[Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2016)

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[Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2016)

Postby zedas » Wed Jan 14, 2015 6:24 pm

Update 01/22/2016: Updated to version 3.2.1 for Brutal Doom v20b
Update 01/22/2016: Updated to version 1.6.1 Hellspawn+Voxelbro+zedas

Hi all, I dusted off my old doom copies and installed them a while ago. I then went looking for mods, boy are there a lot :shock:. Getting all the cool ones I've found to play nice together has been tricky. I've been having a hoot with Brutal Doom and I wanted all the nice voxels found here Voxelbro's thread to work with the standard edition, so I put this patch together. It may have already been done, but I couldn't find one. I've uploaded here, so somebody else can use it if they like without the hassle of having to make their own.

Download:
mediafire download Brutal Doom Voxel Patch 3.2.1

Old Versions:
Spoiler:


ScreenShot:
Spoiler:


Instructions From the Readme:
Brutal Doom Voxel Patch
--------------------------

Changelog:
--------------------------
Spoiler:


This is a patch to make all of the nifty user created Doom voxels work properly with standard Brutal Doom v20b.


Issues:
--------------------------
Voxel flames don't look very good - Fixed
Candelabra flickers between voxel and sprite - Fixed
Candle flickers between voxel & sprite and is scaled wrong - Fixed
Barrel moving - Fixed
Large Red, Green, and Blue torches don't use voxels - Fixed
Small torches don't use voxels - Fixed
Some weapons don't use voxels - Fixed (see Notes)
Shotgun Shells are scaled too large - Fixed
Switches don't use voxels - Not Fixed (much harder to implement, so I can live with this one)
Not all decorations and items use voxels - Ongoing work


Necessary Components:
--------------------------
Doom or Doom II wad file (if you're this far you should probably know this)

The up to date GZDoom builds can be found here
http://forum.drdteam.org/viewforum.php? ... 9589ad028c

or here for development builds
http://devbuilds.drdteam.org/gzdoom/

Brutal Doom can be found here
http://www.moddb.com/mods/brutal-doom


Installing:
--------------------------
Put "BD_Voxel_Patch_3-2-1.pk3" in the same directory as gzdoom.exe, or in a folder you specify in the config e.g. "Addon".

In the Autoload section of your zdoom ini (which will be "zdoom-<ADMINISTRATOR NAME>.ini") you must make/alter these entries to explicitly this order:

[Global.Autoload] (ditto for any of these [Doom.Autoload]/[Doom1.Autoload]/[Doom2.Autoload]/etc.)
Path=brutalv20b.pk3
Path=BD_Voxel_Patch_3-2-1.pk3

There can be other files in between them (though I'd advise against that), but those two files must be loaded in that order for this patch to work.
To test if it's working, type "map test" in the gzdoom console (tilde key). This should take you to a test map that has all (just about) of the voxels displayed.

Example autoload (mine) with Brutal Doom and Doom 2:
Spoiler:


Notes:
--------------------------
-Voxelbro made a patch and some voxels to work with the Sperglord edition of Brutal Doom. It worked great, but wasn't quite what I was after since I prefer the standard edition of Brutal Doom, so I decided to create this.
-Some voxels didn't look exactly like their Brutal doom counterparts (chaingun, rocket launcher, plasma gun, shotgun), I've attempted to remedy that and I think it turned out ok.
-(welp, so much for this) This stuff could likely be done more cleanly by altering the source files, but I prefer not to redistribute other people's work whenever possible, or as little as possible when that's not possible.
-The original voxels can be found here in Voxelbro's thread on the ZDoom forums viewtopic.php?f=19&t=45526
-Compatibilty is included for my favorite HUD mod the Ultimate Doom Visor
-In updating the Brutal Doom Voxel patch I found I also had an updated vanilla doom voxel patch.
Download it here -> mediafire download Hellspawn+Voxelbro+zedas1.6.1


Acknowledgements:
--------------------------
Big Thanks to the creators of the GZDoom source port, Sergeant Mark IV and his Brutal Doom mod, Team Hellspawn and Voxelbro for the Doom voxels and their fixes. Awesome job on adding new life to an old classic game. See "Credits.txt" for full credit listing.

Full Credit Listing
Spoiler:


Cheers
zedas
Last edited by zedas on Fri Jan 22, 2016 2:21 am, edited 19 times in total.
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby Skrell » Wed Jan 14, 2015 10:18 pm

Where can I get Aspengers and Tourettes Voxels1.1.pk3 ?
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby Jaxxoon R » Wed Jan 14, 2015 10:26 pm

Creative little smelthead. Really fucking mature. Nevermind if the voxels are of actual quality or not.

By this point, people who constantly claim and hate on shit like Brutal Doom, My Little Pony, and Pewdiepie are several times more annoying than the actual things.

And I don't even fucking like those things, so you know it's pretty goddamn bad by this point.
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby wildweasel » Wed Jan 14, 2015 11:05 pm

Uh...what happened here? What did Skrell (or zedas for that matter) do to invoke such ire?
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby Armaetus » Wed Jan 14, 2015 11:34 pm

You could tell people to simply load the voxels file after the main BD file in their favorite front end.
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby Toberone » Wed Jan 14, 2015 11:40 pm

wildweasel wrote:Uh...what happened here? What did Skrell (or zedas for that matter) do to invoke such ire?


Based on his post, it's possible Jaxxoon here thought Skrell's post was an insult

What he doesn't realize he's referring to Sperglord edition which has that name because the author who made that edit of brutal doom is a self-proclaimed "sperg", can't find you a quote on that but I'm sure he would back me up on it. Otherwise I have no idea what his problem is.

Skrell wrote:Where can I get Aspengers and Tourettes Voxels1.1.pk3 ?


viewtopic.php?f=19&t=45526
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby zedas » Thu Jan 15, 2015 1:57 am

Jaxxoon R wrote:Creative little smelthead. Really fucking mature. Nevermind if the voxels are of actual quality or not.

By this point, people who constantly claim and hate on shit like Brutal Doom, My Little Pony, and Pewdiepie are several times more annoying than the actual things.

And I don't even fucking like those things, so you know it's pretty goddamn bad by this point.


Ummm.... Sorry?

Glaice wrote:You could tell people to simply load the voxels file after the main BD file in their favorite front end.


That doesn't work seamlessly unfortunately. The last item in the load order wins, but there is a little more going on in the defines than just that. Doing it that way, you'll get sprite/voxel flickering on candles and candelabras and BD's torch's with their nifty flame and lights will be overidden.
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby Devianteist » Thu Jan 15, 2015 7:46 am

Quite the neat little addon/patch you've got here. Didn't think someone would go about making this, seeing as Sperglord is a thing. Good job so far.

Don't have any critique for ya, but I'm not good at that anyway.
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby Jaxxoon R » Thu Jan 15, 2015 7:42 pm

Sorry, mate. Didn't realize that was the case, guess that's just what happens when you jump to conclusions. :oops:

Anyways, It's a nice thing for those that like unmodified Brutal Doom. Personally I find Sperglord/Row Edition to actually be pretty fun, so it's nice you linked to the original voxel packs, or I'd have never found them.
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby cem26 » Fri Jan 16, 2015 6:31 pm

where did you get lighting wad?
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby zedas » Fri Jan 16, 2015 6:58 pm

sycspysycspy wrote:FYI the gzdoom download link : http://www.osnanet.de/c.oelckers/gzdoom/download.html is kinda old.
Get the latest here:
http://forum.drdteam.org/viewforum.php? ... 9589ad028c


Thanks! I'll update that


cem26 wrote:where did you get lighting wad?


The lighting is part of GZDoom. It comes from "Lights.pk3" which should be set in the autoload before that other items I mentioned. I should update this in the readme as well.
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby SouthernLion » Fri Jan 16, 2015 8:08 pm

This is the hardest I've ever laughed on these forums. Ever.

(Not at your mod, at the incredibly confused extremely volatile escalation of the conversation and everyone's reaction.)
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby Devianteist » Fri Jan 16, 2015 10:50 pm

RexS wrote:This is the hardest I've ever laughed on these forums. Ever.

(Not at your mod, at the incredibly confused extremely volatile escalation of the conversation and everyone's reaction.)


Heh, if you want a good laugh, look at Brutal DOOM's ModDB page's comments section. It was about to get quite heated, but it is hysterical. At least, to me.

To add a little suggestion to this patch's author;

Perhaps you (zedes) could add in voxels of other objects that don't seem to have them implemented yet. I'm not sure how they all work, or even if the objects in question even have voxels, but just something to toss around.
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby cem26 » Mon Jan 19, 2015 3:19 pm

am getting this:

Script error 'wdi_exmappack_2a.pk3:exdec/slendered.txt' line 106: Invalid state parameter a_weaponready

and i made steps in readme.ini but i can made something wrong am not codder

# WAD files to always load. These are loaded after the IWAD but before
# any files added with -file. Place each file on its own line, preceded
# by Path=
[Global.Autoload]
Path=hellspawn+voxelbro1.4.pk3
Path=Aspengers and Tourettes Voxels1.1.pk3
Path=brutal19.pk3
Path=BD_Voxel_Patch.pk3

# Wad files to automatically load depending on the game and IWAD you are
# playing. You may have have files that are loaded for all similar IWADs
# (the game) and files that are only loaded for particular IWADs. For example,
# any files listed under Doom.Autoload will be loaded for any version of Doom,
# but files listed under Doom2.Autoload will only load when you are
# playing Doom 2.

[Doom.Autoload]
Path=hellspawn+voxelbro1.4.pk3
Path=Aspengers and Tourettes Voxels1.1.pk3
Path=brutal19.pk3
Path=BD_Voxel_Patch.pk3

[Doom1.Autoload]
Path=hellspawn+voxelbro1.4.pk3
Path=Aspengers and Tourettes Voxels1.1.pk3
Path=brutal19.pk3
Path=BD_Voxel_Patch.pk3

[Doom2.Autoload]
Path=hellspawn+voxelbro1.4.pk3
Path=Aspengers and Tourettes Voxels1.1.pk3
Path=brutal19.pk3
Path=BD_Voxel_Patch.pk3

[TNT.Autoload]
Path=hellspawn+voxelbro1.4.pk3
Path=Aspengers and Tourettes Voxels1.1.pk3
Path=brutal19.pk3
Path=BD_Voxel_Patch.pk3

[Plutonia.Autoload]
Path=hellspawn+voxelbro1.4.pk3
Path=Aspengers and Tourettes Voxels1.1.pk3
Path=brutal19.pk3
Path=BD_Voxel_Patch.pk3
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