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.
hi man i think there is a bug with this cause any time i kill a cyberbaron when he was using his flametrowner i can hear its sound way after he is dead
Got it, that was because flamethrowing sound was very long.
Happens with flamethrower sguys too, and sometimes mancubuses.
Can i have a file with just the sounds, sprites and brightmaps for BP? Thanks a loot for the mod!
Maybe, this mod is really messy and if I'll do it, it will be troublesome and will take a while.
ohh,yes.. i try to take them out, i get some wierd bugs..
Y try to take them out, aand a get a bug.. a loot of files turns in wierd images.
I want to make work the Bmaps, sounds and sprites with PB, why i cant?
The reason is that there are directive files that tells the game to load certain files; the game won't load certain files unless the mod tells it what to load. For example in D3athStalker's mod, "GLDEFS.txt" will tell the the game to use the .txts — which is used to both load the brightmaps and tells the game which frames the brightmaps are used on — located in "BMAP" folder to load the brightmaps found in "BRIGHTMAPS".
hi man is there any way to implement an option that allows you to select what audio track from used soundtrack is played during a level? i have always though it would be a nice touch for gameplay
BIG UPDATE:
- Completed all weapon brightmaps (except Auto Shotgun ones).
- Minigun spin, Triple Minigun spin and Railgun hum won't interrupt other sounds snymore.
- Demon Tech Rifle hum added.
- Powerup pickup sounds such as Soulsphere won't be interrupted by basic pickup sounds.
- Fixed an issue where Freezer fire mode switching sound doesn't work.
- Black Hole Generator charge sound won't be interrupted by pressing 'use button' through a wall.
- Fixed the messed up Pump-action Shotgun up sprites.
- Fixed the Dual Auto Shotgun ammo where it says 24 but left Auto Shotty doesn't work and you need to reload it.
- Increased damage factor on Superhuman difficulty from 1.25 to 1.5.
- Changed Death Incarnate and Nightmare difficulty features to UDV Truly Brutal and UDV Hardcore. (You'll need UDV to make them work properly.)
- Tweaked dual wield ammo. All dual wielded weapons will come with full ammo.
- Smoother animations for Railgun.
- SMG, Carbine, DMR and Pistol won't hold a magazine after unload anymore.
- During unload for Auto Shotgun with drum mag, Auto Shotgun drum mag will be ejected instead of pumping up to 16 times.
- Fixed Auto Shotgun w/ drum mag switching animation when trying to dual wield.
- All dead demon heads on ground have a headshot sound when they are gibbed.
- Dead Revenant head on the ground is destructible.
- Buffed Revenant Rail Burst shot (shoots 6 rounds instead of 3)
- BFG-9000 Contact Laser charge sound won't be looped upon death or dropping weapon.
- Fixed Flame Cannon sound looping on Daedabus.
- Fixed a graphical distortion on one of the Demolisher sprites (DEMOH3H7).
- Removed crosshair from fists, chainsaw and weapons with laser sight toggled.
- Swarmer pods, electropods, sentry turrets and beacons won't drop to one after level passes.
- Revamped weapon obituaries.
- New sound for empty grenade brasses.
- Made a patch which has even stronger powerups which will spawn in later levels.
- Made a patch which changes backpack spawn: Regular backpacks contain 1 item while combat backpacks contain 1 item and 1 weapon upgrade.
- Working on a new version of Smart Scavenger made by "Necromancer-AMV AKA amv2k9" which is going to be fully compatible with PB. It's not complete yet, but it can scavenge:
- Bullet boxes
- Big bullet boxes
- Pistol bullet boxes
- Shotgun boxes
- Rocket boxes
- Cell packs
- Medikits
- Medipacks
- Hand grenade / mine boxes (it's buggy, won't scavenge unless grenade cap isn't full.)
hi man just saw the comment, it really is a big update, thank you for adding smartscav and fixing the pump shotgun frames issue, now here are some questions about this update
1) did you include saegiru's nanoinjector? the one that increases your helth by 5% permanently to a max of 180?
2)with new upgrade system all updrades pick ups will be replaced by combat backpacks or they can still appear on their own?
3)could you add uac special weapons operations pack's carbine sprites?
4)could you add smartscav support for saegiru's pipebombs and satchel charges? or at least give me instruction on how to do it?
1-) Never heard of nanoinjector. Can you give a link for it?
2-) Upgrades and pickups are replaced by Backpacks and Combat Backpacks.
3-) Do you mean new ADS sprites for Carbine? No, it gets opaque and can't see a damn. But if you are talking about whole new rifle sprites, maybe I can do it as an alternative rifle pack.
4-) Sure thing.
hi man here is info about question 1
-nanoinjector is in saegiru's smartscav included in uac survival pack found here Moddb.com that file replaces all medkits for white ones that recovers 25 hp they split into stimpacks if you need to revocer less than 25hp and you have a 10% chance to get a nanoinjector each time you open one medkit, also if you have full health you can still open them if you press action button on them, nanoinjector looks like a small tech-pistol with a blue substance
-and good to know about how upgrades pick ups are replaced, now here is another question about that, upgrades you get are random or game gives you only those you don't have?
-yeah that opaque scope sucks in dark places specially, but you could remove the blue tone or make it lighter riaght?
-thanks a lot
now here is a problem i have with this smartscav, each time i try to use it i get expected ")" got "," that's a port issue, but i can run saegiru's smarscav so can you help me find out what's wrong? oh and i use gzdoom 1.9pre found here in moddb, i can't use gzdoom 2.x
It gives randomly. There is a spawn chance for upgrades. For instance; on regular backpack, Swarmer has the highest chance of spawn while Beacon has the lowest. But the chances on Combat Backpack are same.
I just included Saegiru's codings and Nano Injectors and it works flawlessly on 1.9.
ok i'll try new version, thanks for adding it, hope i can run it this time, oh and is this new upgrade system compatible with underbarrel grenade launcher or is that already included here?
hi man i could use it this time, everything works great this is the best smartscav ever, love new sprites and sounds, btw i ran into a black armor and is really a tough one but i think those sprites looks a bit fuzzy, another question will you include hd weapon sprites sometime?
Great update! finally, i can conserve my pods and inventory, it was annoying that they revert to 1 only after a level clear, they are super rare, and you always need them in the later levels where monster are tier 4
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I found and ultrasphere :D gives 300 hp and 300 armor
can you do a list of new extra power ups? how many new items did you include? thanks for this great addon :D
Here is the list:
Black armor: Gives 300 armor points with 90% damage absorb.
Life Sphere: Gives 300 health points.
Ultra Sphere: Gives 300 health and armor points as you've mentioned.
Strong armor/shield charges: Gives 5 health/armor points.
I'll put this in the description in the next update.
great! this overhaul pack is better than the original features of PB, the game is more fair in the hardest skill levels, thanks buddy! :D
Hey there, great update for this. Really liking these updates so far, though I did come across something you might've forgotten; when you pick a a second pistol, it is empty.
Hope you fixed this small oversight soon.
hi man i finished playing a few levels with with and this update really is fine material, i didn't found any nanoinjector but that's ok, i misread your comment about including the code, anyway all files works properly and i noticed you even fixed smg switch animation when laser saight is on but i ran into i curious bug, i used console to summon a backpack, it increased my ammo capacity but after that every time i tried to collect a large ammo pickup of any kind, that pick ups splits even if a have the space to collect all ammo it contains, if ammo gets under first limit i can collect all pickup content if it doesn't surpass that limit, and here is a question about saegiru's code, will you include "open" feature for medkits when you have full health?
I've noticed that bug on bullets and pipebomb boxes. I'll fix that soon.
And about medikits opening when having full health, maybe for those who seek injectors.
D3athStalker, thanks for your job. I have one question: I noticed monsters don't fight each other like in vanilla doom (if one hits another while shooting). Is it possible to make monsters fight each other in this mod?
Some monsters have "+DONTHARMSPECIES" and "+DONTHURTSPECIES" codes in them. Deleting them should work.
Yes, i looked into pk3-file and saw this lines too... Ok, this is done. And next (maybe bug?) issue I've noticed: When using portable MediKit I see an animation with Doomguy's injection but Health doesn't change! I've used MediKit with health at level below 100 points and below 20 points - both results are negative: health doesn't change. Mobile turret and Swarm items work perfectly, for example.
Anyways, solved it. That's cause it gives only 1 HP instead of 100 :-/ I saw your comment after updating the addon, sorry :-(
UPDATE:
- Doubled the damage of primary BFG fire, but I made it waste 50 cells instead of 40. Let me know if this made BFG overpowered.
- Included Nanoinjectors from Saegiru's Medikit mod.
- Fixed an issue where ammo cases open when you have enough space to take the whole case in Smart Scavenger.
- New sounds for Double Sphere and small doors.
- Added satchel crate for Smart Scavenger.
- Added opening sounds for Smart Scav. boxes.
- Different switch sounds that depend on the type of switch.
- Changed "secret found" sound.
- New sprites and effects for BFG an Blackhole balls.
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thanks! for the update :D the BFG was too weak to use, in vanilla, it can kill about 10 barons in 2-3 shots, and in PB you needed various shots to do the same, and it was a big waste of cells, the buff was a must, now it can be used like the vanilla version :D
Maybe just 1.5 more damage for the bfg? i can kill the cyber with 2 shoots only..
Sure thing, and I think I'll give Cyberdemons and Masterminds some BFG resistance.
Thats sounds great and use 60 cells too insted...
got this error :(
i am loading everything in the right order
Script error, "PBO_Smart_Scavenger_Pipebombs.pk3:decorate" line 73:
Unexpected 'Picked up a box of pipe bombs.' in definition of 'FullPipebombPack'
Try to not add this "PBO_Smart_Scavenger_Pipebombs.pk3" file - should work. But I still have game crush after picking up the DemonTech Rifle after killing DemonTech Sergeant on E1M4. ... I've even registered here to solve problems of this super-cool work for the super-cool mod. Together we solve all problems and polish all issues.
Yes, that error with game freezing after picking up the DemonTech Rifle occurs too (in vanilla PB 2.03 without any additional files). Just check this quickly using command in console: "SUMMON HELLGUN" and after picking up that gun - game crushed (freezed). Checked. Any thoughts about this?
that's a very weird error (?)
i haven't gotten this error, i can't help you, sorry :(
i checked this E1M4 issue, and everything is ok
I fixed my problem! Uhh.. I found out that I run the mod in not the Project Brutality mode since starting on E1M1. That mode was "Brutal Doom V20B". In that mode, the starting rifle is only weapon (except fists) and pistols (with a silencer too) are absent. Thus, any dropped non-PB weapons freezed the game 'cause that weapons are not B-Doom's weapons. Changing mode to PB-mode I re-run the game and all PB-weapons are OK after that.
Thanks man for telling me that the mod is OK with that bug, because it was only my problem as we see. )) Will crush enemies now!!! )
"PBO_Smart_Scavenger_Pipebombs" addon is made for Saegiru's Pipebombs addon. You're not supposed to load it if you aren't using Pipebombs.
ohhh,, so that's the problem, thanks!
hi man, really nice job with update, smart scav and bfg are great but i have one request, can you include underbarrel grenade launcher upgrade into this?, if i load that after new upgrade system upgrades pick ups are restored, aside that everything is awesome
Done. Included an Underbarrel GL version, and they now work properly with Smart Scavenger.
thanks a lot man, and a couple more questions:
1)will next version include smartscav for HE and special grenades?
2)can you change pistol sounds for those included in pb pistol tweak addon?
1) Yes, I've made smart version of them and they work perfectly.
2) I don't think so.
Ran into a new bug regarding dual wielding pistols. This recent update now gives you the second pistol with 15 bullets in the clip when you pick it up (thanks for that, btw) but if you try to reload the second pistol, the game thinks it's empty. This ends up taking 16 pistol ammo from your reserve rather than 1 pistol ammo.
Fixed. I used to have that bug in Auto Shotguns in the past...
This overhaul is really a masterpiece, now, the game is more fair in harder difficulties thanks to the new speheres and strong armor bonuses :)
UPDATE:
Overhaul Pack:
- Reduced the damage of BFG a bit and made cyberdemons and masterminds 30% more resistant to BFG due to balance.
- Restored the Double Damage Sphere sprites.
- Fixed the dual pistols magazine bug.
- Restored the DMR fire sound from early versions of the PBO.
- Changed the HMG AP fire sound.
- Set Apocalypse (red cursor) as default cursor.
Extra Powerups:
- New powerup: Quad Damage Sphere! Just like Double Damage Sphere, but it quadruples your damage instead of double. Has a 20% chance of spawn with Double Damage.
- New powerup: Carnage Sphere! Similar to Extreme Sphere from Russian Overkill, this thing makes you invulnerable, quadruples damage, gives you speed, jump and firerate boost and 300 HP and AP. It's incredibly rare, you won't see it a lot. Has a 2% chance of spawn with Invulnerability Sphere.
Smart Scavenger:
- Made smart versions of HE and Special Grenades.
New Upgrade System:
- Added an Underbarrel GL compatible version of New Upgrade System.
- Combat backpacks containing upgrade will tell which upgrade you've found.
- Fixed 1 unit health pack bug.
Awesome!
hi man i have a problem with smartscav, i got an advanced combat backpack with autoshotgun upgrade and after that i couldn't get large ammo pick ups without spliting into small ones even though i had the space to take all content
What do you think of the BHG using 25 cells more? i think that its a little OP yet,also de BFG its really cool now and theres bugs with the Single Gl Launcher, i dont know if its a problem of the mod itsel for this addon..
hi man i have another problem with upgrades, i was playing with minigun and triple minigun upgrade disabled and yet i got a triple minigun upgrade from combat backpacks, i believe this is in part for a bug where sometimes when you go to slot 4 and even though minigun is disabled is briefly displayed when cycling through the weapons and then is switched to hmg, however without this i have never encounter a triple minigun upgrade during any gameplay with same options disabled, now i know this is supposed to be fixed but there is a bug with med backpack, when obtained is given with 1hp however this happened when i got two combat backpacks and a normal one, they were all in same spot so i don't know which one cuased the bug, and could you indicate what item are you getting in normal and combat backpacks?
I'm pretty bad at scripting and ACS stuff, but I can try. And about health backpacks, I only fixed 1 HP bug for normal backpacks, I forgot about combat backpacks which still give 1 HP, stupid me :-/
Are you using the one with Grenade Launcher upgrade? I forgot to include that feature to them :-/
ok, good to know, and yes i'm using grenade launcher upgrade, i'll wait for next version then, and if you need help with acs maybe theBarge, Saegiru or theunbeholden can give you a hand with that, they all have some addons here
damn right!these new power ups are greatly useful in maps with tons of enemies, this is awesome :D :D :D