I've created my own mod page, so I won't be updating the mod here anymore. Link to my mod page is in the description
NOTE: Zandronum is not currently supported
Here's a link to the new mod page: Moddb.com
For those of you who don't know, I created a version of Brutal Doom that had features and weapons from previous versions of brutal doom, while also having the bug fixes and features of new brutal doom versions. I used BDv21 as a base for this version because it's more convenient to remove features that to add them.
Features:
- quick kick legs sprites are like v18 (for rifle start and pistol start)
- rifle fires faster and has the sprites from v18
- shotgun has sprites from v18. Alt fire: for every shot, it goes out of ADS, does the pump, then goes back into ADS
- chaingun fires faster and has recoil
- plasma rifle sprites from v20
- mancubus flame cannon's alt fire: is like the flamethrower
- chainsaw sprites from v20. Primary fire is like v20, while the secodary fire does side swiping.
- reduced rifle clip size and shotgun chamber size by 1
- added weapon select animations
- armour sprites are from v19
- reduced the amount of ammo dropped
- reduced the amount of ammo in boxes and clips
- difficulties from v19
- brought back corpse kicking for imps/zombiemen/sergeants
- removed last stand from sergeants/zombiemen (state where they sit up and shoot player with a pistol)
- removed tactical mode
- removed enemy scouter
- removed many new weapons such as smg, machinegun, dual weapons, e.t.c
- removed scientist zombies
- removed smg varients of sergeants
- removed HD fonts
- fixed v21 script warnings (and a few other glitches)
-changed inertmission screen sound effects to be more like v18 and older
Cover art by Frinfrosk
Invalid data encountered for texture brutalClassic (beta v0.1).pk3:sprites/weapons/shotgun/ss_end
Invalid data encountered for texture brutalClassic (beta v0.1).pk3:sprites/weapons/shotgun/ss_start
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
script parsing took 151.76 ms
Unknown player class 'BDoomer'
Unknown player class 'Purist'
Unknown key "ZZ"
Unknown key "CC"
Execution could not continue.
No player classes defined
What version of GZDoom are you on?
g4.33
Did you run this with Brutal doom v21?
I redownloaded and tried again. It's working now. Very cool mod.
Can you do anything about the shotgun going to reload anaimation every time you press R, even though the gun already properly reloaded before? Also the shotgun when holding aim to shoot will stick in the aiming sprite after the aim+shoot input.
cheers
btw, was asking about the reloading thing as I play with +use and +reload on the same key.
Okay, the reloading thing is a purposeful choice because it's cool and I won't be changing it. It is in older versions of brutal doom. The shotgun does not require for you to hold it, just like the older brutal doom versions. I'm sorry, but these are purposeful changes. Perhaps, I may create an addon or something that removes these changes you don't like.
"The shotgun does not require for you to hold it, just like the older brutal doom versions"
Yea I remember now. However it was not mixed with "fast" aim down the sign, introduced somewhere between BD21 RC3 and RC4. That thing when you hold the key and release again it would stop the aiming. The way it is in your mod now is weird for everyone who is used to 'fast aim' rather than the old 'click once to enable aiming'
Ill see what i can do
Maybe remove the fast aim thing from the weaponscripts if you can. So it's more like old bd versions at least. The new system was never fixed from sgt mark anyway and is buggy as hell.
I fixed the fast-aim system. enjoy
Ah yes. You made it compatible to the classic shotgun now. Good job.
I've found a bug with this new version, with regards to zombiemen death states. Upon dying, they gib, and the gibs hang in the air
where do they hang in the air? If its on a surface above you, that is a thing within v21. I'll see what I can do
No, it's on the ground, right where the zombiemen have just died. It just appears out of nowhere when you shoot them
I can't recreate the glitch. but I think I know what the problem is. I'll fix it for the v1.0 release
Also, I'm a big fan of your original v20 build, so it's disappointing to hear that you won't be updating it again, although if v20 is difficult to work with, I can understand why
the v21 build should be a lot better. I've made many changes already
Unmaker
What?
I plan on continuing to work on this mod, but I'm kind of busy right now. as for the ads, I'm not sure. I'll take a look at it in the future
also, your go-to version of brutal doom?! Geez, i didn't realize that some people liked it that much. Thank you for your kind words!
actually, I have a question for you. What do you mean a toggleable ads? I don't understand
Hmmmm, I'll have to look into this.
Hey man, it was a pain in the butt, but I was finally able to add the ads options you wanted. It is in the new v14 update, which can be found on the new mod page, here: Moddb.com
Everything works fine with v13, except that GZDoom may freeze up upon performing fatality on zombie marine.
This happens after player picking up a berserk drop from dead enemies, then punch a marine zombie to trigger fatality, GZDoom freezes up when Doomguy is trying to pull out the arm of zombie.
GZDoom version: 3.7.2 modern 64-bit
Addons used: no screen effects, no chaingun recoil, regular ammo count
Okay, I'll look into it
Fixed! Download the mod again
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