Following the GZDoom port of Doom 64, BD-64 revitalizes the old Doom 64 with new special effects, particles, lightning, gore, new sounds, more weapon animations (shotgun reloads, smoother minigun barrels, etc.) and monsters and stuff cut from the original Nintendo 64 version. Works on GZDoom and Zandronum in OpenGL mode. (Zdoom and Zandronum Software mode are not supported.) No downloads available yet. Mod still is very early WIP.
Brutal Doom 64 v2.5 (formerly Brutal Doom 64 v2 patched) is an unofficial updated version of Brutal Doom 64 v2 and is compatible with Zandronum, GZDoom and LZDoom. Please see the full description for details. I have resolved most if not all bugs from the Brutal Doom v2 release as well restoring compatibility with newer GZDoom source ports. I have also reworked the classical player mode to be more of a vanilla experience, i.e. no weapon reloading, no stamina, no kicking, no chainsaw fuel, no alt fire and reworked the Unmaker to work as close as possible to vanilla Doom 64 as well as using cell ammo. New player classes are added as well Nightmare difficulties with the Nightmare monsters from Onox792's Project Nightmare. Project Nightmare's random spawners have been integrated in and are optional. Light halos and fog can now be turned off(located in BD64 options from the main menu). Click on Read more... for installation instructions and changelog
Installation from scratch:
On top of the download you will also need:
⦁ "Doom2.wad" or "Freedoom2.wad". (N.B. Freedoom is an open source project and is free to download from: Freedoom.github.io)⦁ The music soundtrack is not included with the download. There are several options:
1. Original Doom 64 soundtrack: Moddb.com
2. Remastered Doom 64 soundtrack: Moddb.com
3. For alternative music, check the BD64 addons page: Moddb.comZandronum
⦁ Download Zandronum. The latest stable and dev version can be found here: Zandronum.com⦁ In the main Zandronum directory place either "Doom2.wad" or "Freedoom2.wad".
⦁ In the Zandronum main directory create a new folder called "skins" and place any mod files here that you want to load (mod, maps, music, etc).
⦁ Run Zandronum.exe to play
GZDoom
⦁ Download GZDoom: Zdoom.org⦁ In the main GZDoom directory place all files here (Doom2.wad or Freedoom2.wad and mod files).
⦁ There are multiple ways to load the mod. Here are a few methods:
- Drag all mod files onto the GZDoom.exe to run.
- Use a ZDoom Loader (ZDL) to load mods.
- Start GZDoom.exe and exit the game to generate a config file gzdoom-<username>.ini. Edit the config file and add the mod file names under the [doom.autoload] heading and save the config.
example:
[doom.autoload]
⦁ Run GZDoom.exe to play
path=bd64game_v2.5.pk3
path=bd64maps_v2.5.pk3
path=any other mod file
Delta Touch (Android Only)
- Delta Touch Google Play link: Play.google.com
- After installing the app the necessary folders are automatically created on your device.
- The simplest way to transfer file is to use a cable to transfer from computer to device. You can also just use the device to download and place the files.
- Place Doom2.wad or Freedoom2.wad into folder OpenTouch/Delta
- Place all mods into the folder OpenTouch/Delta/mods
- Start Delta Touch and select your desired sourceport. Press on the large arrow on the left to bring up the sourceport list. Select either Zandronum or if using GZDoom remember to use v3.8.2 or above.
- When selecting mods, the load order is determined by the sequence you select mods from the list. N.B. To clear the active mods press the X icon, this is handy of you have an incorrect loading order.
- Press the play button to begin.
Optional Addons
A new optional addons folder has been added in the download. It contains the following:
1. D64_Messages_Freedoom.pk3. This is a must if playing BD64 if using Freedoom to display the correct hud messages.
2. bd64game_v2.5-OLD_RIFLE.pk3. Just in case players do not like the new rifle sprites, this alternative game file contains the old rifle sprites. N.B. As this is an alternative game file, do not load this with bd64game_v2.5.pk3
3. HDLASERGUN.pk3. Hi-resolution sprites for the laser gun.
4. ZBD64_v2_Intro_Music.pk3. This is a music replacement for the intro map00 with the original intro map music from v2.
5. NDBD64_Enhanced.pk3. This is a patched and reworked version of the addon New Deaths for BD64. It contains bugs fixes to the original addon and I have added extra death states for the nightmare monsters and zombies. It also has new death combinations and head shot deaths for one arm zombies and imps types.
⦁ N.B. The main mod is also playable without the Brutal Doom 64 maps. Give the "bd64game_v2.5.pk3" a try on other map packs. This is working with Doom 1+2 etc, Freedoom 1+2, Hell2Pay, Perditions Gate WADs maps without any issues and should be compatible with many more.
IMPORTANT: Update 30 has revised ACS scripts therefore old saves are not compatible.
List of fixes and changes
INITIAL RELEASE
⦁ Fixed the OpenAL Error caused by large water explosions when using GZDoom source ports that use OpenAL for sound output.
⦁ Reduced the amount of water particles from large water explosions improving performance.
⦁ Fixed the Revenant standard death where 1 frame was missing showing the vanilla Revenant for a moment.
⦁ Fixed the standard HUD, stamina and health count no longer clash and have added clip count.
⦁ Fixed the Brutal Doom 64 Ketchup options not displaying in newer GZDoom source ports. Ketchup options can be now accessed from the Main Menu under "BD64 Options".
⦁ Punches are now silent.
⦁ Removed unmaker sound when equipped (Classical mode only)⦁ SSG revisions - I noticed if you have 1 shell loaded and use primary fire the shell count decreases by 3. Changed to if 1 shell loaded and use primary fire the SSG will reload. (superseded since u2)
⦁ Fixed various console error messages caused by script errors.
UPDATE 2
⦁ The SSG reloading and firing been reworked and now has a clip like other tactical weapons. (CREDIT TO Xamp)
UPDATE 3
⦁ The SSG for classical mode had been fixed. Alternate fire and reload has been removed.
UPDATE 4
⦁ Random player class removed from the player selection screen.
⦁ Stamina has been removed from classical mode.
UPDATE 5
⦁ The chainsaw for classical mode no longer uses ammo.
⦁ Fixed a small issue in tactical class when first picking up the shotgun and plasma rifle where you had to reload before first use. Now the weapons will be ready to fire upon pickup.
UPDATE 6
⦁ Reworked the Tactical Super shotgun script to make the mod compatible with Zandronum again.
⦁ Removed kicking ability from classical mode.
⦁ Removed or renamed duplicated sprites and sounds from the mod.
UPDATE 7
⦁ Reworked imp shotgun and super shotgun deaths. (CREDIT TO Styd051)
⦁ Fixed an issue with the Classic chainsaw being silent when idle. Idle sound is now restored
⦁ Removed hearing tired sound when attempting to kick in classical mode.
⦁ Fixed the Doom64 marine not giving soul ammo for the unmaker. (Tactical mode only)
UPDATE 8 to 8.3
⦁ Fixed a bug in tactical mode when picking up berserk pack would not switch to fists.
⦁ Further revision to unmaker soul ammo from zombies. Now gives 1 ammo instead of 2 and fixed some death states not giving ammo from Doom64 Marine. Also imps no longer give soul ammo. (Tactical mode only)
⦁ Resolved stamina drain from keeping run button pressed whilst not moving (CREDIT TO Iddqd_Idkfa_Idclip)
⦁ Resolved issues with imp death from chainsaw and BFG. (CREDIT TO Styd051 for the BFG death)
⦁ (u8.3) Corrected super shotgun pickup message. Previously it was showing the shotgun pickup message.
UPDATE 9 to 9.1
⦁ Tweaked chainsaw deaths for imps, now showing the correct death state.
⦁ Fixed not being to get 100% kills on certain maps.
⦁ (u9.1) Additional fix for MAP07 Research Labs. There were four unkillable monsters preventing 100% kills.
⦁ (u9.1) Refixed silent punches. (Somehow this fix was lost inbetween updates)
UPDATE 10 to 10.2
⦁ Added Hellhound sounds. (CREDIT TO Styd051)
⦁ Fixed some ammo and ammo2 icons. Weapon ammo capacity will now show in the AltHUD.
⦁ Fixed some console error message for duplicated defs and image references.
⦁ (u10.1) Fixed Berserk kick attacks on a number of monsters.
⦁ (u10.1) Resolved a number of console error messages relating to Doomdefs.
⦁ (u10.2) Fixed a reload loop bug with the super shotgun when running out of ammo.
UPDATE 11 to 11.2
⦁ Fixed weapons cheat console command. It was giving all weapons from both player classes causing a clash.
⦁ Fixed missing or incorrect weapon tags.
⦁ Fixed console errors relating to unknown actors.
⦁ (u11.1) Fixed default keyboard key binding for weapon reload. Sgt Mark always added a separate brutal doom reload key. (you can use either key binding)
⦁ (u11.1) Added a small graphic change when shooting monsters with either the plasma rifle or laser gun now leaves a small fire on monster corpse.
⦁ (u11.2) Fixed a minor issue by stopping 3 stamina being collected from backpacks. (Classical mode only)
⦁ (u11.2) Fixed a missing shotgun cocking sound when gun was fully loaded.
UPDATE 12 to 12.3
⦁ Fixed hearing chainsaw start-up sound whilst using chainsaw.
⦁ Added doom 64 pickup messages via DEHACKED. Previously, if using Freedoom2.wad instead of Doom2.wad as the base IWAD the Freedoom messages would override Doom messages.
⦁ (u12.1) Fixed ammo pickup amount from weapons in classical mode.
⦁ (u12.1) Dropped weapons now give half the ammo amount, i.e. the shotgun pickup gives 8 but a shotgun dropped by a zombie gives 4.
⦁ (u12.1) Removed the always pickup flag from weapons. Now when ammo is full you will stop picking up weapons for ammo.
⦁ (u12.2) Minor fix to the Hellhound raise state. Before if resurrected it was showing a pinky demon.
⦁ (u12.3) Fixed issue where monsters will always face the camera even if looking from above or below.
UPDATE 13
⦁ For Classical mode only, have increased rocket launcher rocket damage. It is now set at 40 from 20 and decreased rocket speed down from 50 to 35. (this is now the same as the cyber demon rocket)
⦁ Revised the Unmaker to mimic Doom64 style as close as possible i.e. uses cell ammo and adjusted the damage, fire rate and ammo consumption based on unmaker artefacts (classical mode)
⦁ Revised Map 29 - Outpost Omega where if playing Classical mode you will pickup the Unmaker here instead of the Laser gun.
⦁ Revised naming of difficulty levels to match Doom64.
⦁ Revised Map00 name to Landing site and changed the music. (The reason for the change is every other map has a dark ambient music style)
UPDATE 14
⦁ Revised the unmaker laser beam particles to not obscure vision.
⦁ Increased Kick attack damage from 10-15 to 15-25, berserk kick damaged from 62 to 70-90.
⦁ Revisions made to monsters in the introduction map.
UPDATE 15
⦁ Added Tactical pistol with a reloadable clip.
⦁ Renamed Tactical class to tactical class (rifle) and added a new class tactical class (pistol).
⦁ Fixed some unknown texture definitions.
UPDATE 16
⦁ Added a melee attack to the Revenant. (won't work with "New Deaths for Brutal Doom 64" add-on as it overwrites the Revenant decorate states)
⦁ Resolved a bug where if using the add-on "New Deaths for Brutal Doom 64" you can kill the baron of hell with one head SSG shot.
⦁ Resolved a texture bug on Map00 where an airstrike bomb would show smoke with an opaque background.
⦁ Weapon slots have been adjusted and are now the same for each class i.e. the assault rifle is now slot 4 for both classes.
⦁ Removed the DEHACKED Freedoom messages from the main mod file. This is now provided as an optional addon included with the download. (Only needed if using Freedoom)
UPDATE 17
⦁ Fixed minor bug in reload animation for the tactical shotgun.
⦁ Added knock back to kick attack types. (being berserked will knock back monsters further)
⦁ Air kick attacks now use 25 stamina (down from 40).
⦁ Decreased jumping height as too often air kick attacks were jumping over monsters.
⦁ Added faster stamina recovery whilst walking if you have the berserk pack. (Tactical mode)
UPDATE 18
⦁ Fixed a bug with zombies being killed over liquid with the chain gun would make them vanish.
⦁ Added a melee attack sound to the cacodemon.⦁ Revised the "watch me die" and "Hardcore" difficulties slightly. (superseded since u19)
UPDATE 19 (Nightmare)
⦁ Added new difficulties, Nightmare and Torment and removed the incomplete realism difficulties. (Nightmare monsters and harder monsters will replace normal monster types)
⦁ Fixed a bug with the Tactical SSG where if you had 1 shell remaining you would reload 2 shells.
UPDATE 20
⦁ Project name changed to Brutal Doom 64 v2.5 in reflection of the numerous fixes and changes.
⦁ Integrated project nightmare's random spawners into optional spawners. toggle on/off from BD64 options.
⦁ Added an option toggle to replace hellhounds with archviles. (Hellhounds can still appear through random spawners from Demons)
⦁ Set monster aggression to normal for difficulties (Hardcore, Niightmare & Torment)
UPDATE 21
⦁ Bug fixes to a couple of classical weapon spawn states.
⦁ Added melee attack sound to nightmare cacodemon and revised the cacodemon melee attack sound.
⦁ Cacodemon and Nightmare cacodemon will no longer infight. Hellhound and demon types can now infight.
⦁ Bug fixes to the intro marines.
⦁ Fixed a bug with the new monster spawners where in MAP08 the cyber demon would not appear.
⦁ Tweaks to the weapon selection order.
UPDATE 22
⦁ Added leg gib for pinky demon.
⦁ Added arm gib for archvile.
⦁ Created extra death sprites for the nightmare imp, spectre, nightmare cacodemon and hellhound. (Now corpses and separated limbs will be the correct colour)
⦁ Fixed monster random spawners causing instant level completion on Map 25 - No Escape.
⦁ Fixed item random spawners causing monster traps to trigger instantly.
UPDATE 23 to 23.2
⦁ Added Zombies can now infight.
⦁ Fixed spawn states for the nightmare imp, spectre and nightmare spectre.
⦁ Fixed some spectre death sprites.
⦁ Created extra death sprites for the nightmare spectre.⦁ Added a workaround for monsters spawned using the monster spawners losing an ambush flag. Therefore, a monster hearing range has been added.(Superseded since u23.3)
⦁ Tweaked the Annihilator for compatibility with non-brutal doom 64 maps (on Doom2 Map08 the Annihilator would get stuck)⦁ (u23.1) Increased imp hearing distance (Superseded since u23.3)
⦁ (u23.2) Fixed missing frame for animated waterfall texture
⦁ (u23.3) Fixed monsters losing map set ambush flags caused by the optional spawners.
UPDATE 24 to 24.2
⦁ Added the Doom 64 Fun maps to the normal playthrough and accessed after Map24. (Maps 25, 26 & 27)
⦁ Tweaked the Mother demon to be resistant to pain. (Mother demon can no longer enter pain state making it easier to attack the player)
⦁ (u24.1) Fixed bugs in map 32 - Hectic. it is now possible to get the green armour without crouching and made traps more deadly.
⦁ (u24.2) Fixed a missing texture on Map02.
⦁ (u24.2) Minor correction to bullet smoke from tactical pistol.
⦁ (u24.2) Can now gib Hellhounds with the SSG when in close range.
⦁ (u24.2) Slightly increased the SSG firepower.
UPDATE 25 to 25.5
⦁ Implemented auto weapon switching for all weapons with exhausted ammo. Previously only weapons without clips would auto switch over to another weapon once ammo was exhausted. Also now if a weapon has no ammo you cannot select it until there is ammo available (If using Zandronum and you don't want to switch to empty weapons, there is an option in player setup, weapon setup and turn off "switch without ammo").
⦁ (u25.1) Fix for tactical SSG (was taking 2 shells from shell inventory if using alt fire then primary fire buttons with full shell ammo)
⦁ (u25.2) Adjusted Revenant height slightly for doom compatibility (Revenant was getting stuck in ceilings on some Doom levels)
⦁ (u25.2) Tweaked enemy bullet projectile speed to be faster.
⦁ (u25.2) Added Mancubus plasma death state⦁ (u25.3) Renamed bd64game_v2.5.pk3 to bd64mod_v2.5.pk3. This changes the load order in Zandronum. Now maps will load before the mod. This corrects a bug where the demon runes would not show up in the normal HUD. (Superseded since u27)
⦁ (u25.3) Changed menu fonts and cursor. Now menus are in Doom 64 style instead of Doom PC. (CREDIT TO Jimmy - Zdoom)
⦁ (u25.4) Tweaked spider mastermind to be faster, more accurate and damaging.
⦁ (u25.5) Slightly increased demon type monster speed.
⦁ (u25.5) Tweaked monster knockback for air kick, berserk kick and berserk air kick.
⦁ (u25.5) Map00 - Increased lighting in exit switch room. Tweaked monster positions.
⦁ (u25.5) Map01 - Removed texture warnings (0000FF, FEEC00)
UPDATE 26 to 26.2
⦁ Revised all random spawners into separate options.
⦁ Added a new spawn option to replace BD64 monsters with D64 monsters with barons replacing revenants, Arachnotrons replacing hellhounds, Cyberdemons replacing Masterminds.
⦁ Corrected blursphere to demon artefact chance.
⦁ Tweaked jump height to 6.
⦁ Adjusted pistol reload animation.
⦁ Adjusted hellhound spawn chance down (sometimes too many were spawning at once)
⦁ Slight increase to SSG fire.
⦁ (u26.1) Fixed bug with tactical SSG which could cause a loop when on last 2 rounds.
⦁ (u26.1) Fixed bug with tactical SSG where no damage would be dealt on last 2 rounds.
⦁ (u26.1) Increased berserk damage types.
⦁ (u26.1) Increased tactical chainsaw damage.
⦁ (u26.1) Killing Hellknights And Barons with berserk will now cause Xdeath instead of standard death.
⦁ (u26.1) Added alternative main mod file removing stamina from tactical class.
⦁ (u26.1) Added DoomED and spawn ID numbers to nightmare monsters for future compatibility with project Doom 64 Absolution TC Remake. (a new Doom 64 Absolution TC Remake addon has since been released compatible with this mod)
⦁ (u26.2) Fixed compatibility for Absolution TC Remake Secret map where killing the Mother demon would instantly end level.
⦁ (u26.2) Removed obsolete nightmare spawners from BD64maps_v2.5.pk3
UPDATE 27
• Added an optional spawner where a Spider Mastermind can be replaced by a Motherdemon.
• Fixed AltHUD icons for tactical weapons
• Stamina now shows on AltHUD
• Fixed main menu animated skull icon
• Added switch brightmaps
• Mod files renamed back to bd64game_v2.5.pk3 & bd64game_v2.5(nostam).pk3 to change Zandronum skins load order fixing the interface menu skull icon not animating.
UPDATE 28 to 28.4
• Added new class "modern" with the same weaponry as tactical class but without stamina. This supersedes the need for the file bd64game_v2.5(nostam).pk3.
• Fixed stamina resetting on entering new level (tactical class).
• (u28.1) Fixed bug from u28 where tactical chainsaw didn't have idle sound or couldn't kick.
• (u28.1) Added brightmaps for stimpack, medikit and berserk.
• (u28.2) Added decals and fake decals from weapons. Bullet holes, rocket blasts, BFG blasts, etc., will now leave marks on walls, floors and ceilings.
• (u28.2) Added BD64 v1 map 08 - Final Outpost and can be accessed from map 07 - Research Labs via secret exit. This acts as an alternative map 08.
• (u28.2) Removed maps 25, 26 and 27 from normal playthrough but added access to them from map 24 - No Escape via secret exit.
• (u28.3) Added decals and fake decals for monster shots. Zombie bullets, Imp balls, Mancubus shots, etc., will now leave marks on floors, walls and ceilings.
• (u28.3) Added fake floor decal for barrel explosion.
• (u28.4) Fixed Zombies dropping double weapons/ammo if killed by chaingun.
• (u28.4) Fixed Zombies not dropping weapons/ammo if killed by rockets/explosions.
• (u28.4) Added Zombie & Spider Mastermind bullet casings.
• (u28.4) Adjusted Zombieman bullet projectile height to line up with the gun.
• (u28.4) Added option to set amount of wall decals (BD64 Options).
UPDATE 29 to 29.1
• Noticing that the Zandronum ketchup options weren't working correctly. Therefore the old Zandronum and GZDoom ketchup option menus have been removed and simplified into the main BD64 options.
• Added new option to turn on/off floor & ceiling shot/blast decals. (BD64 options)
• Removed some obsolete inventory actors and ACS scripts.
• Redefined door lock keys back to vanilla definitions and removed the clearlocks flag. (This increases compatibility for map packs where keys are defined using Map ACS instead of lockdefs)
• Fix to tactical shotgun where damage is not dealt on last round.
• (u29.1) Added maximum gore limit. This value can be adjusted in the BD64 Options (this will not affect detached limbs)
UPDATE 30 to 30.12
• Added a new option to disable light fog. Change takes effect on new level.
• (u30.1) Candle light fog and other light fogs are also removed using the disable light fog option.
• (u30.1) Revised the ending intermission text.
• (u30.2) Fixed various monster death states that were missing the "A_Bossdeath" flag.
• (u30.3) Fixed bug in Map01-Staging Area where distortion would show behind see through mesh.
• (u30.4) Removed the HD lasergun sprites and restored the original. The HD version can be found as an optional addon found in the optional addons folder.
• (u30.4) Added an optional addon to restore the original BD64v2 Intro music.
• (u30.4) D64 Messages Freedoom addon moved to the optional addons folder.
• (u30.4) Fixed Baron, Hell Knight, Mancubus shot not leaving a decal on the floor.
• (u30.4) Fixed a sprite for Hell Knight shot.
• (u30.5) Reworked deaths for the Marine and Zombie Marine
• (u30.5) Tweaked deaths for the Cyberdemon and Annihilator adding a little more gore
• (u30.5) Tweaked deaths for demon types when killed by shotgun removing a bug.
• (u30.6) Added limb sprites for intro marine and player
• (u30.6) Added optional addon "NDBD64_Enhanced". This is rework of the addon "New Deaths for BD64" to work with BD64 v2.5. Completely bug fixed and features an expanded set of monster deaths and combinations. This includes new sprites for the Nightmare Imp, Spectre and Nightmare Imp
• (u30.7) Fixed limbs and gore to show shaded when using night vision
• (u30.7) Minor fix to fog from light shafts
• (u30.7) Fixed the possibility for monsters killed with chaingun to disappear if killed near a wall.
• (u30.7) Added head shot deaths to imps and zombies with missing arms (NDBD64_Enhanced).
• (u30.7) Fixed Zombie Marine standard death state.
• (u30.8) Fixed bug in map01 where other monsters could pass through mesh in corridor.
• (u30.8) Tweaked default BD64 options for a fresh install.
• (u30.8) Adjusted tactical pistol reload animation.
• (u30.8) Added an optional addon featuring new alternate unmaker sprites.
• (u30.9) Added ability to turn off light halos as well as fog. The change will now take effect immediately.
• (u30.9) Added smoother Shotgun, SSG and Unmaker muzzle flash sprites
• (u30.9) Added new assault rifle sprites
• (u30.9) Fixed that not all corpses were leaving blood pools
• (u30.9) Fixed blood pools not aligning with monster corpse
• (u30.9) Fixed Hellknight and Baron leg gibs disappearing when killed over water
• (u30.9) Added new leg and arm gibs for the cyberdemon and annihilator
• (u30.9) Added new brain gib for the spider mastermind
• (u30.9) Added head shot death to the archvile
• (u30.9) Updated gameinfo file. Added new loading screen (can only be seen if using drag and drop or using a loader)
• (u30.9) Fixed a map graphic glitch on Map02-The Terraformer.
• (u30.10) Fixed sprite glitch with archvile see state if using freedoom
• (u30.10) Added new archvile sounds. previous sounds were too similar to the mother demon
• (u30.10) Improved pistol sprites
• (u30.10) Tweaked sprite for tactical unmaker muzzle flash to not block vision
• (u30.10) Added better BFG shot look
• (u30.10) Added two new pinky demon/spectre sounds
• (u30.10) Tweak to zombie, marine, demon and spectre detached leg limbs to better clip the floor.
• (u30.10) Added floor decal to mother demon fire attack
• (u30.10) Implemented old teleporter fog look and sounds, complete with new floor pentagram look.
• (u30.10) Added empty clip discard to the tactical pistol and tactical plasma rifle
• (u30.10) Revised water texture for Map30-The Lair (was a Doom/Doom2 water texture).
• (u30.11) Fixed a bug where crash could occur if killed by plasma (Arachnotrons)
• (u30.12) Fixed bug for assault rifle where keeping reload pressed would drain ammo.
• (u30.12) Fixed non stopping weapon sounds if using GZDoom 4.8.
Credits:
BTw: Any plans to convert Beta64.wad (a terribly underrated megawad for Doom64EX(imdoom64 engine) into this TC?
Kind regards
hello kyomotion
I can do a remake of the 32 maps of beta64.wad and compatible with brutal doom 64, but sa would take way too long.
Hi Styd051,
As a reference, how long did it take for you to remake the Absolution TC maps (I imagine a lot of time)
Hi swc132994
I’d say about 1 month ^^
It might be a nice 1 month project ;)
But if you have to redo the whole thing (placing textures etc) that must be really a lot of work. I hoped you pro-guys would have some (semi) automated tools to pull that off ;)
of course I will put it in my schedule of maps to redo everything here is my schedule Oucast level remake, Redemption Denied remake, The Reckoning remake, beta64.Wad remake and the lost levels remake.
(of course there will be the nightmare spectre, and nightmare cacodémon, and Annihilator that will appear in it’s levels ! )
Styd051
Sounds like in the future Brutal Doom 64 is going to get a lot bigger, which sounds nice :)
I didn't even know about this megawad until just now. It looks intriguing. I wish I had played a long time ago.
I intend to keep this patched version just purely as a patched up version of Sgt Mark's release.
The reason is that this can be used as a base for development of add-ons and megawads such as Styd051's TC Absolution Remake without inheriting the bugs from the original release.
if I do additional features or get around to map creation (my map making skills are non existent at the moment) then these would be a separate add-on using this patched version as a base.
Update 10 released.
I brought over the Hellhound sounds from D64 Absolution TC Remake. Much appreciated styd051. I also patched up some weapon ammo icons and resolved some console error messages.
Be warned, this update may break a current save game
Zombies are making a rather anti-climactic thud noise when berserk-kicking them to pieces, sounding more like you're kicking a wall than squelching them into a million pieces; the Imps don't exhibit this issue.
EDIT: Another longstanding issue is the fact that the lens flares and other "dynamic" lights look like absolute trash when GZDoom's Enhanced Night Vison mode is enabled, and you pick up some Infrared Goggles. Any way you can utilize some Decorate trickery to have the infrared mode ignore these particular sprites, in this case?
I have just about fixed the kick but need to test it out properly. It shall be released tomorrow.
Unfortunately light sources are going show up bright on the enhanced night vision. In Gzdoom what I have had to do is turn off the setting for the enhanced light vision and use normal light vision instead.
Found another bug: If you're completely out of Shells, and you empty your Super Shotgun, it will click repeatedly as it tries to pull nonexistent ammo from something that ain't there. If the standard Shotgun is pulled out whilst the SSG is doing that, it will do its pumping animation, as if you had finished reloading that particular weapon.
I will look in to it for the next update.
EDIT: update 10.2 has been released with this fix
Hi Shockwave_S08,
I have finally figured out how to optionally disable the light fog under the overhead lights. In BD64 options is an added option to disable. You can now enjoy enhanced night vision.
Thank you very much for those regular thorough and regular updates. Particle performance (rain from the absolution -> BD64 Absolution TC) has improved a lot btw :)
BTW: Your mod has been the only mod of bd64 that really adressed this nasystamina-slowdown (except mayby my own clunky try). As I said, thats much more then a patch it should be a 3.0 instead ;)
Thank you, I hope that with this last update the patched version should now be complete. When I first started this patching I didn't think I would get as far as I did. I even gave up for a few years (children came in the mix putting non essentials on hold). But I got the patch there in the end.
With Styd051 bringing the Absolution maps back to life and more, this should give Brutal Doom 64 much more replay value.
Who knows when Sgt Mark will return to Brutal Doom 64 but for now I am glad he is busy with other projects.
Update 11 released.
This is an important milestone. I have resolved all of the unknown actors in the console errors logs.
This release also resolves a very old bug where using the console give weapons cheat would result in a clash of weapon types between the player classes. Now the console givle weapons cheat will only give all weapons to the relevant player classs.
Lastly a small fix where the weapon tags were not correctly defined or missing entirely as well as weapon ammo pick-up tweaks.
Have a good weekend everyone,
SWC132994
First of all: thanks for your work.
I just launched the first level and I notice that the eyes of the Pinky don't glow in the dark like in the non-patched version (I like playing with low-brightness + flashlight). You know why?
I have re-uploaded the file. it should work now
Indeed, thank you!
But now I have this new problem:
I.ibb.co
I have checked this on both Zandronum and Gzdoom and cannot see an "!". It's displaying a blood splat as normal.
Could you try a fresh install without other mods to see if this continues.
If this fails I could reupload just encase there is an issue with the download
Sorry my bad, I was launching the game with the DOOM 1 wad ^^'
I didn't know the game was able to launch with the wrong wad.
great job! i have been waiting for this a long time! do you know if there are also some brightmaps or PBR stuff is for this addon? i have found PBR stuff on zdoom forum but is only for Doom64: Retribution. Thank you for keeping this alive!!
Hi Xeno1979,
Thank you for the compliment.
I think you are referring to this - Doom 64 Retribution PBR Materials : Vaseline Edition Forum.zdoom.org
I have tried looking for this myself a couple of weeks ago but came to a dead end. Unfortunately my skills in this area are rather poor (non existent) at the moment to solve this myself.
I have uploaded update 12.
When using Freedoom2 as the base IWAD instead of Doom2 I noticed that the Freedoom messages were overriding the mod messages such as weapon/item pickup messages, weapon tags and obituaries.
This is because Freedoom uses a DEHACKED lump which no matter how you change the load order of mods will always display the Freedoom messages instead.
Therefore I have added a DEHACKED file to the mod containing the messages. Now Doom messages should display correctly if using Freedoom2.wad
Alright, thank you for reading my message. keep it up!
hi, it looks really good so far, thanks for your work. i've encountered a bug on the first map where i pick up the blue key, i see it in my inventory but the door still says i need the blue key.
Hello,
I just did a quick run of MAP01 using Zandronum and GZDoom. In both cases the blue key card opened the door.
I also tested with Doom2.wad and freedoom 2.wad without issue.
Many thanks for looking at this, apologies it seems to another pk3 file that was causing the issue. Thanks for this, it's really good to play it via gzdoom :)
Very nice as usual.
I've noticed that the super secret level from "Staging Area" leads to "Cat and Mouse" and not to "Hectic" (which is a mandatory secret level after C&M). Exiting Hectic brings you to Staging Area back and not directly to "Terraformer". Is this intentional or a bug?
What I'm really missing in Brutal Doom 64 are the alt-fires (sniper mode of the shotgun and assault gun, for instance) and the flashlight as many areas are very dark.
Notwithstanding the intention to keep the game in "the survival mode", unlike Brutal Doom "normal", IMO, it would be great to have the classic Brutal Doom weapons, including the ones added by Sgnt such as railgun, combat shotgun and so on.
I think this is possible without touching the core of the atmosphere of the game.
The cat and mouse level is part of the TC absolution remake and not part of my mod. I also noticed that after Hectic you are returned to the staging area and mentioned this to Styd051 the author of the mod.
The intention of the patched version is just to patch the core BD64 and not add extra features. Any extras would come as an add-on instead. I will take a look at alt fire states of weapons and see what I can do, it will take some time though.
There is a good flashlight add-on which I used with mod. However most good flashlight mods use zscript meaning incompatible with Zandronum. I will see if I can track another one down or use the one from Brutal doom as a seperate addon.
Brutal doom Black edition flashlight:
Moddb.com
Wow, thanks for your very quick reply!
A bit off topic, but the best would be the total combination of Brutal Doom v21 weapons and creatures with Doom 64 maps (or at least making it selectable in the menu).
I experimentally tried BD V21 on Kaizer's mod via GzDoom. Mostly it worked flawlessly, however some triggers, especially in secret levels did not (Hectic lift did not go down, The lair exit pillars were not lifted, so noclip was a must in some maps).
IMO, Doom 64 creatures and weapons are not only unbalanced (some of them like pinkies are too weak while the others e.g. hell knights or cacodemons are too powerful), but texture-wise ugly as well. Imposing BD 21 on BD 64 would solve this problem IMO.
As for flashlight, thanks, it works perfectly.
I am not sure Doom 64 is for you if you want Brutal Doom weapons and monsters.
If all you need is Doom64 style maps you could try this mod.
Doom 64 for Doom II: Forum.zdoom.org
There may also be other projects just focusing on the Doom 64 maps.
What I meant and tried was Doom 64 maps (with original textures, not with Doom 2 ones) + BD 21 weapons (I tried it with the combo of BDV21 and Kaizer's).
I know Doom 64 for Doom II, it works as well, but it lacks the athmosphere of Doom 64 due to the old textures.
By the way, I also noticed a very strange bug (or not?): Chainsaw has ammo and eats bullets.
I will see if I can dig up doom64 maps with textures for use with others mods besides Brutal Doom 64.
The Tactical Chainsaw uses ammo but has its own fuel ammo, not bullets.
The Chainsaw without fuel is used in Classical mode.
candida
I have checked all the Doom64 map packs I can find i.e.
Doom64: Retribution
GZDoom64
Brutal Doom 64
Brutal Doom 64 Absolution TC Remake
None of these packs are completely compatible with Brutal Doom V21 and would require working on one or both of the mods to make them work together flawlessly.
As it stands this request is outside the scope of what I want to do as I just want to stay in the realms of BD64.
I tried all of them, but none of them work / work perfectly as you mentioned.
Would it be possible to take BD21 weapons over into your patch (I know that there is a mod to transfer Doom 64 weapons to Doom 2, but who would do it at all)?
IMO, the limited number of weapons and their weakness constitute the weakest point of BD64 in spite of its great atmosphere, tension and fear, weak monsters can be compensated in "watch me die" difficulty.
Maybe it's the next step for Sgnt, who knows :)
When I have some time I will take another look at the BDv21 Weapons and see it I can package them as an add-on or add as an extra player class. No promises though as there are a lot of scripts in there to wade through.
Was really excited to play this mod, however, upon picking up the blue key in the first level and going to open the blue door, all I get is the message "You need a blue key."
Never mind, the mod just moved the blue key to a different location which was confusing...
I have just added the 13th update. Please check the description for the details.
Many thanks to styd051 for helping me test the changes.
I hope you all enjoy and please let me know if you spot any bugs :)
hello! i bind the key to kick but it's not working. any suggestions?
I have checked again and it is working. Which mode are you using?
Only tactical mode has kicking. Classical mode doesn't have this feature.
For some reason the music doesn't change when I transition levels. For example the main menu theme continues playing even when I load into level 1. Is there some way to fix this? I'm using the latest version of GZDoom.
-edit, I was able to fix it by using ZD64MUSIC.PK3 from the regular Brutal Doom 64 release.
Thats correct. I do not include the music as there is no patching required and it would increase the size of the download by quite a bit.
I have just released a new update.
In this I have patched a couple of minor bugs and added Nightmare and Torment difficulties which should be truer to their names.
If you play of Nightmare or Torment you will be facing the Nightmare equivalents of monsters.
Zombie marine replaces Zombie man
Chaingunner replaces Zombie marine
Nightmare Imp replaces Imp
Spectre replaces Demon
Nightmare Spectre replaces Spectre
Nightmare Cacodemon replaces Cacodemon
Annihilator replaces the Cyberdemon
Torment difficult is similar to Nightmare but with faster monsters.
It will be very hard so you have been forewarned.
Many thanks to styd051 to testing
swc132994
hi swc132994
I think I’ll add also knight of hell nightmare, baron of hell nightmare, mancubus nightmare, and hellhound nightmare for this difficulty.
best regards
styd051
This is an excellent idea. Although I am wondering if a nightmare hell knight is needed as that would be be four similar monsters. This would almost be a full set of alternate monsters. The only two remaining would be the Revenant and Arachnatron.
Kind regards,
Swc132994
I have just released a new update 20 bringing over Brutal Doom 64 Project Nightmare's random spawners. These are options which can be toggled on/off from the BD64 options.
These options are:
1. Enable special random item & weapons spawners:
Laser gun can randomly replace the plasmarifle
Unmaker can randomly replace the BFG9000
Demon artefacts can randomly spawn from Berserk packs, Blurspheres and Soulspheres
2.Enable random nightmare monster spawners:
Nightmare imp can randomly spawn instead of the doom imp
Nightmare spectre can randomly spawn instead of the spectre
Nightmare cacodemon can randomly spawn instead of the cacodemon
Hellhound can randomly spawn instead of the Demon
Annihiltor can randomly spawn instead of the cyberdemon
3.Enable to replace hellhounds with archviles
This will switch all hellhounds on maps to archviles (hellhounds can still
spawn from the random nightmare monster spawner
These options can be useful when playing non Brutal Doom 64 maps to access Brutal Doom nightmare monsters and special pick-ups
N.B. I have modified the mod ACS Scripts meaning this update will not work with older saves.
Hope you all enjoy the update
swc132994
Nice
Major bug, regarding music: The music does not switch properly when changing levels. For example, the Brutal Doom 64 intro music will still play when starting the "Campaign (Skip Intro)" mode, or the transition between the intro map and MAP01.
Hi Shockwave_S08,
The music is working fine for me. If you are using Zandronum, Is the music file present in the skins folder?
I have checked and it is working with both "ZD64MUSIC.PK3" as well as "DOOM64OST.PK3"
I do not include the music with the download (it would make the mod download much larger in size). You can use either the "ZD64MUSIC.PK3" from Sgt Mark's V2 download or the "DOOM64OST.PK3" from the add-ons section.
Hi Shockwave_S08,
Just checking if the music issue is resolved?
Yeah. Just had to copy the music over from the original BD64 archive.
I have noticed a coupled of issues with the new monster spawners.
1. Minor issue: with Nightmare monster spawners enabled, the replaced monsters lose their AMBUSH flag meaning they are alerted by sounds and will come looking for you instead of staying put and waiting.
2. Major issue: Whether the monster spawners are enabled or not the Cyberdemon will not appear on Map08 - Final Outpost. It will work fine if I remove the cyberdemon replacer.
I have been working on an update to fix these bugs and other minor things. But if I am unsuccessful on fixing issue 2, I will have to try a workaround or temporarily disable the Cyberdemon replacer until a fix is found.
EDIT: Issue 2 is now resolved the fix will be released with next update
Don’t worry, I’ll try to solve this problem, I’m good at mapping and script !
Thanks for taking a look.