This brutalv21.pk3 replacement has been rebuilt, tweaked, sanded, and polished to a mirror-finish over the course of almost four years. Every bug you encountered in the past has been fixed. All BrutalDoom-specific features have been fleshed-out and fully realized with the combined efforts of the BrutalDoom community's many modders while keeping compatibility with zandronum and multiplayer at the forefront.
Can also be found at: Github v21.14.0
What has changed:
- A new crueltybonus system with red health and armor bonus drops
- Upgraded vehicle HUD's including a turret-to-tracks orientation indicator for tanks, and a vertical scrolling pitchladder for the helicopter
- The motorcycle now has a functional headlamp and all vehicles have night vision (operated by the flashlight hotkey)
- Rifle has been replaced with the PB-variant of the G36K with functional iron sights and a x4 ACOG scope (switch between them by holding altfire and then pressing dualwield)
- Every shotgun can now fire slugs from PB as well (press dualwield to change ammotypes) along with added slug ammo pickups (green shells)
- Created purist-versions of the MP40, Buzzsaw, and the Doom64 Unmaker along with the three demon keys which will be dropped randomly by boss monsters
- Created shotgun-start and arcade-versions (reloading disabled) of each playerclass
- Added tar, purple, magenta, gold, and icewater brutaldoom-liquids for use in various popular megawads when loaded with the applicable compatibility patch Compatibility Patches
- Fully fleshed-out the friendly marines feature, there is now a rescuable marine for every weapon type that we have a playersprite made for
- The demon morph feature has been completed, you can perform every attack and fatality on other monsters that you have previously observed that monster performing (using altfire and kick keybinds)
- The DragonSlayer joke weapon has been removed but all previously cheat-only weapons and brutaldoom-specific monsters (Ancient Arachnotron, Volcabus, Belphegor, Juggernaut, Motherdemon) have a rare chance of spawning in place of their vanilla counterpart weapon or monster in any playthrough.
Load Order:
1. IWAD
2. Map-only PWAD
3. brutalv21.14.0.pk3
4. music, huds, and any other mods developed with brutal doom in-mind.
Changes since v21.13.0:
- GRAPHICS/MISC folder: Adjusted offsets of DM medals
- SPRITES/MONSTERS/Zombie Sci...: PR#428 A little detail for Zombie Scientists
- SPRITES/VEHICLES folder: Created rotations for TKFLA sprite
- All Files: Adjusted Radius_Quake values to make things less ridiculous like the Mastermind
- All Friendly Marine Files: Added A_ChangeFlag("NOPAIN",1) to Active: states
- All Meatshield actors: Removed +THRUSPECIES and Species "Marines"
- All Monster files: Implemented a slaughterwad detection system like Mark has planned for v22 (I asked if ok to do this beforehand)
- Baron.txt: Removed the See2 state, Changed See4 to SeeContinue and moved fatality checks to end of Melee state
- Bike.txt: Added +NOTELEPORT to the playerclass
- Cyberdemon.txt: Added a check to forget target if cyberdemon is trying to stomp another cyberdemon
- EnemyTanks.txt: Removed +NOTIMEFREEZE flag from actors
- Explosives.txt: Remove unused actors
Change the TankFireEffect to behave like the PlayerMuzzle flashes
- FlameCannon.txt: Added +NOINTERACTION to all fake weapon sprite actors
- GLDEFS.txt: Added dynamic light to TankFireEffect
Added vanilla light defintions to VanillaLostSoul actor
- Grenades.txt: PR#426 Create NoAmmo states for grenade weapon
- Imps.txt: Raised height of the body hitbox to that of the sprite's shoulders
- LABGUY.txt: PR#428 A little detail for Zombie Scientists
- LostSoul.txt: Now can spawn a VanillaLostSoul if classicmonsters is enabled
- Machinegun.txt: PR#427 allow executions in noammo or unloaded states
- Mancubus.txt: Now can spawn a VanillaFatso if classicmonsters is enabled
- Minigun.txt: PR#427 allow executions in noammo or unloaded states
- MP40.txt: PR#427 allow executions in noammo or unloaded states
- NukeLauncher.txt: Added +NOINTERACTION to all fake weapon sprite actors
- PainElemental.txt: Now can spawn a VanillaPainElemental that spawns VanillaLostSouls if classicmonsters is enabled
- Player.txt: Added a headkicker spawn to the end of each See state so that it is spawned every 6 tics
- Railgun.txt: PR#427 allow executions in noammo or unloaded states
- Spiders.txt: Now can spawn a VanillaArachnotron if classicmonsters is enabled
- Tank.txt: Added +NOTELEPORT to the playerclass
- Tokens.txt: Removed TypeSergeant and Zombieman tokens
Created a "SlaughterToken" actor
- VanillaMonsters.txt: Created Vanilla Arachnotron, PainElemental, and LostSoul actors
Made the Cacodemon, Bruisers, Revenant and LostSoul use their BrutalDoom bloodtypes
- WeaponSpawners.txt: Removed +NOINTERACTION from BasicWeaponPickup
Added +NOINTERACTION to all fake weapon sprite actors
- Zombieman.txt: PR#429 Fixing another imperfection
Set MaxStepHeight for ZombiemanTorso to 12 so that slumped actors won't "jump" ontop of so many things
Good job, as always. But there are minor mistakes
I noticed that if you knock the sergeant down and finish him off, his corpse will not be like this when doomguy breaks or crushes his head, the corpse will be like if the sergeant was just completely shot off, or cut off his head.
And if there is blood on the chainsaw, then during the sprint the blood and its sound will disappear.
Also, gut sprites can partially overlap with corpse sprites.
The Sergeant corpse left behind after a ground execution was changed six months ago and I will revert that back to how it was no problem.
Chainsaw cleaning itself when you sprint in tactical class is an old bug from vanilla brutalv21.pk3 I cant duplicate that issue in v21.14.0. I fixed that a long time ago so, check your load order, v21.14.0 is standalone and not be to loaded with brutalv21.pk3 it replaces it. And if you have any other old mods for brutal doom loaded after v21.14.0 they might be overwriting my fixes in the chainsaw.
The guts/intestines are 3D models which the sourceport will render over 2D sprites no matter what. I dont know why Mark turned the guts into 3D models, maybe he had something planned for them in the future but, I havent messed with them since they are not broken and it has been this way since vanilla brutalv21.pk3.
I usually run brutal doom without other mods. I just take brutal doom, then select the wad I'm interested in and run it in GZDoom.
Please add the double jump and ledge grab features.
Pass. The ledge grab uses zscript which is GZDoom only. I only play and care about Zandronum so that I can play coop online with the wife, GZDoom stuff I dont care about.
Not necessarily...I'll send what I have your way.
Try this Mediafire.com
There seem to be no flashes when picking up items anymore. How do I re-enable this? Otherwise, this is pure fps bliss, thanks.
I disabled the flashes on pickup because it gives me a headache I don't miss it.
Why are some monsters replaced with their vanilla classic versions? Although they are rare, but in any large crowd there will be at least one such, sometimes some crowds consist entirely of such monsters. They only have a vanilla sprite set. It seems that only certain monsters have been replaced with vanilla analogues, because nothing changes when you visit again.
The vanilla monsters option is disabled.
Yeah thats my first iteration of the slaughter wad detection system I implemented (I asked Mark first) that is similar to what Mark will be putting into v22. Every monster gives other monsters within a 128 mapunit radius around it a slaughterwadtoken on mapstart. And if a monster accumulates 9 or more tokens then it is replaced with a vanilla Doom variant of the monster. Because in slaughter wads your FPS will tank due to all the dynamic lights but mainly the numerous gore spawns in the brutal monsters. This is to make the really ridiculous slaughter wads playable with brutal doom. What wad and map specifically did you see this on?
This is found on all wads, on the maps of which there is not a large, but not a small number of monsters. I can't say the exact figure on how many monsters vanilla monsters begin to appear, but they appear when the number of monsters on the map is slightly less than 200, like starting from about 170-180.
Vanilla monsters also appear on the original wad DOOM 1 and DOOM 2, although this is not necessary.
Right, yeah I increased the threshold to trigger a vanilla monster only if 15 or more monsters are within a 128-mapunit radius now in the development branch so that it is less sensitive. This is something I will playtest for two months and tweak before releasing the next version.