon/Baron/Knight)
I think it would add a very good atmospheric touch between gloomy and creepy!
Thanks for listening me, have a good day !
Thank you, I appreciate your praise :-)
And about brightmaps for monsters, that'll take a lot of effort but I don't know. I might do basic ones but complicated ones will take a very long time.
I Don't know if it's intentional or not, but it seems that the UDV radar doesn't recognise hellspawn foes, but it recognises former human foes.
hellspawns are not showned on the radar as red/yellow dot.
Fixed. That's cause nametagged monsters were overwriting marked ones.
This comment is currently awaiting admin approval, join now to view.
Update:
- New pistol reload sound.
- New headshot sound.
- New firemode change sound for Carbine.
- Greatly shortened the fatality where Doomguy grabs an Imp's leg and bumps it into the floor continuously.
- Brightmaps for the Demon Tech Rifle and Freezer.
- Freezer won't glow blue when there is no current in the gun anymore.
- New marine variants! BFG10k, Railgun an SSG. (You'll have to spawn them.)
- Nametags for Starter Pack marine variants, tanks and German dogs.
- Marines in Map 19 from starter pack have human sounds instead of zombie sounds from now. (Still couldn't solve it for Map 13 marines.)
- Nametags for Vanilla counterparts of enemies.
- Nametags for Hades Sphere and Revenants who lost their legs.
- New cursors! Apocalypse (red), Evolution (blue) and Launch (amber).
- Fixed nametagged enemies not showing in the UDV radar. (Launching overhaul without UDV will give a crapload of error messages when starting a level. This doesn't affect gameplay but I might make it as a seperate addon if it really annoys you.)
I didnt mind it when a dozen Radarchanger unknown script pops up at map start, but I noticed when I have a allied marine it flood spams the whole console with unknown script errors
Oh. I'll make a UDV compatibility addon after next update which will most likely be after PB 2.1 is released.
I removed the Include UDV in Decorate, so I dont get any errors anymore.
why i cant use the PB_ALLOW_SV_CHEATS
Load it last in your load order.
Cheats won't work from A man and Half, Hardcore in PBO, and up. Bring the console and write sv_cheats 1. Next map you'll be able to cheat again.
First 4 difficulty levels support cheats while last 4 don't.
you know, i have always been able to use cheats with all sort of mods an addons without using pb_allow_cheats or any other file like that, this is no exception, i can use all kind of cheats in all difficulties and no problems at all, so i wonder why some people can't use them properly
Overhaul 2.0 doesn`t work for me with PB Final.
Execution could not continue.
5 errors while parsing DECORATE scripts.
But the older version of overhaul does work.
Nothing is changed and i load it after PB and UDV.
Any ideas?
Sorry, couldn't replicate the error you've mentioned.
I've loaded the latest version of PB, latest publicated version of Overhaul, UDV files in PB and it worked flawlessly on me with latest version of GZDoom.
PB Final is a old version
hi man recently i finally was able to get smartscvn to work on my end but seems to have some issues with this addon and with itself, if you load it after overhaul, difficulty levels revert back to default ones, if you load it before overhaul, you get the new difficulty levels but combat backpacks start spawning everywhere, do you think you could include your own version of smartscavn
Maybe, if I'll do it, I'm gonna use new sprites on them.
yeah i forgot to request that as well man, hope everything goes well with the coding and all that sort of stuff
hey man i just tried survival pack from saegiru, he has a smartscvn that makes medkits drop a health upgrade sometimes, this thing gives you a 5% increment in your health bar for the rest of the game until 180, you should talk to him and get that in your version as well, would be the best smartscvn ever