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 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.
hi man i came across the medkits and well right now they are like another kind of med backpack to me, but is there a really big difference between them? and now that we are talking about medpacks, did you read my comment about improving medical backpack by giving it the capacity to be refilled when picking up health with a full hp bar? maybe you could make it more balanced making health backpack recovery system like megaman's subtanks, when you have full health and take a health pick up, its energy is split by two and the result is stored in subtank to be used later
and could you make a flashbang grenade addon? i think this could really saves your neck in thigh situations don't you think?
There is not that of a difference beween stimkits and medical backpacks. It also says they are alternate versions of medical backpacks.
You should ask Saegiru for flashbangs, would be a nice piece for his Survival Pack addon.
Okay so I need some help, the mod works great and I can tell you put a ton of work into it and I love it to bits. But the only thing that doesn't work for me is that I am unable to use the secondary fire on the weapons and I am unable to reload manually. If someone else has encountered this problem please help for I wish to enjoy this amazing mod to its fullest c:
Look at your keyboards setting and map the right keys to the function of your choosing. Do not use the first reload mapping; it doesn't do anything.
Thank you very much sir, I didn't realize the second option for reload :)
I'm getting a script error, Heres the problem: line 204: Unexpected 'Picked up a bunch of shells.' in defenition of 'NewShell*'
Aka It wont let the game work.
Am i just loading it wrong?
Load it after Project Brutality.
hey I figured out how to get the UGL working and everything but where it the ammo count for the HE grenades?
I noticed when I use PBO's underbarreled grenade launcher, Doomguy cracks his knuckles twice. Just thought I let you know.
i noticed that too, but i think he does that for right hand first and then for lef one
a tweak for hmg like this
anti-personel bullets normal damage
Fmj 2x damage
Ammo belt adds another extra 2x damage but has a very high chance to overheat
for example
fmj and ammo belt it becomes 4x damage but it overheats faster
Any plans on trying to merge overhaul into the main project?
Great, great mod. Can you change game difficulty when in game? I'm finding the one I chose a little too easy.
does anybody know the class name for the railgun? im trying to use the cheat to get it but i cant figure it out. typing 'summon/give railgun' doesnt work :(
How do I get the new menu music back, instead of the old one that was added to this overhaul?
go to pb files using slade 3 once you are inside search for a folder called title there is the new music you want back, then get inside pbo files and replace the addon's titlle music with pb's one and you are good to go
Awesome mod! Is there a way to disable the run-speed modifications? There are many DooM levels, even vanilla ones, that depend on running, and so being slower when you're more injured could trap you.
Oh nm, I didn't realize it was a difficulty thing.
This could be a nice replacement for the spectre..?
I.imgur.com it's more creepy to see tbh
ok, sorry for the late response, but I'm making that a replacement for the spectre. howver though, it still has the same sprite names as the default pinky, so the only difficulties will be the sprite offsets and names.
check out on of them Puu.sh
anyways, could ya' point me to the original artist or did you make it?
i'm planning to make this a spectre replacement, or if i have time an addon demon. for now, it's just a normal pinky replacement.
I think it was HorrorMovieGuy in the ZDooM forums
Forum.zdoom.org
Nice work! but there is a a list with a few bugs..
-The red UAC symbol in the M2 plasma rifle doesn't replace the blue one at all.
-The fists animation in the start of the wads repeats 2 times.
-The hurt animations for the lost souls aren't done.
Talking about the plasma gun, ¿Could you please make a replacement to the classic one from Brutal doom/Weapons of saturn? The PB one it's ****** up with that blue things in the sides
I notice other bug, all the kind of imps haves former/player pain sounds.
I was thinking: Would it be possible to replace or add the weapon slots with radials for each key? Like pressing or holding down 3 would, a la DooM (2016), bring up a radial where you can select any shotgun, perhaps with some slomo. I think it's better than taptaptapping many times or even hoping you mouse-scrolled as many times as needed to get to the weapon you want.
For anyone who uses HXRTC HUD for PB:
Mediafire.com
thanks a lot man, i did something like that but yours looks better
I decided to put this along with a few other icons in the new HXRTC HUD comment section. Check them out there.
can you make new addon that adds feature where you can make more marines spawn without having to find invisible sphere locations? for example if you get backpack it gives item and if you activate it you get your marine spawned front of you and make option that allows you to make marines follow you to next level. I know this is going to sound very silly but if it's possible make marines with infinite ammo so they never die :) I feel little creepy inside when I play doom maps alone with no marines around... so if marines never die and all of them I got follow me I would have the feeling that I'm not alone fighter in the game..
NOTE: Make marines only with infinite health with options.. There should be open that says "Marines have infinite health: ON/OFF
Do you know what the DROPABLES.txt is for? As it is now, it causes conflict with PB's Valiant compatibility patch such as being unable to pick up dropped pistols, rifles, and miniguns.
Is there any way to specifically disable the new Doomguy and Zombie sounds. I very much prefer the older ones.
You'll have to delete some of the sound files for both the zombie guys and doomguy under the SOUNDS folder with an archive program (i.e. 7zip, winRAR) or, more preferably, with SLADE.
Additionally, you may want to delete the entries for the zombie guys in the SNDINFO under the amusing name of 'NOT SO "I WILL EAT YOUR SOUL" VOICES'.
Thanks for the reply. I have 7zip, so I can delete those files. However, if I do so, will there be no sounds at all for the Doomguy and Zombiemen? Becuase I still want to keep the vanilla Project Brutality (God it feels weird saying that) version. Thanks in advance for any help.
In the case of Doomguy and Zombiemen's voice, the game will simply the load sound files in Project Brutality instead.
In other words, you're good. :]
Even just the core file, 'PB_Overhaul_Pack_2.03.pk3', won't run for me in GZDoom:
"Execution could not continue.
Script error, "PB_Overhaul_Pack_2.03.pk3:nametags" line 204:
Unexpected 'Picked up a bunch of shells.' in definition of 'NewShell*'"
(Note my system is ok because I can run PB and PB Mutators fine.)
Edit: Got it working. Note to anyone else trying to run this: You have to load it after the original project brutality code file. Note to author: A readme file with a suggested example load order would go a really long way. Cool mod though!
Well, even though a readme.txt would be nice, PBO's page description already mentioned this.
Regarding Smart Scavenger...
I keep getting a jump target "spawnclips" not found for grenade boxes. I know nothing about DooM modding, but I replaced the "spawnclips" for the grenade boxes in SLADE to "SpawnNadesAndMines"
The problem is now that it won't open if I have full mines, even if I don't have a maximum number of grenades. Can anyone tell me how to fix this? I'd appreciate it.
The HE Grenade launcher needs brightmaps in the two red points..
And I think items like the new automap and the spheres needs their Dynamic lights, the soulsphere haves one but not the megasphere, automap, invul sphere, etc. And some items like the health and armor bonus
Hey OP, there's some slightly misleading text in the 'readme'/mod description to do with the Underbarrel Launcher for the DMR. The description of one part of it reads "PBO_New_Upgrade_System_UGL.pk3: Same as above, this one contains underbarrel grenade launcher additionally. Load them seperately!"
From "load them separately" I inferred I *wasn't* supposed to load the New Upgrade System version alongside the regular PBO_Underbarrel_Grenade_Launcher.pk3. It wasn't until I finally got the UGL attachment from a combat backpack and couldn't figure out how the hell to use it that I realized I probably needed to use *both files at once*, and lo-and-behold it did work the way I thought, by using the Dual-Wield key.
Just for convenience's sake, it might be a good idea to clarify that users load it *with* the normal UGL.pk3 but not with the normal New_upgrade_system.pk3
That small confuddle aside, this DOOM-mod-mod-mod and its addons is probably the most fun I've had playing DOOM. The fact I can reliably get weapon upgrades instead of praying every time I load a level makes it so much more enjoyable.
I didn't understand you a bit. So I have to load PBO_New_Upgrade_System_UGL.pk3 or PBO_New_Upgrade_System.pk3 with
PBO_Underbarrel_Grenade_Launcher.pk3 ?
Yeah, I get how retardedly long-winded it is. You have to load BOTH:
"PBO_Underbarrel_Grenade_Launcher.pk3"
and
"PBO_New_Upgrade_System_UGL.pk3"
Otherwise, you'll either have to find the UGL as a weapon upgrade, which isn't very likely (if you just load the first one), or you'll be able to get it in combat backpacks, but won't be able to actually *equip* it (if you only load the second one) because the DMR will just switch between Dual-Wield and single-wield, instead of between bullets and grenades
Thank you.
I notice a bug, when you select the items the UAC Beacon it's out of his place..
Imgur.com
I don't even have icons for inventory items. Sh*t. Maybe it's because I use UDV and it doesn't support them?
It depends on what visor are you using. I use C2_Visor. My inventory item are seen as text at bottom right of the screen, not as images.
I'm using version 1.84's C2 module, so I think I've got the same thing:
Imgur.com
The size of the screenshots in that picture should give you a fair idea of what I'm dealing with -- I have to run GZDoom on a pretty low resolution, so it's next to impossible to tell what each inventory item is at a glance. Would definitely help if there WERE images.
Hey! i just updated and fixed the UGL with some stuff so please add it to this pack! :)
how do you use the under grenade launcher for the DMR? I got the upgrade but cannot switch to the grenade launcher???