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.

Forum Thread
  Posts  
Brutal Doom v21 Gold Bug Reporting (Games : Doom : Mods : Brutal Doom : Forum : Bug reporting (Brutal Doom : Brutal Doom v21 Gold Bug Reporting) Locked
Thread Options
Aug 10 2019 Anchor

Not really bugs but, sprite discrepancies:
-JMartinez2098 has posted the motorcycle HUD sprites with black gloves and corrected dual MP40 reloading sprites (LH without the charging handle) on Discord.

Player.txt:
-Rainbow blood on visor during Ancient Arachnotron fatalities
-ACS_Execute(582,...) and 583 lines in FatalityArachnotron2B and FatalityArachnotron2A
-Unkown Script 171 error message
-ACS_ExecuteAlways(171,...) in FatalityArachnotron2B and FatalityArachnotron2A
-Ground execution monster sprites are not visible to the player
-monster sprite needs to be spawned further in front of the player in ExecuteImp, ImpExecuteFloor, ExecuteZombieman, ZombiemanExecuteFloor, ExecuteShotgunGuy, and ShotgunGuyExecuteFloor.

Footsteps.txt:
-DualSMG, MP40, DualMP40, and GLAmmo starting ammo counts are missing
-DoubleRifleAmmo and DoublePlasmaAmmo are set at starting with only a single full magazine

Axe.txt:
-Colored blood sprinting states are missing the weapon sprite
-copied the normal sprint state code into each one then just changed the frames to the correct blood color is what I did

DualMP40.txt:
-Reloading causes three empty clips to spawn

DualPlasma.txt:
-Will spawn many PlasmaCaseSpawns when turbo reloading without any reserve ammo
-Replaced it's turboreload state with the DualRifle's turboreload and changed the frames

Melee.txt:
-Player will punch an explosive barrel without berserk and pressing the dual-wield or use key (I don't remember) on the barrel
-A_JumpIf(CheckClass("ExplosiveBarrel1",AAPTR_PLAYER_GETTARGET,TRUE),"Ready3") in the CheckGrab and CheckGrab2 state is what I did
-Player is forced to pull out their pistol after performing a ground execution with fists selected
-Notated-out ACS_ExecuteAlways(310) in StealthAttack state
-Melee attacks have an unnatural range
-MeleeStrike2, MeleeStrikeNormal, BerserkGrabAttack, and StealthAttack have very high speeds

MP40.txt:
-Gets stuck in an infinite loop when trying to turbo reload with no reserve ammo
-Changed GoTo NoAmmo to GoTo Ready in Reload state

Rifle.txt:
-Player's vision will stay zoomed-in but, rifle will lower to the non-zoomed ready state when turbo reloading with no reserve ammo
-A_Takeinventory("Reloading",1) needs to be moved before the A_JumpIfInventory("TurboReload",1,"TurboReload") line

Saw.txt:
-Missing colored blood sprinting states
-Sprinting also causes blood to be removed from the saw
-Removed A_TakeInventory(...BloodOnVisor,...) lines from StartSprint state

Shotgun.txt:
-Gets stuck in an infinite loop when trying to turbo reload with no ammo left
-Changed GoTo NoAmmo to GoTo Ready in Reload state
-Performs an unnecessary pump when turbo reloading an empty shotgun
-Addded a A_TakeInventory("ShotgunWasEmpty", 1) to FinishTurboReload and FinishTurboReload2 states

SSG.txt:
-"Click" sound effect from the NoAmmo state was noticeably cutting off the SSG fire sound effect in tactical mode
-Added a A_JumpIfInventory("NoAutoReload", 1, 2) and then a TNT1 AA 0 and Goto Ready under the Goto NoAmmo2 in the Fire state
-Changed to A_JumpIfInventory("NoAutoReload", 1, 2) in AltFire2 state

WeaponSpawners.txt:
-Weapon spawner sprites will flicker during online play between the rifle and the correct weapon sprite
-Changed the 0 tic frames to that of the correct weapon in all fake sprite actors (makes no sense but, it's causing sprites to flicker online)
-Created a Stay state in spawners that were missing them

Ammo.txt:
-Gas can pickup is missing the sprite
-Added a Spawn state to Actor Gas : Ammo

Possessed Monsters:
-Many are missing A_GiveInventory("SoulAmmo",10) in their various death states

Cyberdemon.txt:
-Wandering legs actor will wander forever and play the cyberdemon's scream sound effect on death (I find it odd)
-Reduced the time the legs wander and added an A_Die to the CyberdemonLegsFatality actor (imitated the Revenant's legs actor)
-Removed the A_Scream and A_BossDeath from the leg's Death state

DyingGuys.txt:
-DyingImpNoHeadClean(inherits from DyingImp) will go into a death state "with a head" if shot again with anything other than a minigun
-Inserted a Death: state label above A_SpawnItem("DeadImp_NoHead")

Labguy.txt:
-Jump target "AcidGuy" missing error message
-Removed A_Jump(112, "AcidGuy") from Death.Desintegrate state
-Missing A_Custommissile("BloodyAxe",...) spawn on GroundExecution death

Sergeants.txt:
-Double shotgun spawn on GroundExecution death
-Removed A_NoBlocking from GroundExecution death state (goes to Death.Vanish which already has a A_NoBlocking)
-Double shotgun spawns from Death.ExplosiveImpact
-Removed A_NoBlocking from Death.ExplosiveImpact and added a A_NoBlocking to BlownAwayLeft and Right

Spiders2.txt:
-Ancient Arachnotron turns into a vanilla Arachnotron when kicked
-Added a Pain.Kick state directly under the Pain state

Volcabus.txt:
-Actor's hitbox including the headshot actor do not match the volcabus sprite and players can shoot through it/miss it
-Needs a Tag "Volcabus" to display correct monster name if BDScanner is used (Mancubus is missing a tag as well)
-Added Pain.Kick and Death.ExtremePunches states (inherits from Mancubus so was turning into a Mancubus during those states)

Zombiemen.txt:
-Double weapon drops on GroundExecution
-Removed A_NoBlocking from GroundExecution state

ArtilleryTank.txt:
-Is missing a few zoomed states and will jump out of zoomed if there is no HeavyMachinegunAmmo
-Moved A_JumpIfinventory("TankZoom", 1, "FireZoom") above A_JumpIfInventory("HeavyMachinegunAmmo", 1, 1) in Fire state
-Added a A_JumpIfInventory("HeavyMachinegunAmmo", 1, 1) Goto NoAmmoZoom in FireZoom state
-Created a NoAmmoZoom state that goes back to Ready2
-Moved A_JumpIfinventory("TankZoom", 1, "AltFire2") above A_JumpIfInventory("HelicopterRocketAmmo", 1, 1) in AltFire state
-Duplicated AltFire state in the AltFire2 state but with only TNT1 A frames

Bike.txt:
-Player will often get stuck in the bike actor on exit
-Set the bike actor to spawn 68 units to the player's right on exit
-Player will get off the bike or during the transition still have the bike's weapon with a bunch of jump target not found errors
-Duplicated the helicopter's enter/exit and LightEnd states into the bike and it's weapon
-also used the enter/exit HMG script for the bike instead of the tank script (made more sense in my opinion)
-While coasting bike will play the acceleration sound effect
-Added:
BIKE A 0 A_JumpIfInventory("Accelerate", 1, 2)
BIKE A 0 A_PlaySound("BIKE1", 2, 1, 1)
Goto FinishSpeed+3
Under the FinishSpeed state label
-Made several other edits to speed gained/lost to polish it's behavior

ChaingunMarine.txt:
-Blocks player when attacking
-Notated out ChangeFlag("Solid",1) lines in attack states

EnemyTanks.txt:
-Unkown script 871 error message on ZombieHelicopter death
-change 871 script call to ACS_NamedExecuteAlways("BDDisableCameraBig", 0, 0, 0, 0) in Death state

Helicopter.txt:
-Failing to exit the helicopter causes the HUD to stay off (LightEnd state)
-Created a HeliRestart token which is given on fail to exit and checked for in the HelicopterGun actor to make it jump back to Ready and call A_GunFlash
-Too much other crap to write but obviously however you want to do it if this is worth it

PlasmagunMarine.txt:
-Blocks player when attacking
-Notated out ChangeFlag("Solid",1) lines in attack states

ShotgunMarine.txt:
-Blocks player when attacking
-Notated out ChangeFlag("Solid",1) lines in attack states

Tank.txt:
-Weapon sprite will disappear when out of HeavyMachinegunAmmo
-Created a NoAmmoZoom state that goes back to Ready2
-Duplicated the AltFire state into the AltFire2 state and changed frames to TNT1 A

GLDEFS.txt:
-ArmorShard is missing a frame which causes the greenlight to blink (I dont know if this is intentional or not?)
-Change Object ArmorShard to have {frame BON2 { light GREENITEM2 }}

KEYCONF:
-What is the reasoning behind why the weapons are ordered the way they are? I couldn't decipher a clear pattern.

The revolver also does zero damage to enemies if you shoot them in the head. The RevoPuff has a damagetype of "explosiveimpact" which the headshot actors have a DamageFactor of 0.0 to. Changing the RevoPuff to have the damagetype of kick works and still knocks smaller enemies on their asses when shot in the torso.

Edited by: BLOODWOLF333

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.