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.
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
hi man another question, did you fix the cyberbaron's flame sound problem?
Yes.
any chance someone can tell me where to find the menu music within the pk3 so i can change it to the version with vocals? it happens to be one of my favourite songs :p
is at bottom of the file list, is called titlemap, that's wht you need to replace
sweet thanks man
no problem
I've come to the general BD/PB bug I guess... It seems there's no such bug in the pure GZDOOM.EXE - a bug with color skulls that open corresponding color doors. Unfortunately, the file "kdizd_11_fixed.pk3" solves this problem only partially. Only keys as cards had been fixed but not skulls. These skulls have been replaced by orange, green and silver keycards. They don't allow to open red, yellow and blue doors. I have to do a following thing to open these doors: I type "SUMMON BLUECARD" (for example) to summon needed key. That's awful to do this any time... Someone, please fix it somehow... I tried myself but failed... :((
...
You may check this if you jump into the E2M9 - short level with barons & cacos. Type iddqd and go to color doors. You'll see that map is impossible to finish it.
You should really be addressing this in Project Brutality's comment section; not here. Also, you didn't mention anything about loading KDiZD's compatibility patch that came with PB so I'm going to assume you didn't use it.
huh, i had little nosey around the mod and found that there's another difficulty "realistic" commented out, so obviously i uncomment it try it out. everything seems to be working and of course it's hard as balls, except that having that 1 extra difficulty level seems to mess up the difficulty selection screen?
all the custom menu font's disappear and it goes back to being normal tiny doom style.
any way to fix this by chance?
More than 8 difficulty levels will make the fonts small. If you want it so hard, comment "I'm too young to die" difficulty.
It is possible to change the Hell Rifle secondary attack? like the one of the PB beta, when it was called "Brutal Doom Painkiller Compilation"
It was a life-drain attack, 3 skulls that damaged the enemies, and when they return, they restore you some health.
I remember that one, but skulls weren't able to hit anything... That's why Pain removed it. But you can ask him to put it as a toggle option.
I can't do ACS scripting, so I probably won't be able to do that.
Well, thanks anyway :)
yes, i remember these had poor hit detection :(
hi man, are there any plans for hd weapon sprites?
Not really, weapon sprites will take a lot of time and I'm very busy at the moment (exams)...
don't worry man, i can wait so take your time, and good luck your exams, hope you succed in all of them
i managed to fix the sound prioiry i had some sound settings all mixed up. so no more complaints.
hi man here is a bug report
HE grenades boxes opens even when you have full ammo, and they should have different box sprites, prior ones were very good.
after collecting certain numbrer of nanoinjectors (haven't determined exactly how much) medkits stops opening when you need less health points than they can recover; another thing i have noticed is that they lost the capacity to be opened when pressing "e" on them, however saegiru released an update for medkit's code so maybe that fixes the issue
here is a question about large medkits (50hp) where they removed in order to include smartscav/nanoinjectors?
Fixed the HE/Special grenade boxes opening when you have full ammo.
Included new codings from Saegiru's smart medikits.
About your question; If you are talking about Saegiru's smart medikit addon, I think that's cause there is no medipacks in Vanilla or Brutal Doom.
thanks for fixing the issues, now about the question, well i remember that back when you first included code for smarscav and before you included nanoinjectors you had large medkits, if is not too much trouble could you include them in next update?
They already were there, they split into 5 stimpacks, and they have double chance of spawning nanobot injectors.
Can the Marines have a chance to spawn instead combat backpacks? there are wads that they rarely appear, in Alien Vendetta, i found about 3 marines in all 32 levels :(, and there are wads were they never appear
I only started trying this out earlier today and quite like some of the changes for a start.
Now I'm not sure if this is a "bug", and not sure if someone has mentioned previously, but it seems that the Paladin variant doesn't show up on the UDV Radar. I've come across about 3 or 4 so far (Playing Starter pack again, on mission 4 atm and also using the "Alternate" PB progression...mode...thing xD ) and none of the Paladins show on it. Is/was this intentional or just been overlooked slightly? I mean, the target ID shows "Paladin" and all, and I'm quite positive I was able to track them on the base PB file alongside every other single demon and variant, but yeah. Thought I'd mention it here :)
Just tested, and Paladins show up in the radar.
I'm using latest version of UDV and not the one that comes up along with PB btw.
Hmm. I see. I've been using the one that came with PB.
Guess I'll have a look and download the actual UDV file then XD
Thanks anyways, like I mentioned, wasn't sure whether or not it was bugged.
On another note, keep up the good work :)
this addon is awesome! what new stuff will be added in next updates? :)
I don't want to give spoilers, but I'm sure you'll enjoy it ;-)
nice! do you have an aproximate date for the new update? i am eager to see new awesome stuff :D
I cant find the option to disable the camera in fps to be bobbing (off) and sometimes it skips frames when im turning around and running at other directions.
UPDATE:
Overhaul Pack:
- Changed Railgun fire sound.
- Changed M1 Plasma Rifle fire sound.
- Fixed Caustic Demon Tech Rifle reloading sound.
- Fixed some sounds being interrupted.
Smart Scavenger:
- Updated medikits and medipacks to Saegiru's smart medikits addon.
- Fixed HE and Special grenade boxes opening when you have full ammo.
- Included medikit opening sound.
- Added smart flare box addon.
- Added smart type J grenade box addon.
- Changed pickup sounds for singular pipebombs and satchels.
- Gender variety for pipebomb and satchel obituaries.
- Fixed smart medipacks not spawning along with medikits.
WARNING: Using "Give all" cheat won't make Smart Scavenger work properly. You have to summon the backpack to make it work.
hi man, one question about undebarrel grenade launcher, do i have to load ugl file alognside your ugl upgrade file or your file alone is enough?
You have to load the UGL file; otherwise, it won't spawn.
It is possible to make a portable medikit that can be refilled with healing items you pick? some duke nukem mods use this feature, i know this may sound overpowered or game breaking, but in harder difficulties and hell revealed style wads can be a great help :D
I might make something similar to that, a stimkit pack which gives you 3 stimkits (from Complex Doom) and spawns along with medikits with 15-20% chance.
great :D
thanks for all the work you put on this mod, this addon makes PB perfect :D
and what about if extra health you get goes to a med backpack thats not totally used, however if you use all of the med backpack it disappears as normally does, and now we are talking about that there is a small issue with med backpack, the thing is that only heals you until 100 if you have raised you hp limit with nanoinjectors med backpack does not heal those extra points, do you think you could check that?
Just redownloaded PBO and noticed there are alot more files in it. Can someone give me the run down on what each of these additions do?
Here's the list:
"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_New_Upgrade_System.pk3": An addon which makes backpacks contain usable items, and also makes combat backpacks contain weapon upgrades.
"PBO_New_Upgrade_System_UGL.pk3": An Underbarrel Grenade Launcher compatible version for this addon: Moddb.com
"PBO_Smart_Scavenger.pk3": Smart Scavenger which is made particularly for Project Brutality. Other Smart Scavenger addons are for Saegiru's UAC Survival Pack: Moddb.com
"PBO_UDV_Compatibility.pk3": Addon that makes UDV Radar work with PBO properly. Otherwise, most of the enemies won't be seen on the radar.
Might wanna add that to your Readme file! Just a mention. Thanks for the response.
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Script error, "PBO_Smart_Scavenger_JGrenades.pk3:decorate" line 72:
Unexpected 'Picked up a box of type J hand grenades.' in definition of 'FullJGrenadePack'
This is a Thing
Don't load it unless you are using Saegiru's J Grenades patch.
1. Where can I get the Patch
and 2. what about the Pipebombs? =3
1) saegiru's addon uac survival pack
2) there is a file for that included in PBO pack as well
Can you tell me the name of the Files Please?
also are the Jawbones not Compatible with PBO?
You might wanna add a compatibility patch for that if you haven't already done so
No need to do a compatibility patch, they are already compatible.