The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.
This patch has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest patch.
Bug Fixes & Features: -Fixes every bug I have found in the months of playing this mod (non-existant images for various things are not a bug but, did create some for a few features). -Created new controls messages for the vehicles that display on enter -Created new huds for all the vehicles including a dynamic tracks-to-turret orientation graphic for the tanks and a dynamic pitch ladder for the helicopter. -Rearranged the weapons for each slot to select the vanilla weapon first and then sequentially up to the most powerful variant or secret weapon (nukelauncher for example).
Load Order: (you will need a launcher to run this dragging and dropping a file onto the .exe only works for a single file)
1. IWAD (Doom, Doom2, etc)
2. brutalv21.pk3
3. bd21.0.2Patch.pk3
4. Anything else (music wads, map wads, etc) that is not a gameplay mod that will overwrite BrutalDoom.
// Brutal Doom v21 BLOODWOLF Patch
//
// Authored by BLOODWOLF
//
// v21.0.2 07/09/2019
//
// +FootSteps.txt: Added full-magazine starting ammo for all applicable weapons for non-purist classes
// +Rifle.txt: Removed redundant A_WeaponReady(1) from Fire and Fire2 states
// +DualPlasma.txt: Replaced turboreload state with an imitation of the dualrifle turboreload state
// -MeleePatch.txt: Deleted
// +Melee.txt: Added A_JumpIf(CheckClass("ExplosiveBarrel1",,) to CheckGrab and CheckGrab2 states
// Changed speed of melee attacks from the MeleePatch.txt (patching didn't work)
// +Mp40.txt Added Sprinting states to MG42
// Added a Tactical Mode check to DualWield state and a NoDual state to MP40
// Changed Reload state to GoTo Ready if there is no reserve ammo
// +Pistol.txt: Added a Tactical Mode check to DualWield state and a NoDual state to Pistol
// +Plasma.txt: Added a Tactical Mode check to DualWield state and a NoDual state to Plasma Rifle
// +Shotgun.txt: Changed Reload state to GoTo Ready instead of NoAmmo2 state when there is no reserve ammo
// Added a line to remove "ShotgunWasEmpty" in TurboReload states.
// +SSG.txt: Changed the Fire and AltFire2 states to jump to the Ready state instead of NoAmmo after firing in TacticalMode
// +WeaponsSpawners.txt: Normalized some of the fake sprite frames to fix sprite flickering
// -WeaponSpawnersPatch.txt: Deleted
// +Ammo.txt: Added a spawn state for Gas ammo that renders the gas can image
// Created a Nuke ammoicon that will display on the HUD
// BaronPatch.txt: Added DONTHARMSPECIES flag
// Belphegor2Patch.txt: Added DONTHARMSPECIES flag to prevent infighting
// +KnightPatch.txt: Added DONTHARMSPECIES flag
// +ArtilleryTank.txt: Created a new controls message specific to ArtilleryTank
// Added in missing zoomed states
// Added lines for BDATHUD script in Flash state
// Bike.txt: Set Bike actor to spawn 68 units to the player's right when exiting
// +ChaingunMarine.txt: Notated out ChangeFlag("Solid",1) lines in attack states
// +Helicopter.txt: Created a new controls message specific to Helicopter
// Moved TurnLeft & TurnRight states out of AttackHelicopterGun and into PlayerAttackHelicopter
// Created states for every possible 3D move
// Added many checks to Stay state to determine movement type
// Modified AttackHelicopterGun's Flash and firing states to emulate the tank actor
// Changed Missile to be triggered by the kick key
// +Mech.txt: Created a new controls message specific to Mech
// Added A_PlaySound(MECHWLK, 15) to MoveForward state
// +PlasmagunMarine.txt: Notated out ChangeFlag("Solid",1) lines in attack states
// +ShotgunMarine.txt: Notated out ChangeFlag("Solid",1) lines in attack states
// Tank.txt: Created a new controls message specific to Tank
// Added missing zoom states
// Added lines for BDTankHUD script in Flash state
// DemonMorph.txt: Removed unnecessary Delay()'s
// +KEYCONF: Arranged weaponslots to select the vanilla weapon first on key press and the most powerful weapon last
// +SNDINFO.Vehicles: Changed MECHWLK to use the DSHOOF sound effect
// VEHICLECONTROL.txt: Created BDTankHUD, BDATHUD, and BDHeliHUD scripts
//
// v21.0.1 05/30/2019
//
// Player.txt: Changed floor execution actors spawn xoffsets to 26 units in front of player
// Axe.txt: Replaced colored blood sprinting states (which were displaying no weapon sprite) with
// normal sprint state code and changed frames.
// DualRifle.txt: Updated to v21
// -ExplosivesPatch.txt: Deleted
// +MeleePatch.txt: Changed speed of melee attacks to simulate more realistic range/reach of attacks.
// +Saw.txt: Changed StartSprint state removing the lines that take away the blood on visor effects
// Added red, green, and blue variants of all sprinting states for tactical mode.
// WeaponSpawnersPatch.txt: Added patches for ShotgunSpawner, ShotgunSpawnerDroped, RailGunSpawner, BFG9000Spawner, BFG10KSpawner, and UnmakerSpawner
// that fix Spawn states to prevent double-sprite issues.
// Added MachinegunSpawnerPatch actor that gives the ClassicChaingun for purist mode and clip2, 20.
// +Artifact.txt: Added MorphToken Actor and set the DemonRuneMix to run the morph scripts
// -ArtifactPatch.txt: Deleted
// +Health2.txt: Set HeavyArmor back to 80% damage reduction
// BaronPatch.txt: Removed Health and Mass properties (fixed in v21)
// Belphegor2Patch.txt: Changed species to "Baronofhell"
// Changed fireball spawn height to 47 (half of sprite height) was going over player's head.
// MancubusPatch.txt: Added a height check before allowing a Volcabus to spawn.
// RevenantPatch.txt: Revenant now throws patched zombiemen actors who can cause 8-64 damage
// SergeantsPatch.txt: Changed spawn probability of SMGGuy from 128 to 64/256.
// VolcabusPatch.txt: Changed height to 83 so that headshot actors and volcabus-hitbox matches sprite dimensions.
// Adjusted headshot spawn heights to match sprite dimensions.
// -BURNPatch.txt: Fixed in v21
// +Bike.txt: Changed Enter and Exit scripts to use the HMG Enter/Exit scripts
// +EnemyTanksPatch.txt: Patched the ZombieHelicopter actor's death state to use "BDDisableCameraBig" instead of script 871 (no longer exists)
// +Tank.txt: Changed NoAmmo state frame to TNHD from TNT1
// DemonMorph.txt: Created World variable arrays for each player's health, armor#, and armorclass.
// Created MorphedLevelChange script that checks for the MorphToken if player exited while in demonform
// And returns that player's stats when entering the next level unmorphed.
// +VehicleControl.txt: Modified the GetVehiclePreviousHealth2, BDEnterHMG, BDLeaveHMG, BDEnterTank, and BDLeaveTank scripts to store and then return the player's armorclass
//
// RC10.2 05/17/2019
//
// +ArtifactPatch.txt: Patched the DemonRuneMix actor which now runs either the MorphBaron or MorphRevenant script.
// +DemonRunesPatch.txt: Patched the BaronPlayer class to have 1200 health and will match the monster.
// +DemonMorph.txt: Created a MorphBaron and MorphRevenant script that store the player's health & armor values returning them after unmorph.
//
// RC10.1 05/13/2019
//
// Player.txt: Updated to RC10
// +DualRifle.txt: Inserted the single Rifle's TurboReload state, changed the frames, and added a check for ammo which fixes the infinite loop crash.
// +ThrownMonsters.txt: Changed damaged of monsters thrown by the revenant to 8-64.
// BURNPatch.txt: Added back in lines for script 477 but corrected to "InitializeChasecam"
// BaronPatch.txt: Renamed file to match RC10 (was Baron2.txt)
// RevenantPatch.txt: Changed seekermissiles threshold and maxturnangle to 3,6 from 2,4 (track a little better)
// Changed speed of both revenant missiles to 15 and reduced zombieman, sergeant, and imp fatalities to only two slams before throwing.
// +VolcabusPatch.txt: Added Tag "Volcabus"
//
// RC9.1 05/04/2019
//
// Player.txt: Updated Land: state to RC9 and removed A_GiveInventory("IsFloating", 1) from SubMGIsJumping state.
// +GrenadesPatch.txt: Created FGEPatch, set grenade explosion max radius to 480, and has progressive damage.
// +WeaponsSpawnersPatch.txt: Normalized fake sprites that were using multiple images and causing drops to blink between two sprites.
// Baron2Patch.txt: Moved A_Die("Vanish") under the Death.Vanish state.
// +RevenantPatch.txt: Changed YellowFlareSmall to A_SpawnItemEx and 10 units behind the missile actor
// Changed SeekerMissile speed from 10 to 15, threshold to 2, maxturnangle to 4, and gave it the SMF_PRECISE flag
// SpidersPatch.txt: Removed ACS_NamedExecuteAlways("BDCHeckClassicMonsters") Vanilla Arachnotron doesn't exist.
// +CVARINFO: Adds the CVAR bd_disablereloading=0 to allow for reloading to be disabled online.
// +CVARSPatch: Adds a BD_DisableReloading script that gives turboreload if the CVAR is true and player is not tactical class.
// +LOADACS: Adds CVARSPatch to the ACS load order.
//
// RC8.1 04/27/2019
//
// +Player.txt: Sets Player.Face "STF" in Doomer
// +ExplosivesPatch.txt: Created a patch for the JuggernautRocket that spawns the backblast effects behind the rocket.
// +BURNPatch.txt: Created patches for Zombieman and Sergeant's XDeath that removes script call 477 (no longer exists).
// +Baron2Patch.txt: Sets health to 1200, mass to 1000, and adds the chance for the Belphegor2 to spawn 1/64th of the time.
// +Belphegor2Patch.txt: Adjusted actor radius to prevent it from becoming stuck when spawning in place of a Baron.
// +JuggernautPatch.txt: Many edits to properties and states.
// +MancubusPatch.txt: Adds the chance for a Volcabus to spawn 1/64th of the time.
// +MastermindPatch.txt: Adds the chance for a Juggernaut to spawn 1/64th of the time.
// +SpidersPatch.txt: Adds the chance for an Ancient Arachnotron to spawn 1/64th of the time and adds a stand state.
// +Spider2Patch.txt: Adds a Pain.Kick state for Ancient Arachnotron
// +SergeantsPatch.txt: Changes SMGGuy spawn chance to 50%.
// +ZombiemenPatch.txt: Changes LabGuy spawn chance to 1/64th and PistolZombie to 65.63%(RifleZombie at 32.81%).
Great, congrats on the release! Sprinting with MG42 is reality at last!
Excellent work. Thank you. Now I'll rip and tear
How can I tell that I'm using it in-game?
The GZDoom or Zandronum start-up logs state all the various lumps that are loaded. And otherwise the bugs I have fixed and the few new little features I detail in the changelog but, its a patch/repair of brutal doom so it is not going to be significantly noticeable.
I'm sure a tiny message in the console would be very helpful to a lot of people.
Are you dragging and dropping this and expecting it to work? To use more than one mod you have to use a launcher and then your load list would show everything your about to load and a message in the console would be completely redundant. I explain that in the description on what order to load this patch with the brutalv21.pk3.
This can work with GZDoom?
Yes, nothing has changed that would break compatibility with previous versions of GZDoom. Now the newest version of GZDoom I have heard has broken various things in Brutal Doom but, I cant fix and don't want to fix that.
did you by any chance fix the issues where i can not see the hardest difficulty options in the start menu? (brutal realism mode). i can select and play it but not see it, its off-screen......
No, that is GZDoom changing their font size in the latest version(s). I cant fix their port and don't understand why they are breaking compatibility with the #1 most popular Doom mod.
I simply can't do a playthrough on tactical brutal realism mode cuz recording it doesn't capture me selecting the skill level... damn bastards! XD
Hi Bloodwolf,this patch Gets better the performance of Zandronum?
It mainly just fixes any bugs I have found but, I didnt really gear it to work any better or worse with zandronum over GZDoom. Though the later version of GZDoom (like after the 3.7.x's I have heard) changed things that broke a few features in BD so, it will still be stable on GZDoom just only on the older versions.
Patch essentially makes grenades useless. They need to be directly under an enemy to kill them, otherwise they just stun.
And how would you rather have it? I went for realism instead of Hollywood. 32 map units is roughly a meter in the game, a M67 has a kill radius of 5 meters (100 damage within 160 map unit radii) and an injury radius of 15 meters (480 map unit radii) so, thats what I did. A_Explode has no concept of height in the game so this damage is also going to be infinitely high and I got tired of killing myself and others complained about it as well so, changed it. I can't please everyone.
Standard Brutal Doom:
TNT1 A 0 A_Explode(100,500)
Patch:
TNT1 A 0 A_Explode(57, 160)
TNT1 A 0 A_Explode(29, 320)
TNT1 A 0 A_Explode(14, 480)
I wasn't trying to offend, but I don't think realism is necessarily a good argument for the mod when the double barreled shotgun can literally obliterate the torso of the zombies and imps. Doomguy being able to take full blasts from fireballs and rockets also doesn't bode well for the realism argument. Personally, I haven't seen anyone complain about the grenade radius and damage, so you must know more than I do about it. Thanks for pointing out the code that needs to be changed.
Hi. (Thanks a lot for your Brutal Doom mod!)
Could you add some readme how to include this patch in launch flow of GZdooom?
This doesn't work it says something about line 7
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