Brutal Doom v19a Enhanced Edition (Updated 15 jun 2014)

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Brutal Doom v19a Enhanced Edition (Updated 15 jun 2014)

Postby Hexereticdoom » Thu Sep 19, 2013 2:12 pm

Hello everyone!

As some of you will know, I created some days ago a slightly modified version of one of the last Sgt. Marks IV's BD v0.19 final tests, just for fun and... Yes, for improving some things that are missing in the original. But, since recently the Brutal Doom official thread has been closed for various reasons, I'm not able to offer you the last update just there, so I have opened a new thread instead.

Then before you post here, I request a small petition for all of you: please DON'T continue with the off-topic talked about there in this thread. If you want to do it, you'll have to wait until the forum moderators/administrators re-open again the official BD thread, OK?

Well, once that is said, here you have the list of changes of this modified version (from now called Brutal Doom v19 Enhanced Edition):

- Replaced the old v0.18 Minigun and Rocket Launcher sprites for the new v19 ones published in previous test releases.
- Replaced Rifle, Shotgun and SSG sprites by the respective DoomNukem's Weapon Pack versions. (They're even cooler than the original ones, don't you think so?)
- Restored the old v0.18 Tomb Raider's "Find-a-secret" sound. (No more hearing the ZDoom's ugly standard sound!)
- Increased back the max-bullet ammo from 200 to 300. (Yeah, because 200 it's way TOO LOW. Long life to old Brutal Doom times!)
- Increased Revenant's Hell Missile Launcher max ammo from 50 to 120 (240 with backpack). You know, HML's new rate of fire on this version wastes more ammo than usual, and you run out of fire too rapidly in a similar way like the 200/400-bullet minigun. So doubling the max capacity mitigates this problem...
- Increased Mancubus' Flame Cannon max ammo from 30 to 60 (120 with backpack). Now you can roast hordes of imps and pinkies without worrying about running out of
flames! Hahaha...
- Increased Shotgun/SSG max ammo from 50 to 100 (200 with backpack). Yeah, if you like to use this versatile weapons, why have you to conform with Vanilla's so-low
ammo capacity? Now, shut up and bring them on!
- Increased Plasma Rifle/BFG9000 max ammo from 300 to 400 (800 with backpack). That's right. The new Plasma Flamethrower wastes A LOT OF AMMO. Don't you hate this thing? Yeah, me too. So if you can pick more cells, the fun lasts more time. Hehehehe!
- Doubled the Hell Missile Launcher and Flamecannon damage to enemies. As they're pretty rare-to-find weapons, their efficacy with enemies should be greater. Nowadays, who wants a weak rare weapon apart from collectors?
- Now picked up Backpacks will increase the ammo for Hell Missile Launcher and Flamecannon.
- Updated the new Brutal Doom title screen header with a 'Enhanced Edition' subtitle. (Previous Credits Page was removed by the author, so it keeps missing in this
version too.)
- The old v0.18 Nazis and their MP40s are back! (Beware, they are MORE dangerous than the Vanilla's giant smurfs!)
- Fixed a bug with special weapon MP40 related with Alt-Fire and zoom mode. (Previously, when you tried to reload the MP40 with full clip reserve, the zoom was not
restored to normal mode.)
- Removed forever that emetic-hateful aberration called J. Bieber. Lil' old Commander Keen rules! (Well, actually in original Brutal Doom v19 was also removed, but
not in the previous modified version.)

Recent changes for version 0.19a (minor updates):
- Shooting Chainsaw is now integrated in this version (Endless123's original addon). Just press secondary fire and have a nice bullet feast!
- Fixed a strange graphic bug when you were chainsawing a mancubus corpse and the sprite wasn't updated correctly. Now it works with no problems, I hope.
- Tweaked a bit the ammo pick amounts for Hell Missile Launcher and Flame Cannon: now if you pick up a HML or FC in the floor, you will receive 10 shoots from each one (instead of previous 4 HML shoots and 12 FC shoots.) Same with backpack, if you pick up one, you will also receive 10 shoot for each monsters' special weapons. (Normal weapons amount keep unchanged).



SOME SCREENSHOTS:
Spoiler:

PROMO TRAILER:


DOWNLOADS:

DOWNLOAD BRUTAL DOOM V19a ENHANCED EDITION

ALTERNATIVE MIRROR


Well... Still do you prefer the original Brutal Doom v19? Well, if you want it anyway, remember you can get it from here:
http://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-version-19

I wish you all a really happy doom-killing! HE HE HE... :grr:
Last edited by Hexereticdoom on Sun Jun 15, 2014 2:55 pm, edited 13 times in total.
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Re: Brutal Doom v0.19 Final Test Modified (Updated)

Postby LegendaryFalco » Thu Sep 19, 2013 2:21 pm

this is sweet and can defo hold me off till the full release of BD 19
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Re: Brutal Doom v0.19 Final Test Modified (Updated)

Postby PermaNoob » Thu Sep 19, 2013 5:33 pm

As a request, could you add the nazis from the last test version that had them? I really hate the giant smurfs.
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Re: Brutal Doom v0.19 Final Test Modified (Updated)

Postby LegendaryFalco » Thu Sep 19, 2013 5:59 pm

edit: i fixed the link to have the actual newest one instead of an older version my bad edit 2: link fixed

ok so i tried this out and it seems to be based on an older final tests instead of the newest

http://www.putlocker.com/file/BB9239FB03F6D143

this one is based on final tests8748 which is the newest version

what i did was open up slade and take the ammo code and weapon sprites from hex's modified BD V19 and placed it into 8748
i also restored shotgun ammo to former glory by making shotgunners drop 4 shells instead of 2 and on map shotguns give 8 shells instead of 4 (like vanilla doom)
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Re: Brutal Doom v0.19 Final Test Modified (Updated)

Postby Rowsol » Thu Sep 19, 2013 8:05 pm

You forgot some of the minigun sprites. If you could reupload with a fixed one that would be great since I've lost the v18b file I had and I don't know where else to get them.
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Re: Brutal Doom v0.19 Final Test Modified (Updated)

Postby tuintje » Fri Sep 20, 2013 10:29 am

Btw you guys have any idea how to turn on voxel blood in this version or has the voxel blood been removed?
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Re: Brutal Doom v0.19 Final Test Modified (Updated)

Postby Silentdarkness12 » Fri Sep 20, 2013 2:48 pm

This DOES NOT work with Original DooM. Spits out an Animdefs error.
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Re: Brutal Doom v0.19 Final Test Modified (Updated)

Postby Quadruplesword » Fri Sep 20, 2013 7:39 pm

This DOES NOT work with Original DooM. Spits out an Animdefs error.

Works fine for me, unless it happened some point past the beginning.
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Re: Brutal Doom v0.19 Final Test Modified (Updated)

Postby The Zombie Killer » Fri Sep 20, 2013 7:51 pm

tuintje wrote:Btw you guys have any idea how to turn on voxel blood in this version or has the voxel blood been removed?

Voxel blood was part of my patch, not this one.

-TZK
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Re: Brutal Doom v0.19 Final Test Modified (Updated)

Postby Hexereticdoom » Sat Sep 21, 2013 2:36 pm

PermaNoob wrote:As a request, could you add the nazis from the last test version that had them? I really hate the giant smurfs.


OK, I'll try to do it, but could take me some time. A bit busy these lately days... :blergh:
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Re: Brutal Doom v0.19 Final Test Modified (Updated)

Postby jimbob » Sat Sep 21, 2013 3:24 pm

Does not work with Ultimate Doom and latest GZDoom build (gzdoom-g1.8.1-253)

ANIMDEFS: Can't find SLIME01
ANIMDEFS: Can't find SLIME02
ANIMDEFS: Can't find SLIME03
ANIMDEFS: Can't find SLIME04
ANIMDEFS: Can't find SLIME05
ANIMDEFS: Can't find SLIME06
ANIMDEFS: Can't find SLIME07
ANIMDEFS: Can't find SLIME08
ANIMDEFS: Can't find BFALL1

Execution could not continue.

Script error, "BRUTALV19MOD.PK3:animdefs" line 873:
Unknown texture BFALL1
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Re: Brutal Doom v0.19 Final Test Modified (Updated)

Postby Quadruplesword » Sat Sep 21, 2013 6:54 pm

Does not work with Ultimate Doom and latest GZDoom build (gzdoom-g1.8.1-253)


I think that may be an issue with the latest build of GZDoom and not Brutal Doom specifically.
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Re: Brutal Doom v0.19 Final Test Modified (Updated)

Postby Xangi » Sat Sep 21, 2013 7:46 pm

Quadruplesword wrote:
Does not work with Ultimate Doom and latest GZDoom build (gzdoom-g1.8.1-253)


I think that may be an issue with the latest build of GZDoom and not Brutal Doom specifically.

It is an issue with brutal doom.

If you check back to around page 420-430 in the BD V018 thread I posted a fix. Basically just open up animdefs and comment out the offending lines.
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Re: Brutal Doom v0.19 Final Test Modified (Updated)

Postby Quadruplesword » Sat Sep 21, 2013 10:10 pm

If you check back to around page 420-430 in the BD V018 thread I posted a fix. Basically just open up animdefs and comment out the offending lines.


Hm, odd. This version of Brutal Doom works just fine out of the box with Ultimate Doom for me (but I'm also using an older version of GZDoom).
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Re: Brutal Doom v0.19 Final Test Modified (Updated)

Postby Daft_Guy » Sat Sep 21, 2013 11:57 pm

I prefer the ZDoom's sound when you find a secret :?
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