[v2.4] Brutal Doom Patch

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

What do you think of the fixes so far?

Great
13
50%
Okay
7
27%
Don't care
5
19%
Meh
1
4%
Bad
0
No votes
 
Total votes: 26

User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Discord: Zombie#1795
Location: Gold Coast, Queensland, Australia

[v2.4] Brutal Doom Patch

Post by The Zombie Killer »

The Zombie Killer's Brutal Doom Patch
(Designed for Brutal Doom v19)
v2.4

IMPORTANT
Please ensure you are using the latest Git build of GZDoom. (obtainable here)
When you load the patch, do not load Brutal Doom alongside it, because the patch will load it automatically.
Just make sure that Brutal Doom's pk3 is in the same folder as GZDoom or is in any of your custom filesearch paths.

Zandronum will NOT be supported until it supports the following features:
Spoiler:
Please ensure you are using the latest Git build of GZDoom.

Changelog

Code: Select all

v2.4
* Fixed "Unknown" value for "Drop Items on Death" in menu (turns out this bug also stopped you from disabling the feature)
* Added "NoAmmo" state for Shotgun (a.k.a it now clicks when it has no ammo and you try to fire/reload)
* Patch version number is now listed at startup
* Fixed bug that caused the shotgun infinite ammo fix to only work with manual reloads
* Fixed bug that caused you to throw all of your meatshields upon death/suicide if you had the "drop items on death" option enabled

v2.3b
* Fixed bug that caused you to only drop SOME of your weapons when you die if you had that feature enabled.

v2.3
* Removed DoomMetal autoload
* Added "Allow >100 Regeneration" option to menu
* Increased regeneration slider maximum from 100 to 200
* Added blood fade options, can go from instant to 5 minutes, or never fade.

v2.2
* SSG improvements

v2.1
* Fixed a mistake I made where I forgot to give the player "Melee_Attacks2" instead of "Melee_Attacks" (this would prevent you from using Melee unless you used cheats)
* Added full reload function for SSG

v2.0
I'm working on the patch again, with some old and new fixes:
* Brutal help menu works in Ultimate Doom/Registered Doom (Doom 1)
* Loads DoomMetal, DoomMetal2, DoomMetalVol3 and\or DoomMetalVol4 in proper order if present
* Automatically loads Brutal Doom v19 if present, no shortcuts or batch files needed, just load the patch by itself!
* Large amount of fixes to the SSG
* Custom "fuck yourself" sounds can be used, hell, you can change it to the sound of an imp just by changing a console variable (cl_fuckyourself)
* Infinite ammo works
* Built-in regeneration addon, can be enabled/disabled in the options menu
* You now have the option to have all your weapons drop on the ground when you die (like in Postal 2)
* MP40 shows ammo count
* SSG shows ammo count
* You now start with a pistol as well as the rifle. The pistol is completely optional to use of course.
* Minor cosmetic fixes
* Weapon tracers look the same in GL and Software thanks to voxels
Screenshots:
Options Menu:
Image

Download (or get it on ModDB):
brutalpatch_24.zip
You do not have the required permissions to view the files attached to this post.
Last edited by The Zombie Killer on Tue Nov 19, 2013 12:26 am, edited 12 times in total.
User avatar
Armaetus
Posts: 1252
Joined: Fri Mar 13, 2009 3:55 pm
Discord: Armaetus#8512
Github ID: GlaiceOldSchoolRTS
Graphics Processor: ATI/AMD with Vulkan Support
Location: New York State

Re: [v2.2] Brutal Doom Patch

Post by Armaetus »

It should not auto-load the Doom Metal WAD files, what if I want to use custom music of my own? I would suggest making that an option as well if possible.
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Discord: Zombie#1795
Location: Gold Coast, Queensland, Australia

Re: [v2.2] Brutal Doom Patch

Post by The Zombie Killer »

Mr. Chris wrote:what if I want to use custom music of my own?
Then just load that music alongside the patch.
I'll remove the autoloading though.
User avatar
NantoCodd
Posts: 230
Joined: Thu Jul 18, 2013 12:58 am
Location: The Ultimate DOOUMB

Re: [v2.2] Brutal Doom Patch

Post by NantoCodd »

The drop items on death option just shows unknown for me. How to fix it? And will the blood stay time will be added like the old versions? That was the main feature of your patch and i miss it so much :(
PaskaTykki
Posts: 201
Joined: Wed Jul 11, 2012 5:34 am
Location: Finland

Re: [v2.2] Brutal Doom Patch

Post by PaskaTykki »

Is possible make Zandronum versio? I get this error when i try run with Zandronum.

Script error, "BP.pk3:decorate.txt" line 65:
Invalid state parameter acs_namedexecutealways

Are you gonna fix bugs again?
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Discord: Zombie#1795
Location: Gold Coast, Queensland, Australia

Re: [v2.2] Brutal Doom Patch

Post by The Zombie Killer »

NantoCodd wrote:The drop items on death option just shows unknown for me. How to fix it? And will the blood stay time will be added like the old versions? That was the main feature of your patch and i miss it so much
Update to the latest Git build of GZDoom. You're probably using an older version.
As for the blood stay time, I'm working on adding it back in, I just wanted to get the more important stuff done first.
If you don't want to upgrade your version of GZDoom (or ZDoom), even though you probably should, you can type this in the console and restart the game:

Code: Select all

set cl_dropitems 1
archivecvar cl_dropitems
PaskaTykki wrote:Is possible make Zandronum versio? I get this error when i try run with Zandronum.

Script error, "BP.pk3:decorate.txt" line 65:
Invalid state parameter acs_namedexecutealways

Are you gonna fix bugs again?
Since I hate Zandronum because of how outdated it is, I don't plan on supporting it at the moment. I'll see what I can do once I have some more fixes done.
And yes, I'm still fixing bugs, after I have a few other things done, I'm going to see if I can fix the hitbox issue so that corpses can be shootable again.
User avatar
NantoCodd
Posts: 230
Joined: Thu Jul 18, 2013 12:58 am
Location: The Ultimate DOOUMB

Re: [v2.2] Brutal Doom Patch

Post by NantoCodd »

Ah, the command works. I already use latest svn and maybe this latest patch conflict with my zdoom config. Thanks!
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Discord: Zombie#1795
Location: Gold Coast, Queensland, Australia

Re: [v2.3b] Brutal Doom Patch

Post by The Zombie Killer »

v2.3 out. Now includes the blood stay options.
EDIT: v2.3b hotfix out.
PaskaTykki
Posts: 201
Joined: Wed Jul 11, 2012 5:34 am
Location: Finland

Re: [v2.3b] Brutal Doom Patch

Post by PaskaTykki »

Nice that blood option. :) Can you add shells, magazine and bullet holes same options?

Bugs what i found Brutal Doom if you can look some.

- Hell Knight and Baron of Hell body parts destroyed very easily from explosion.
- Baron of Hell bugged with fast monster on. Try brutal kill Shotgun Zombie, but freeze. video: http://www.youtube.com/watch?v=0C0Dgyyz ... e=youtu.be
- Revenant non-guided missile doesn't knock back Imp, Rifle Zombie and Shotgun Zombie.
- Pump Shotgun have iron sight problem. http://www.youtube.com/watch?v=2Gdxe32RKrU
- Lost Soul free Marine.
- Cant kill head shot suffering state Rifle and Shotgun Zombie.
- Rifle Zombie doesn't have fallin dead
- Crawling Revenant missing shooting rotations
- Monster doesn't attack Crawling Revenant
- Archvile coprse block way when die under door. Can pass with crouch
- Player bleed only if have Rifle or Pump Shotgun in hand. If have other weapon in hand, player doesn't bleed.
- Player Mancubus Cannon burning flames doesn't hurt player.
- Mancubus Cannon vanish, if drop to water.
- Mancubus projectile doesn't have splash damage.
- When you have Lost Soul in hand. Kick doesn't work very well.
User avatar
Mav3rick
Posts: 966
Joined: Sun Jan 13, 2013 6:48 pm
Location: Hell

Re: [v2.3b] Brutal Doom Patch

Post by Mav3rick »

well i got to moddb download v19 put the path to load with it and i got a huge "Tried to register class" xxxxx there are some "bad hex number : no" and in the end of the screen "Execution could not continue. 1 errors while parsing DECORATE scripts"

so no idea what is wrong and yes im using the last Git build...
User avatar
NantoCodd
Posts: 230
Joined: Thu Jul 18, 2013 12:58 am
Location: The Ultimate DOOUMB

Re: [v2.3b] Brutal Doom Patch

Post by NantoCodd »

Have you tried loading the patch after brutal19.pk3?
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Discord: Zombie#1795
Location: Gold Coast, Queensland, Australia

Re: [v2.3b] Brutal Doom Patch

Post by The Zombie Killer »

PaskaTykki wrote:When you have Lost Soul in hand. Kick doesn't work very well.
I know about this one, I'm gonna get it fixed in the next version.
PaskaTykki wrote:Player bleed only if have Rifle or Pump Shotgun in hand. If have other weapon in hand, player doesn't bleed.
I noticed this one too, I think I can fix it by automating the bleeding through ACS.
PaskaTykki wrote:Nice that blood option. :) Can you add shells, magazine and bullet holes same options?
Sure
Mav3rick wrote:well i got to moddb download v19 put the path to load with it and i got a huge "Tried to register class" xxxxx there are some "bad hex number : no" and in the end of the screen "Execution could not continue. 1 errors while parsing DECORATE scripts"
Follow these steps and see if you still encounter the issue:
1. Download the latest Git build of GZDoom.
2. Download the patch
3. Download Brutal Doom v19
4. Place brutal19.pk3 in the same folder as GZDoom
5. Place brutalpatch.pk3 in the same folder as GZDoom
6. Drag brutalpatch.pk3 but NOT brutal19.pk3 onto GZDoom
User avatar
Mav3rick
Posts: 966
Joined: Sun Jan 13, 2013 6:48 pm
Location: Hell

Re: [v2.3b] Brutal Doom Patch

Post by Mav3rick »

NantoCodd wrote:Have you tried loading the patch after brutal19.pk3?

yup
The Zombie Killer wrote: Follow these steps and see if you still encounter the issue:
1. Download the latest Git build of GZDoom.
2. Download the patch
3. Download Brutal Doom v19
4. Place brutal19.pk3 in the same folder as GZDoom
5. Place brutalpatch.pk3 in the same folder as GZDoom
6. Drag brutalpatch.pk3 but NOT brutal19.pk3 onto GZDoom
lol well all was already done, but didnt know that the patch auto load brutal doom :P

thanks now all work fine ;)
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Discord: Zombie#1795
Location: Gold Coast, Queensland, Australia

Re: [v2.3b] Brutal Doom Patch

Post by The Zombie Killer »

Mav3rick wrote:lol well all was already done, but didnt know that the patch auto load brutal doom :P
Yeah, I should've put that little note in the first post before, oh well. At least it's working now
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Discord: Zombie#1795
Location: Gold Coast, Queensland, Australia

Re: [v2.4] Brutal Doom Patch

Post by The Zombie Killer »

v2.4 released. Changing the disappear rate for things like bullet casings will be coming in the next version.

Return to “TCs, Full Games, and Other Projects”