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.
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.
It is possible that you can disable head/leg hitboxes, enemies having vanilla hitboxes (same damage wherever you shoot them)
saw some videos of a guy playing PB with smoke disabled and some hitboxes disabled, and he played a map with thousands of enemies with perfect fps and zero lag, maybe an option to toggle on and off :)
I would love to do such thing, but that would require lots of ACS scripting, which I really suck at. Sorry :-(
Ohhh, that's sad :(
no worries, keep up the awesome work!
can the weapon Hitlers Buzzsaw be used? i can summon it with the console command (is the super secret weapon that only appears in the nazi levels in Doom 2) i can summon it but i can't use it
It can only be used in Traditional Mode.
Ohhh! thanks :D i didn't know, thanks thanks
hi man i have found a couple of bugs in this version
1) lmg has an issue with zoomed mode, if you enter zoomed mode and change weapons when you select lmg again it will be in normal mode but will have zoomed mode vision, the issue corrects entering zoomed mode and then going back to normal mode
2)smart scav works after you get backpacks but there is a problem with split amounts near the full capacity, i mean shells boxes splits at 134 with combat backpacks and they should split at 139, same happens with other large pick ups
3) could you adjust amount of ammo given in backpacks? (both of them) they give lots of bullets but almost no rockets or plasma.
4)this is something thatt should fixed but don't know what causes the problem sometimes when monster are too far away they get stuck and can't attack mostly imps and hellknights, could you check that?
1-) Done.
2-) Checked that out, it writes 139. I tested it out, and it doesn't split below 139.
3-) Done
4-) I don't think so, ask that one to Pain.
i check that with slade too and yes it says 139 but i also noticed there are two numbers below which are decreased by 6 and 12, what are those numbers used for?
Those were for difficulty levels which have x1.5/x2 ammo ratio, although all PB difficulties use default ammo ratio, which makes them useless.
got it, now i found the problem with smart scav, i was using a hell revealed wad that was causing the issues since for some reason that wad uses the second number in smart scav code (133) for shells box tried with other wads and everything works great
The carnage sphere doesn't give you 30 seconds invincibility, it gives me random time, sometimes 10 seconds, sometimes 15 seconds
I tested Carnage Sphere 5 times, I even used a timer, and all of them lasted 30 seconds.
hhmmm, maybe is conflincting with the shield sphere (the one that reflects projectiles)
it works well now, thanks!
Whenever I start this mod this song starts playing that makes me feel like a bad *** and **** is about to real.. best title song to anything I have ever heard, who made it?
Got a few questions.
1. Which difficulty mode is comparable to Brutal/ultraviolence?
2. Do you use the PBO_New_Upgrade_System and PBO_New_Upgrade_System_UGL both at once or separate? What is the difference between them?
3.What exactly is the udv patch and do you need it to use the udv with this mod?
4.What exact brightmaps did you use/make other than the weapons?
hi man here is what i know
2) you use first one to have new upgrade system enabled and second one must be loaded only if you are using underbarrel grenade launcher addon, if you use the addon without the second file it will mess with upgrades and backpacks, oterwise thers is no need to use it
3)is a pacth to solve some issues due to nametags given to monsters, so they appear in udv radar and all other features wotks correctly
1) Here are difficulties:
I'm too young to die = Power Fantasy
I can win = Can I Play Daddy?
Bring It On = Harsh
Hurt Me Plenty = Brutal
Hardcore = Man and a half
Superhuman = 12 in a 10 point scale of bad
I am Death Incarnate! = UDV - Truly Brutal
NIGHTMARE!!! = UDV - Hardcore
2) You have to use them seperately. PBO_New_Upgrade_System doesn't support Underbarrel Grenade Launcher while PBO_New_Upgrade_System_UGL does.
3) It's recommended to use it if you are using UDV. Otherwise, most enemies won't show up on the radar.
4) Some items with lights such as cells, cell packs health/shield charges, mines, combat backpacks, armors, demon essence.
Can you make mines pickable again like in the default Project Brutality? It's just I like that kind of strategy since it saves Mines. :)
I'll check about turrets if they have the pickup strategy with this addon. :D
Just fixed, they are now pickable.
Sentry turrets are pickable.
Yea this addon is using the old mines that can't be re used. Also is there any possible chance in the next update you release you could separate the weapon fire sounds and brightmaps into there very own pk3's?
hi man i found a weird bug with lmg laser pointer, see i aimed the laser to a lion switch and the swicth started to alternate between on/off state really fast, compact machinegun also has this bug
I found an error I'd like to ask you about. It is a sound error that plays a doomguy pain sound during certain monsters deaths. I was able to isolate one of the times I heard it; when the doomimp drops to his knees with his guts falling out and you headshot him to finish him. I was able to produce this with and without UDV and the overhaul add-ons like the upgrade system and smart scavenger. Was this intentional and if so would there be a way to change it. Thank you for Overhaul, a key component is the sound effects in Doom and this mod really enhances PB a lot.
-JBB
I've deleted the dying imp script lump, that should work. If not, that bug is probably from Project Brutality itself.
i have noted that bug occurs also when you kill pinkies with m1 plasma gun, also there is a bug with minigun pickups, you can collect them even if you have full ammo, i'm playing with minigun and its upgrade disabled, oh and despite that triple minigun upgrade still spawns in backpacks
There is no lumps about pinky deaths in PBO, though. I've slaughterfested dozens of pinkies with M1, and didn't hear dommguy sound from them.
Do you mean the flash whem you "pickup" minigun? Just fixed it.
And weapon upgrade toggles won't work with new upgrade system, unfortonately.
And laser points are actually scripted as bullets, some switches meant to be shooting, and they perceive them as bullets. That's why they get activated.
1) i'll try to get you a video with the issue
2)well that and the fact that pickup disappears meaning you lose that ammo
3)could you fix that in some future version?
4)i see, but still the weird thing is the on/off toggle, because i remember that swtiches that need to be shot don't turn off when shot again, anyway do you think you can change the code so it behaves like flaslight's light
I just fixed the Minigun bug, also the other weapons which can be disabled (Didn't fixed the Grenade Launcher due to Super Grenade Launcher using seperate ammo).
Also, I've looked to flashlight scripting and it uses a bunch of beams that pass through walls and they have limited range. That's not gonna work if I try to make laserpoint work like that.
The minigun bug could potentially happen with any guns you can disablein option. You'll pick up the gun but won't use it, basically wasting ammo.
I think all Health and Armor bonuses (both 2 points and 5 points) should emit a light on a small radius, so we can find it easily. It's easy to miss one for the 100% completion due to small size. Also, make those health backpacks not count to the bonus items. They can meddle with the said completion (for those who want it) :D.
The health and armour bonus glows just fine for me. What source port you're using?
GZDoom ver. 2.1.1.0 :)
Actually, I forgotten Overhaul brings it own custom sprites for the health and armour bonus. Yeah, they don't glow.
Sorry for the long delay, I just updated it:
Overhaul Pack:
- Corrected pistol supressor informations.
- Added a patch that brings old HMG spin up feature back.
- Fixed the annoying Freezer fire sound bug.
- Adjusted backpack and combat backpack ammunition.
- Tweaked original Doom 2 level pass messages' font sizes.
- Added a PBO compatible version of Underbarrel Grenade Launcher.
- Mines are now pickable.
- Weaker weapons that've been overwritten by their stronger counterparts (Pistol and Revolver for instance) won't be picked up again if you have full ammo.
Smart Scavenger:
- New Item: Stimkits! They work same as the ones from Complex Doom, they spawn singularly
along with Stimpacks, and spawn with box along with Medikits. They have 10% chance of spawn. They can occasionally come out from Medipacks (you have to open them).
- Ability to open ammo boxes/crates/packs manually.
- Fixed the delay while opening Pipebomb, Satchel, Flare and Type J Grenade boxes.
NOTE: Load UDV Compatibility after Smart Scavenger to make stimkit appear properly in the inventory.
Just tried this new update using UDV compatibility, extra power-ups and smart scav add-on, using doom2. Every zombie I shoot drops a gigantic shotgun, (shotgun is not added to inventory). It's a large shotty sprite, bigger than the zombie :)
PS - Thanks for this addon by the way, I originally starting using it for the better rifle and shotgun sounds, but I also find most of the other changes also make it well worth it. THANKS!
EDIT: Went back to previous version and the problem is gone - just to see if I had missed something (which is still possible!).
Whoops, I forgot to set overwritable pistol's sprites :-/
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Hotfix:
- Fixed the overwritable pistol's sprites. (Giant shotgun bug)
- Set the overwritable weapons spawn in correct position instead of replacing whole weapon template. (shotguns won't spawned in traditional, DMRs won't spawn in classic etc.)
Working like a charm - brilliant!
hi man, nice job with new version, works great, see i have a small request, could change minigun sprites for pb mode to something similar like minigun from classic v20b? i have always like more classic's sprites
now prior to this version i had a bug where distress beacons appeared as pickups, i could obtain them when picking backpacks but new upgrade system is supposed to replace all items pickups for backpacks right? i assume the cause is a conflicting addon probably the supplybox wad, which is a pickup that gives one of each item to the player, so could check that issue? if possible a pbo fully compatible version of that addon would be great
also here are some ideas for future updates:
1) how about being able to open backpack as well? specially combat ones, so you don't lose some of the ammo in order to get the upgrade inside
2) add some flare effect for health/armor bonus
Just fixed it, that's cause beacons and sentry turrets were spawning along with captured marines. It also conflicts with supplybox you've mentioned.
1-) I'll most likely do that, good idea.
2-) Why? They already have brightmaps.
thanks man and well i like how that effect looks like but never mind i care more about the other issues, will you release a hotfix for that or you'll include it in next version?
I'll include them in the next update, I only do hotfixes for major bugs.
Is the hmg file just the old version? Because its missing the mine throwing sprites.
Just fixed: Mega.nz
Excellent, I always hated the new HMG as opposed to the old one. Greatly appreciated.
hi man bug report when using give all you get a backpack that has issues wthe the amounts at were larga ammo pickups splits up, if then you get/summon a combat backpack the issues with amounts are fixed
I've mentioned that bug in the previous update announces.