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:
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.
I have just released update 22.
This update focuses on improving deaths sprites of monsters. I noticed for the nightmare imp, spectre and nightmare cacodemon that corpses and gibs were using vanilla monster colours. Therefore I created new sprites for these monsters showing the proper colour.
For the hellhound there is a new death state when killing by rocket, BFG, Chainsaw and berserk.
Lastly for the archvile rocket death I added an arm gib.
There is a bug into level 24 ''NO escape'' at start when i open the doors, the game automatically skip level....
Thanks for letting me know. I think I know what is causing this (dynamic monster spawners released in update 20). I will try to release a workaround today.
EDIT: Try the download again. I have added a workaround for the issue on Map24 - No Escape. It should no longer instantly jump to map completed.
If you want to redo the map you just need to type into the console from any map you are currently on: Changemap map24
I just uploaded a update 23.3 with a full fix to the monsters losing their ambush flag. Everything should be working properly again.
Hope everyone has a good Christmas and if you don't celebrate it then enjoy the holidays. Have a great New Year.
This is awesome! However, I've notice that in map 29 outpost omega and map 13 dark citadel the game is unable to continue. Map 29 when you aquire the rocket launcher nothing spawns therefore stuck on that level. Map 13 when you aquire the shotgun, the walls are suppose to go down but they dont..
I think it might be because of "monsters respawns" aswell as "items respawn" options which I currently have on. Any suggestions would be appreciated. I'm using Zandronium
Hello,
Let me investigate this and come back to you.
Regards,
EDIT: I have done a quick playthrough of Map29 and Map13. In both cases the level progressed as it was supposed to.
Questions: Do you have any other mods or add-ons enabled? Also ,do you remember which version of BD64 v2.5 did you use?
In update 22.2 it fixed issues with item and monsters spawners affecting item and monsters losing their map thing ID which caused issues with monster spawns and other item triggered events
I have just uploaded update 25.
This update add back in auto weapon switching for weapons with depleted ammo, including weapons with clips. This also means that you cannot select weapons with no ammo until you pick up ammo. This returns the original doom functionality to the mod.
IMPORTANT NOTE: Due to added weapon auto switching introduced, any current save game will suffer odd behaviour, i.e. both ammo types draining at the same time. Please use the previous update 24.2 (provided in the download) unless you are starting a new game.
Please report any bugs found.
Reported a bug in here, since I failed to find any instructions where to report it at all... See standalone comment below.
Got a bug report: On Zandronum, the music is now *bugged*, it is always playing the "last" theme. Version 25.1 still includes this bug, although I am pretty sure it was introduced earlier.
Steps to reproduce:
* launch game
* select "Classic" - Skip Intro, any difficulty
* the game continues to play the "menu theme" instead of the track belonging to the first level
* starting the level again fixes this issue
To verify that it is always the "previous" music, you can alternative between skipping the intro level or not when restarting, so it is *not* the first level being buggy but something fundamental in the script.
The music is not included in the download. Please see the detailed description. It includes links to where to get the music. The links are for the classic doom 64 music and another for the new remastered version. If the ambient music is not your thing, then there are alternatives you can find in the add-ons section.
The reason for not includeing the music is to keep the download size as small as possible. I was uploading an update almost every week and not everyone has unlimited data.
Hello,
Just checking back with you. Did you manage to find the music files and get the mod working as it should?
Swc132994
Looks like I was not precise enough: The issue that I describe above occures with the BD64 music from the original "Brutal Doom 64 v2" properly configured.
I am hearing the correct tracks and correctly placed BUT in the wrong place, it is always the previous track on Zandronum.
I have just checked the ZD64MUSIC.PK3 from Brutal Doom 64 v2 but cannot recreate the bug you are experiencing. The music always plays as it should and in the correct order.
Tested using the latest Zandronum Alpha build 200501-1847 and build 161030-2038 (the one that come with Brutal Doom 64 V2).
For reference, my Zandronum skins folder contains:
bd64game_v2.5.pk3
bd64maps_v2.5.pk3
STAnnouncerPack.pk3
ZD64MUSIC.PK3
Sometimes my settings get screwed up causing Zandronum to crash and have to delete the zandronum-<username>.ini. Then reconfigure Zandronum.
Other times the files themselves can get corrupted and have to re-download either the mod, Zandronum or both.
Could you try a complete fresh Zandronum and mod install to see if you still have the bug. Let me know how it goes.
While I launch the game a little different, I can confirm that my settings were indeed incorrect. Please ignore above error report.
No worries. At least it's all good now.
hey hi, and sorry for begging, could you please make another version of doom 64 with monster only, and with sub menu to prevent mix with main menu; for example menu of guncaster, or other mods.
there's another brutal doom 64 monster only, but it still mess with most mod, and it's seem like the author doens't working on it anymore (i dont know)
thank you.
I will take a look and see if it can be done without much hassle. I shall get back to you.
hey, thanks again for reply.
Hello! Great work, looks good.
Just reporting back, I just tested it quickly, it works with all these:
Zandronum 3.0 (although it looks the worse, way darker than the other... but at least it allows for multiplayer action)
gZDoom version 2.4.0 (the one I recommend having as your primary one, and it looks the best of all my tests...)
gZDoom version 4.5.0 (it also looks good, they switched the renderer back to how it looked back in 2.4.0, it looks bright and colorful once again... only use it if you need for newer mods)
gZDoom version 1.9.1 (looks way darker, the same renderer used in Zandronum)
Please have in mind: for the best possible graphics, go to Display Options and use Lighting Mode SOFTWARE (it will make everything look brighter and colorful like it does in Prboom and other older ports...)
Many thanks, I shall have to pick up GZDoom 2.4.0 again. Until now I had always migrated to latest release.
One port I haved missed is Doomsday. Before finding mods I was using Doomsaday for playing Doom and I remeber that I quite liked it at the time. However the lack of Decorate support put an end to that.
Is there any way to prevent bd64maps_v2.5.pk3 from overwriting my custom maps? If have load the game with bd64mod_v2.5.pk3, bdmaps_v2.5.pk3 and custommaps.wad then it just loads the regular doom 64 maps, but if I remove bdmaps_v2.5.pk3 and just load bd64mod_v2.5.pk3 and custommaps.wad then it doesn't load the doom 64 textures for the maps and falls back to standard doom 2 textures. Such a connundrum. Is there something I can do to stop it overwriting my custom maps?
Hello,
Reading your message, I think you are trying to play the Brutal Doom 64 mod with custom maps but also want the Doom 64 textures.
You cannot use the maps file as a texture pack as the maps here will override other map packs. I think the texture files have different file name so cannot swapped over for doom.
I did some digging around and found a Doom 64 texture pack. I did a quick test with this on Doom and Doom2 maps and it seems to have most of the textures.
Here is the link:
Gamingroom.net
Credit goes to Nevander
Inside the download are two files "D64PAL.WAD" and "D64TEX.PK3". Just add these files and remove the bd64_v2.5_maps.pk3 and hopefully you should have the Doom 64 texture for the custom map pack you are using.
I am new to the modding scene for Doom and I haven't played 64 in a long while I was wondering was the secret in the hallway on the first level suppose to flicker a ton? I for the life of me can't find a way to lower it or stop it completely I would welcome any help I play on Zandronum 3.018242.1 with this mod. Same goes with terminals if I have Dynamic Lighting which I leave off.
I think these decorate actors are placed into the maps. I would have to check what would happen if these actor scripts were removed but left on the maps. When actor decorate objects are removed you would see an exclamation mark when playing the map but not sure about lights.
I would have to check and get back to you.
edit 30.04.21
I have taken a look. It's looks like what you are looking at not a Decorate object but a map sector. On Map01 the teleporter sector has been set to have a light strobe effect of 0.5s. To change this you need to use a Doom map editor and edit the sector on the map and the light strobe effect is listed under special.
Pls you can put the ability to aim in the mod like the brutal doom
Hi ZSharp4014,
I am not sure. This feature would require new sprite work for the zoomed D64 weapons which don't exist and would need to be created.
umm ok i understand swc132994
i have a problem with the maps, theres weird transparent rectangles
i am using gzdoom
I have not noticed any problems. Is it possible to PM me a screenshot? What version of GZDoom are you using?
Just a quick question. Is this version compatible with the Absolution TC, and also with BD64 Black Edition?
The TC uses and older version of v2.5 as its base. If you try running this on top of the TC it may work but I think it may fail as certain values will be duplicated. As for the Black Edition, I have never tried running them together but it is quite an old Alpha version and not supported anymore.
I have discussed with styd051 the author of the Absolution TC remake and an addon version of the TC Remake should be possible to make it compatible with BD64 v2.5.
EDIT: 11.07.21
An add-on version of Absolution TC Remake has been released. This is compatible with BD64 v2.5. It can be found in the BD64 addons page.
Truly THE best version of Brutal DOOM 64 that is available on the internet! 10/10
Hello all,
I have just posted a new update 26.
This update splits up the grouped spawners options into separate options giving the player more control to want they want appearing in the game. I have also added an option to remove revenants, hellhounds and masterminds from the replacing these with Doom 64 monsters. Lastly there are some minor adjustments and fixes affecting the pistol reload, SSG and jump ability.
N.B. The ACS scripts have been revised for update 26. therefore old saves will not be compatible.
EDIT: 05.08.21
Released update 26.1 which resolves bugs with the tactical SSG and other tweaks. The archive now contains an alternative mod file for those that wish to play tactical without stamina. Lastly this project will be more compatible with future versions of Project Brutal Doom 64 Absolution TC Remake.
Hi,here is a problem when i playing this mod,it says:music "MAPWD01" not found
The music is not part of the download. Click on the read more on the mod description above to find the music links. There are two to choose from. The original score or the remastered.
If you prefer something different, check out the addons sections of BD64 for alternatives.
ok,thx
Thank you for creating no stamina version. I tried to kill the final boss on tactical gamemode and "i own doom" difficulty on older version of this mod (from june 26th i believe) and it was ******* CANCER, because the boss keeps spamming fireballs and with limited stamina you simply cannot dodge and you will keep dying over and over again. However, with infinite stamina version you can keep playing and you can actually finish the final boss without resorting to cheats. Stamina version sucks, tactical gamemode with infinite stamina is THE BEST. Thank you. And Brutal Doom 64 v2.5 is still the very best version of Doom 64 that is available on the internet. Hats off to ya.
Thanks for the comment. At some point I will have to integrate the no stamina into the main mod as its own class instead of seperate files but it's tricky.
Its Cool! (>:D)
I released update 27 today. However there was a problem with the mod file causing some glitches therefore I had pull the update. The glitch is now resolved and update 27 is now fully released.
Apologies to those who downloaded the glitched files.
im having a problem with the run button, it just wont work for me and idk why ps im using the newest version of gz doom(4.7.0)
Hi Redmon9982,
I just had a check and run is working ok.
If you are using tactical mode you have to keep shift pressed to run. If using classical you can toggle running as normal.
found out what it was. i was using controller and binding the analogue stick to the directional keys fixed it.
Update 28 release removing the need for a separate file for tactical class without stamina. Therefore a new modern class has been added to take its place.
how do you to be made main menu animated skull icon correct?
You can send the answer to the PM.
Well, I've said it before and I'm gonna say it again, this is by far my favorite Brutal Doom 64 mod I've ever played! I had a different one which was called bd64.pk3 which had its own start up application while still using GZDoom. But this is is on a whole new level of badassery! Keep up the good work! It would be cool to be able to aim down sights with some guns, but either way, it's a solid mod. The graphics and sounds this mod does for the game gives me that sense of fear, like I was a kid again playing Doom 64 for the first time again. Brilliant job, my guy! Sometimes my screen freezes but I can move around and pause but can't do anything else. I just got a frozen screen but I think that's my PC sense I don't got high end stats on my PC still plays like a freaking charm! Loving it!
Thanks for the compliment andI am glad you enjoy the mod.
Although I cannot create a mod from scratch. I have leant much from tinkering with this mod over a few years. There is still more tuning to be done.