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 wonna the casing of the zombieman’s weapon and when I use the chaingun to kill the zombieman, the zombieman will drop two guns
Good pickup. I shall add the Zombie bullet casings for the next update. I am now investigating the cause of the double weapon drops.
EDIT: I have found and fixed these issues as well as a few other things. Update 28.4 has now been released.
Update 29 has now been released focusing adding more performance options. I noticed the Zandronum ketchup options were not working correctly instead using the GZDoom ketchup options for both sourceports. Therefore these sub menus have been simplified and included into the the main BD64 options page.
I have also added the option to turn off the floor/ceiling shot/blast decals for those who do not want them or need the extra performance. Wall decal range has been increased and the option to disable wall decals completely if set to none.
Lastly I noticed on some map packs door locks are defined using map ACS meaning the BD64 key actors are not recognised. To resolve this the key definitions have been reverted to vanilla doom keys (the only loss is the fancy the flashing light emitted from the key)
N.B. As this update has reworked ACS scripts and keys, old saves will not work. Before updating remember to make a note of your inventory and level progress. Use console commands to get back to where you were after updating.
In a future update I will be looking into setting a gore limit so if you encounter slowdowns you have options to quickly remove excess gore. Currently the janitor/cleaner option only starts working for monsters killed after it has been turned on and will not deal with monsters already killed before this point.
Edit: 05/11/21
At some point I also intend to look at the brightmaps for other textures as well.
Hello, thanks for working on this great mod! Is there a way to disable the particles/fog, the kind you see under the lights in the first level? In the main summary FAQ for BD64, it says:
"A: I will add a CVAR that allows you to disable the fog and reflection effects."
But I'm not sure what to do, or if it was ever added? Thanks!
Hello,
Thanks for your message and the thumbs up to this mod.
The ability to disable fog was never added. Now that you have flagged this I shall investigate a way to disabling it.
Great, looking forward to it. I'm playing on a laptop with a ryzen 3 3200u in GZDoom and it stays over 60fps just about everywhere, except when there's a lot of that fog on the screen.
Hi SteelFGC,
I have released update 30 to remove the light fog. After disabling from BD64 options the change will take effect on starting a new level.
Hopefully this will keep the framerate up. As an added bonus if disabled the enhanced night vision now looks better.
That made an incredible difference, it runs so smoothly now.
I did notice that the fog is still there if you load the Absolution TC Remake addon maps. I guess that has to be updated separately?
Thanks a lot!
I am glad it is running better. Indeed, I updated the TC remake 1.4 addon as well. Just download the latest version and all should be well.
Hey swc, i found a localization issue with flawed grammar in one of the intermission texts. Specifically, the ending text.
The current ending text goes like this:
I.imgur.com
or as seen in the game:
I.imgur.com
If your moddb profile says the truth, english must be your native language, so both of us can agree that this text has some grammar mistakes. Mind you, english is not my native language, but even i can tell that the finale's intermission text contains broken english.
This is how i would recommend correcting it:
______________
Finally...
The mother of all demons is dead!
For the first time, the demons know what fear is.
You become a legend in hell, known only as "Doom Slayer".
You receive a message on the radio:
"Whatever you did, it worked! They are all falling back to the portal!"
says the commander, but you refuse to answer.
You don't want to come back.
Just let them think you are dead.
You know that hell can't ever be destroyed.
So you decide to remain in hell, to rule it and ensure that no demon ever rises again.
The end.
______________
I hope you can update it! And thank you for your tireless dedication for the development of this mod.
Hello Sraigius95
I will be honest and admit that I have only completed the mod a few times and that was a long time ago. Since then as soon as I spot errors or have ideas, I am right back in Slade3 making edits (truthfully I have now spent more time editing BD64 than playing it). This is the ending intermission straight from v2.
Reading it now, it does indeed need work and I shall amend it for the next update.
For testing purposes you can quickly warp into the finale's cutscene + last intermission text by typing in
changemap endingma
good guy
I just released update 30.1 with the revised ending intermission text. Hope you like it :)
The new epilogue is nice. It's not precisely as it used to be, but perhaps it's even better! :)
Today i found a game breaking bug that is exclusive to "modern" gamemode.
Chainguns that are scattered across the maps cannot be picked up.
The only way to acquire a chaingun in modern gamemode is by killing 64chaingunguy. I summoned chaingunguy with "summon 64chaingunguy" command, killed him and yeah, i managed to pick up chaingun just fine. However, it is impossible to pick up these chainguns that are scattered across various maps (or spawned in with "summon chaingun" console command).
Summon chaingun command works just fine in classical and tactical gamemodes.
Hi Sraigius95,
I have just checked. The chaingun is picking up fine for me in Modern class.
Are you using any sub mods that have different chaingun decorate scripts?
By chance are you using the add-on "New deaths for Brutal Doom 64"? If so, you will want to delete the chaingun decorate scripts from that mod.
I do have new deaths for BD 64. Right, so i deleted DECORATE.minigun from that mod:
I.imgur.com
And that's it, once again i can pick up chainguns just fine. Thank you for a good advice. 👍
Can you add this to the mod?: Moddb.com
Hi Mr.Blazkowicz,
Funnily enough I have already asked for permission a couple of days ago from the author to integrate this so I can expand upon it to include the nightmare monsters.
Styd051 asked previously for the Absolution TC remake. However he was rejected. So we shall wait and see.
In the meantime I have already patched the add-on, removing bugs and unnecessary decorate scripts.
EDIT 25/11/21
I have decided to go ahead and expand upon the submod and will work on adding extra deaths for the nightmare monsters.
link can be found from my ModDB profile page: Moddb.com
Credit to the original author: idkfa3215
Thank you!, also, do i load this after the mod?(BD64_addon.pk3?)
This replaces BD64_addon so it is no longer needed.
I have updated the add-on to now include extra Nightmare imp deaths. Check my Moddb profile page for the download link.
Have you stopped working on the new deaths addon? I saw you had even added to it, i downloaded it from your page a few days ago but checking today it's gone.
Hi Typharius
I have temporarily removed the link it as it is undergoing extensive rework.
There are still a few thing left to resolve.
Thanks for the reply, I was just curious as to what the situation was haha! I will wait for you to release it when you feel it's ready :)
I have now finished the rework of the New Deaths for BD64. It is now included as an optional addon in the main mod download with the name NDBD64_Enhanced
Phenomenal work, well done and thank you sir :) keep up the great work, we all appreciate what you're doing.
Brilliant work, thanks so much for updating this for the fans. Can I ask, what is the "Modern" game start? And if I leave monster/weapon options at default can I still experience everything the mod has to offer, and get the unmaker upgrades etc.?
One thing that's always bothered me with every version of BD64 I have tried, including this one, is at the start of the first level I noticed the textures behind the grill straight ahead in the corridor go all warped when you back up to the door with the berserk pack. I've never delved deep into BD64 to verify if there are other texture bugs anywhere.
Any idea what the cause for this is? I have no issues using any other Doom mods, like Brutal Doom, Project Brutality, Aliens Eradication and many others with no glitches.
Hi Typharius,
Thanks for the comment.
Modern mode is the same as tactical pistol start but with the stamina mechanic removed. If playing with BD64 maps then you should experience everything except seeing the nightmare cacodemons, nightmare spectres and annihiltor. Many of the options are for when playing non BD64 maps.
Could you PM me a screenshot of the texture distortion.
Cheers,
SWC
Thanks for letting me know about the distortion behind the mesh. I have just released a small update fixing this issue. It turns out it was actually a map error.
Hahaha np, at last my ocd can rest! :D
Something's not right with the loading order of fun maps. I finished map 24 and i was simply redirected into map 28 absolution after the intermission text screen.
I DEFINITELY remember seeing an option to enable or disable fun maps in older builds of BD 64, but now i searched again and that option was missing?
I.imgur.com
WTF? How do i access them? Whatever that you did in update 24 completely broke the access to fun maps.
There is no need to be rude. Update 24 added the fun maps as normal playthrough so map24 went to map25 and so on.
However, some people didn't like this as is wasn't Doom 64 style. Doom 64 skips these maps and goes straight to map28. Sgt Mark's v2 goes straight to map 28 from map 24 too.
In update 28 the order was put back and I added a secret exit in map24 to get to map25. This is written in the update notes too.
The TC Absolution Remake handles this differently where the maps are accessed from various secret levels instead.
Only Doom 64 itself unlocks options to play these maps from the menu
I was not being rude, please do not misinterpret my message if it appeared to be like that on first glance. I think that major changes to the game without fallback option shouldn't be initiated just because one or two people complained in the comments section.
I managed to figure out how to find the secret exit to map 25. When the chamber that contains two cyberdemons opens up, you must lead the cyberdemons away from you and just run inside and head to the end of the room, the map's going to end and you'll be taken to map 25, but that's neither here nor there.
I think that a better method of problem-solving the fun maps topic would be like this. There should be no secret ending for map 24, you must kill both cyberdemons to end the level. Fun maps should be disabled by default in BD64 options menu, but can be toggled on or off, just like enemy randomizers, weapon replacers and performance enhancements. I think that is a way better way to solve a problem than deconstructing a map and making major changes to it that locks THREE MAPS behind an easily missable secret. thx
You used uppercase (shouting) and a wtf statement then went to accuse me of completely breaking the map progession. Is this not rude?
I have not found a method to do the maps the way you desire. Other D64 mods also have not found a method to do it either. The mapinfo file sets the game map progession. As far as I can tell it cannot be manipulated through ACS and cvars.
The current map setup follow vanilla D64 setup. At least they are accessible as opposed to not all. You stated that I shouldn't do something just based on a few comments. To turn it around are you implying your comment is more important than theirs. A compromise was needed, hence the current setup.
You know swc, after thinking for longer, this change actually makes sense. Fun maps are hard, right? And the ending of map 24 is a fight with twin cyberdemons. You have a choice, either fight like a man and kill both cyberdemons or run away from them like a coward. And perhaps, mother demon hates cowards, so she punishes you for your cowardice by putting you through a gauntlet of sadistic challenges (fun maps). But if you don't run away and you kill both cyberdemons she will respect your bravery and immediately open a portal to her hub, so you can settle the final boss fight immediately. This is actually a pretty solid non linearity choice. And fun maps still exist, as a punishment for not fighting cyberdemons.
Thanks for the feedback and understanding. This is pretty much what I had in mind i.e. If you take the fast way out and not kill the final guardians to the mother demon you have to go through another way by completing trials.
My apologies for the multiple update upload today. I noticed a few last minute changes needed for he zombie marine death state that were missed.
It is all corrected now.
is there a way to turn of the recoil for the chaingun in slade? were would i look for it? is it in DECORATE.Minigun?
i figured it out. it was in the DECORATE.Minigun
That's good.
I was assuming it is the tactical chaingun that was giving you grief.
no its good the entire mod is perfect!! i was just in the mood for no recoil today lol
i NDBD64_Enhanced.pk3 breaks the second level with the blue key card after you kill the imps the door never opens. I'm thinking it because the names in DECORATE.Imp file for the imps in Brutal Doom 64 v2.5 with this addon installed to change from 64DoomImp to 64DoomImpEx so when you kill the 64DoomImpEx in the blue keycard room on level 2 the door stays closed because its waiting for a death trigger for 64DoomImp.
i could be wrong I'm no mod maker hope i explained that right
i tried Mutiple time with the NDBD64_Enhanced.pk3 active with no door open then with it inactive and the door opened fine
i hope its not on my end lol
Thanks for letting me know about map02. It is indeed a small bug with NDBD64_Enhanced. I have just released an update which fixes it and anywhere else where this could happen.
It was to do with the map thing tid transferring to the brutalised 1 arm monster. It is found in the SpawnitemEx lines.
you rock thank for fixing it and glad i can help
After releasing update 30.7 containing NDBD64_Enhanced, a couple of things were missed off which have now been rectified in u30.7_2
1. Monster deaths were not triggering events such as opening doors, raising platforms, etc.
2. New Zombie deaths were not always giving the correct amount of soul ammo to the player.
My apologies for the many uploads these past couple of days. Touch wood, all is good this time.
Your mod is great, which greatly increases the playability of bd64, but I hope that the weapon animation can be smoothed, such as the pistol reloading of the modern class, the unmaker firing of the classic class, and the laser gun firing. Hope my comment will not be correct Your development progress is causing trouble, thank you
Many thanks for the compliment.
I am open to improving weapon animation but the only thing I am limited by is a lack of Doom 64 style sprites to work with. I am slowly improving my skills so hopefully in the future I can work on these.
I drew some pictures of the weapons for the classic class unmaker, and what methods are sent to you such as discord
I will certainly take a look. Could you PM me?
My time is a little limited at the moment in the run up to Christmas but I am always looking at ways to make the mod better.
Cheers,
swc132994
Which discord server you joined I can't find you inside discord
I am not part of any discord server. Never really needed one as I usually just use Moddb messaging.