Modified version of Brutal Doom v21 meant to be played with map packs that feature custom monsters, compatibility fix.
Updated!! Revision C!! Final Release
B.W.O. stands for Brutal Weapons Only
BrutalDoom v21 Weapons-Only - revision C (Final) - Unofficial
Compatible with Zandronum v3.0 - gzdoom v1.9.1 - v2.4.0 (recommended) - v4.5.0 - lzdoom
Tested with Avactor.WAD (custom monsters), Doomer Boards Project 14 and Corruption Cards (everything works as intended)
Changelist revision C:
- harder difficulties do not forbid the player of using cheats anymore
- pain sectors in Realism difficulties should not be affected by Damage Multipliers anymore.
Pain sector and crusher damage closer to vanilla
- there was a problem with autoaim aiming at corpses when you tried to shoot at enemies in front of you
- even if the player chooses to re-enable some of the custom Brutal monsters, that won't happen anymore
- autoaim was disabled for Barrels to prevent accidents
- autoaim also disabled for decorations and lamps
- I re-enabled the custom Brutal Spectres once again (invisible pinkies)
I feel like most of the mods out there don't have custom spectres of their own, so that should not cause any major issues...
- Note: not having the custom Zombiemen, Shotgunners and Chaingunners makes Realism difficulty almost impossible to play. For most map packs out there, you can easily re-enable them back, otherwise hitscanners will kill you in one shot. As a saving grace, Realism difficulty in 20B doesn't have Fast Monsters, that was a wise choice. The equivalent difficulty for v21 would be "Hard Realism", it's still there.
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Launch shortcut example:
gzdoom.exe -file BrutalDoom.pk3 MyMaps.wad
>> Always load Brutal Doom first, load the maps last in the chain
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It's stupid that we are in 2021 and gzdoom still doesn't have a built-in launcher for mods, I know.
Prboom has a launcher, you pick mods with the mouse, simple and easy.
C++ is too hard I guess. Took them only 10 years to make the game pause and not use CPU power when minimized. Gotta give them some slack LOOOL
Original changelist:
Changes made to Brutal v21:
- custom barrels and explosions are still there, although I feel like
barrel explosions were severely weakened for version 21, unfortunately
- exclusive to v21: fixed a bug where weapons firing would cause graphical glitches,
this makes version 21 compatible with gzdoom versions 1.9.1 and 2.4.0 now
- exclusive to v21: disabled Enemy Respawns on all difficulties except Nightmare
- exclusive to v21: increased damage the grenades do to make them behave closer to
how they did in v20B, one grenade can kill Arachnotron, Cacodemon and Hell Knight
Grenades in version 21 still suck though, sometimes you want to throw a grenade over
a ledge and the autoaim makes the grenade go lower than you wanted it to,
and their explosions are very underwhelming graphically, there's something missing.
- exclusive to v21: I left the Spectres (invisible Pinkies) enabled on this one,
you might have to disable Spectres manually for some specific map packs
- both versions of BWO Weapons-Only feature my custom modifications in regards to
reducing smoke and particle effects to help reduce slowdowns in slower computers.
v21 still have a lot of graphical effects, let me know if the slowdowns are too much.
v20B should be perfectly playable on a single-core 1.20 GHz CPU, minor slowdowns.
- Previous changes applied to both versions:
- AutoAim is re-enabled for most guns
for better playability in laptop touchpads without external mouse
- Chaingun still has no AutoAim, otherwise it would negate Recoil effect
- IDFA cheat gives you weapons that were not accessible before,
like the Railgun, the Grenade launcher, sword, etc.
- custom blood is still there, but gore and custom deaths not
- custom item pickups and marines disabled
- custom decorations disabled, except torches and light sources
- depending on which map you play, might have to disable a few extra things
Check out my pre-configured Doom ports in this link:
Dropbox.com
Other releases:
Dropbox.com
Final update!
It has the following improvements (abridged):
1) fixed Pain Sector Damage for Realism difficulty (new player class)
2) improved autoaim will not aim at corpses or decorative objects
3) Grenades in v21 behave more like v20B and increased damage
does not work in zandronum and neither in lzdoom
True! Thanks for reporting. I'm uploading the new file right now. (it's in this same page here)
Interesting that the same problem didn't happen with the version 20B, that's the one I tested more thoroughly, 21 was kinda rushed to deliver, 21 required extra tweaking.
File updated.
Ok and you're welcome
Hello I would like for you to remove the monster sprites and the liquids
the liquids can cause performance issues and the monster sprites can screw up animations such as the shotgun guy Gibbing
Oh yeah, it seems to be accurate what you're saying. At first, I didn't understand it very well, then I came across this problem when trying to use this to play together with another map-pack that features only custom monsters, the monster sprites would be in conflict with each other (Shotgunguy remains kneeled down after dying for example)
So I think I will have to update this file with the removed sprites as well, not just removing portions of the code itself. Thanks for the tip.
I'd just like to say that I love this mod. The only issue I have is that the blast radius of explosions is massive, if you're not miles away from an explosion it will kill you instantly. I know that's what tends to happen in real life, but it doesn't make for a great game lol
Not walking near explosive barrels in the middle of a shootout? Such a simple concept? Brain damage? LMAO
I wonder what else people like you are doing... walking into your own grenades after throwing them?
From what I was able to perceive, the radius of the grenades explosions seem to work like this: it is the same range if you throw a grenade into the ground and don't step forward. It's not supposed to be used in closed range.
For this file here, I modified the grenades to behave like they did back in Brutal Doom version 20B, so they have bigger range and more damage (same with barrels)
To my personal tastes, in version 21 they became too weak. Took 3 grenades to kill a single Spider (Arachnotron) TOO WEAK !!
Now, only 1 grenade is capable of killing Spiders or Cacos.
brutal doom mancubus stills is in the mod
This version of brutal Doom looks really cool. It gets more fun with monsters from the VDP Monsters Randomizer pack. Please, can you make a standalone flashlight version of Brutal Doom v21? To be able to play with the Monsters only version of brutal Doom with other weapon mods.
I wasn't even aware Brutal Doom v21 had a flashlight LOL
But yeah, this is mod is really nice to play with other mods that use their own custom monsters too. Stuff like Reelism, Corruption Cards and others. You will finally be able to enjoy Brutal Doom weapons with these mods.
Well, I haven't tested with Reelism yet, I'm not sure how well the custom weapons work, maybe they don't work at all.
Can't have 2 mods that change weapons at the same time.
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Hi can u do pow? (project brutality 2.03/3.0) weapons only
i said u this on public ,you are not a rat
or say me what script/decorate/command i need to delete to disable others features except weapons from slade 3
Oh sorry, I haven't seen message replies, you're lucky that I just visited this page now.
It's really easy to do, all you have to do is open the mod on Slade and click the many different text files there are inside the mod (it seems like you already learned what Actors are, cool) You search for things that sound like "Create Smoke Particle" or "Boss Projectile Trails 3" or things like that, these are Decorative effects (meaning they are only eye candy, they have no impact on actual gameplay)
After you identify these, you just have to put two forwards Slashes at the start of the line like this: //
That will disable that line of code entirely (you will notice the line will turn Green inside of Slade)
After that, be careful to not lose changes, you have to Save the text file (on the right side area) and also Save the mod itself (File>Save)
You can disable lots of things without having fear of breaking anything. Then you test the mod for a few minutes and see if you haven't disabled any gameplay features accidentaly, see if enemies or weapons still work normally.
Don't make too many choices at once. Change a few first, save and test. Then, if everything is okay, make more. Incremental changes. Otherwise you won't be able to know how to revert back.
How did u disable others features except weapons considering that you inc monsters in the decorate
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Here is the decorate :
Actor DebrisGeneral
{
+MISSILE
+NOBLOCKMAP
+NOGRAVITY
+DROPOFF
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTDMATCH
+GHOST
radius 1
height 1
mass 1
damage 0
}
#include TOKENS.txt
//Gore N' Blood
#include GOREGROUPS.txt
#include BLOOD.txt
#include MEAT.txt
#include LIMBS.txt
#include GREENGORE.txt
#include BLUEGORE.txt
#include BURN.txt
#include DEAD.txt
#include Junk.txt
#include Leg.txt
#include Frozen.txt
#include EXECUTIONS.txt
//MISC
#include HEAD_SYS.txt
#include PARTICLES.txt
#include SMOKE.txt
#include CASING.txt
#include FIRE.txt
#include SPARKS.txt
#include FLARES.txt
#include ARTIFACT.txt
#include HEALTH2.txt
#include DROPABLES.txt
#include PUFF.txt
#include AMMO.txt
#include EEEVILLL.txt
//#include ARACHBOX
//Guns Guns Guns
#include DEFAULTWEAPON.txt
#include TRACERS.txt
#include MELEE.txt
#include SAW.txt
#include AXE.txt
#include RIFLE.txt
#include DUALRIFLE.txt
#include PISTOL.txt
#include DUALPISTOL.txt
#include SUBMACHINEGUN.txt
#include DUALSMG.txt
#include SHOTGUN.txt
#include SSG.txt
#include MINIGUN.txt
#include MACHINEGUN.txt
#include ROCKETLAUNCHER.txt
#include EXPLOSIVES.txt
#include PLASMA.txt
#include DUALPLASMA.txt
#include BFG.txt
#include DUALMP40.txt
#include MP40.txt
#include UNMAKER.txt
#include DRAGONSLAYER.txt
#include AmmoDroper.txt
#include GRENADELAUNCH.txt
#include BFG10k.txt
#include RAILGUN.txt
#include REVOLVER.txt
#include REVOLVER2.txt
#include ASSAULTSHOTGUN.txt
#include WeaponSpawners.txt
//Enemies
#include ZOMBIEMEN.txt
#include ZOMBIEMENVARIATIONS.txt
#include ZOMBIEMANVARIATION2.txt
#include MUMMY.txt
#include SERGEANTS.txt
#include COMANDO.txt
#include LABGUY.txt
#include IMPS.txt
#include DEMONS.txt
#include SPECTRE.txt
#include KNIGHT.txt
#include BARON.txt
#include LOSTSOUL.txt
#include SPIDERS.txt
//#include ARACHNORB.txt
#include SPIDERS2.txt
#include REVENANT.txt
#include MANCUBUS.txt
#include VOLCABUS.txt
#include CACODEMO.txt
#include PAINELEMENTAL.txt
#include ARCHVILE.txt
#include CYBERDEMON.txt
#include MASTERMIND.txt
#include ICONOFSIN.txt
//ST Monsters
#include BELPHEGOR.txt
#include JUGGERNAUT.txt
//Bosses
#include MOTHERDEMON.txt
#include NAZIS.txt
#include UBERSOLDAT.txt
//DECORATIONS
#include FURNITURE.txt
#include LAMPS.txt
#include NATURAL.txt
#include FIREWORKS.txt
#include TORCHES.txt
#include SPLASHES.txt
//MeatShields
#include ZMANSHIELD.txt
#include IMPSHIELD.txt
#include SGUYSHIELD.txt
#include CGUYSHIELD.txt
#include NAZISHIELD.txt
#include EvilMarineSHIELD.txt
#include ZombieCivilianSHIELD.txt
#include FlameCannon.txt
#include Flamethrower.txt
#include HellishMissile.txt
#include NukeLauncher.txt
//Player Classes
#include PLAYER.txt
#include MARINES.txt
#include Footsteps.txt
#include ClassicWeapons.txt
#include BossBrain.txt
#include Grenades.txt
#include VanillaMonsters.txt
#include DyingGuys.txt
#include LastStandMonsters.txt
#include SpecialDoom1Bosses.txt
#include CapturedMarine.txt
#include ChaingunMarine.txt
#include ShotgunMarine.txt
#include PlasmagunMarine.txt
#include RocketLauncherMarine.txt
#include BFGMarine.txt
#include UnderwaterMonsters.txt
#include StealthMonsters.txt
#include Epic2Stuff.txt
#include Teleports.txt
#include Water.txt
#include FlatDecals.txt
//#include BrutalChexQuest.txt
//MAP ENHANCEMENT SYSTEM
#include MapSpecificDec.txt
#include MapDetection.txt
#include Doom1Remap.txt
#include Doom2Remap.txt
#include PlutoniaRemap.txt
#include TNTRemap.txt
#include OthermapsRemap.txt
//VEHICLES
#include Tank.txt
#include ArtilleryTank.txt
#include Mech.txt
#include Helicopter.txt
#include HeavyMachinegun.txt
#include VehicleCrashes.txt
#include Repairs.txt
#include EnemyTanks.txt
#include Critters.txt
#include BIKE.txt
actor STPLasmaRifleReplacer : RandomSpawner
{
DropItem "Plasma_Gun"
DropItem "Plasma_Gun"
DropItem "Plasma_Gun"
DropItem "Railgun"
}
actor STBFGReplacer : RandomSpawner
{
DropItem "BIG_FUCKING_GUN"
DropItem "BIG_FUCKING_GUN"
DropItem "BIG_FUCKING_GUN"
DropItem "BFG10K"
}
actor STRocketLauncherReplacer : RandomSpawner
{
DropItem "Rocket_Launcher"
DropItem "Rocket_Launcher"
DropItem "Rocket_Launcher"
DropItem "GrenadeLauncher"
}
actor STSSGReplacer : RandomSpawner
{
DropItem "SSG"
DropItem "SSG"
DropItem "SSG"
DropItem "AssaultShotgun"
}
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What u remove exactly to make change and where?
i want to try the same on project brutality
Good catch, that's actually a "bug" because of my lack of knowledge with how Slade worked at first. I didn't know at the time that (for some mods to work) you also have to remove the Sprite artworks and in some cases even some sounds, textures, gun animations, etc. That's why you always load up BrutalDoom FIRST in the load order, that way gzdoom keeps the BrutalDoom things even if there are duplicates loaded on top. The first ones are kept. (until some gzdoom update comes out and breaks everything down again)
Theres a weird bug when using sprint, a dead marine sprite shows up on the left side half way up near the top, its very obvious and annoying. Other than that it works good. I am using latest deltatouch with gZdoom 4.8