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:
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.
this addon D4WeaponsforBDV2b for BD64 works with this mod?
I don't know. I have never tried it. Why not give it go and see.
it work. One sugestion. I was playing on the v2.0. And there, in hardcore, the enemy have 2x more dmg. And we have 25% more dmg. Could you make the enemy have 2x more dmg, and we have 50% more dmg instead 25%. This would made this mode awesome. What you think?
I have checked the mapinfo for BD64 v2 Hardcore difficulty.
The main points are:
damageFactor 2.0
monsterHealth 0.75
You want this replicated to the current Hardcore difficulty, right?
I can add these values back in the next update.
In the meantime, if you are a dab hand at Slade, it is easy to edit the difficulty and change these values.
After you have downloaded and installed Slade you need to open the bd64game_v2.5.pk3 and navigate to the mapinfo file. Then scroll down to lines 49 and 50 and change the values.
damageFactor value to 2.0
monsterHealth value to 0.75
Then save the changes to the file and the pk3 and you are good to go.
THX. I did. It was really easy like you said. The problem is that i did'nt know that had a program that opens a pk3 archive. Man i felt in a obligation to create a account to thank you. Great mod.
I choosed to play in torment and made this change. I noticed that your difficult is more fair than the 2.0. There the enemyy are extremely fast. Before the door open they are already shooting.
Sorry, I tested only map 1. Now i can see that all rocket launcher was trade for chaingun. I'll have to play the 2.0. thx for your help
Can you elaborate the problem. I am not understanding. Rocket launcher placements have not changed and there are no rocket launchers on map 01.
If you are playing Nightmare or Torment only the monsters have been replaced with tougher versions. These are located in the difficulties in the mapinfo file.
sorry. what im tring to say is that i played with D4WeaponsforBDV2b for BD64 only on map 1 to test if it would work. When i go to hectic map. There in 2.0 have a rocket launcher and a chaingun on the room with the spider. in 2.5 both are chaingun.
This would be an incompatibility with D4WeaponsforBDV2b. If playing v2.5 without this addon it should be the rocket launcher as you described.
EDIT: I just took a look the D4WeaponsforBDV2b. No wonder it doesn't fully work. The scripting is very messy with scripts for taunts and grenades from Brutal Doom which aren't present in BD64 as well as other things. The submod really needs cleaning up.
EDIT:
In D4WeaponsforBDV2b There is a file Decorate.Spawners. On lines 19 and 20 There is a random chance to spawn the chaingun instead of the rocket launcher. This will affect BD64 v2.0 as well. You just got unlucky picking up the chaingun instead.
Sad. This mod let the game amazing. But unfortonaly the creator didnt updated it and i think it will not will
i already liked this game before this. Now i cant stop playing. My way to play is tormento. double dmg. enemy half heath . they are 60% more rapid and i get 25% more ammo. This mod is incredible. Thx god i have played the normal 64 first lol.
I have reworked the mod D4WeaponsforBDV2b fixing bugs and adding compatibility. The gauss cannon has also been fixed and can now be selected.
Rocket launcher drop is no longer replaced randomly by the chaingun. There is now a random chance to pickup the machine gun instead of the chaingun.
EDIT: Link removed. There is now the reworked DOOM4VoxandWeapForBD64 available for download below which is more stable than the other Doom 4 weapon mod.
i really didnt expected that. sorry make you worry about this.
I was testing this mod: DOOM4VoxandWeapForBD64V3.3.4 before i see your message. Its look nice. But have a lot of bugs. Like shots passing through enemy. And other things that is completely stranger lol. I still didin't sleep. Im testing mods for 3 days lol.
Could you help me? I made a lot of changes here, the mode is good now. But i cant remove the shells of shotguns that stay on screen when i fire. I have no ideia to solve this. Drive.google.com
I have completed the rework for DOOM4VoxandWeapForBD64. All the console errors and bugs have been fixed. Like before there were many left over decorate scripts added for Brutal Doom which are not used in BD64 as well as lots of duplicated actors.
Here is the download link:
Mega.nz
Hope this works for you.
EDIT: I noticed a few minor bugs remaining in DOOM4VoxandWeapForBD64. Try the download again.
EDIT: I also noticed that certain weapon tags were incorrect. Fixed now.
I don't have time to look at the HUD sub-mod for the moment.
the hud mod that i said(CatsVisor), have two versions. One for zandronium and other for gzdoom. I use the gzdoom one. I forget to say that. sorry.
Is the reworked DOOM4VoxandWeapForBD64 working for you? Are all the issues resolved?
Until now, i dont see any issue. I think its all okay
I played more. Im sure its fine now. This mod has its on HUD. But the hud is very messy and occupy a big space of screen lol.
Glad to hear it works fine and my effort has paid off :)
EDIT:
I have finished the CatsVisor Zandronum mods. I also had to edit a couple more things on DOOM4VoxandWeapForBD64 as a couple of the weapons were missing the kicking ability.
Here is the link to all the files:
Mega.nz
I found a bug in the catvisor. When use command "give all". The ammo hud stops working. You will make the catvision work with gzdom too? Im asking because i play on it. Merry christmas for you xD.
Merry Christmas to you as well :)
I have made another revision to the DOOM4VoxandWeapForBD64 redefining weapons from the keykonf file to the player decorate file. The Catsvisor was becoming confused due to detecting 2 conflicting inventory items which you get if you use give all.
Retry the download from my link above.
I will take another look at the GZDoom version but do not have anymore time today.
The ammo problem is solved. Now i saw something i did not noticed early. I think the armor icon is not working as intended. I am sorry. I wrote the post in the wrong place before lol
i found a problem. The upgrade box replaced the backpack completely. So there is no way to increase max ammo.
Retry the download. There is now a 50% chance to trigger a backpack or upgrade station.
Another bug. When take backpack all ammo appear on screen side. and armor icon of the hud dont work too.
Both fixed. Retry the download. CatsVisorC1.10.3_Dynamic_BD64v2.5D4 - Zandronum & DOOM4VoxandWeapForBD64 files have been revised.
The ammo problem is solved. O armor icon appear a number under armor that not make sense.
I cannot do much about that. It is the armor protection value (how much damage your armour can absorb from enemy strikes). It is usually a hidden value but the Catsvisor shows it. It will change depending upon what armour you are carrying (33% for armour shards, 60% for green armour, 80% for blue armour).
ok. Now its make sense. I didnt know that. With this armor thing solved. Only thing left is make it work with gzdoom. And it will be all finished, because there is no bug left
I played more to confirme. And i cant found any bug. So bug free
I made it work with GZDOOM. THX for all your help swc132994.
GZDoom is more developed. It supports ZScript and better Decorate functions as well more OpenGL options (Bloom, tone map, etc) Zandronum is based off a much older version of GZDoom. The only bonus of Zandro is better multiplayer support and autoloading through the skins folder.
there is a way to increase the hp of specific enemy or only for general?
Yes, but you would have to edit each individual monster decorate script and set the health for each. It would also mean that health would apply to every difficulty.
Hey I've sent a new super shotgun sprite inside discord, can you check it out
Hi. How to fix this?
"Execution could not continue.
Script error, "bd64game_v2.5-OLD_RIFLE.pk3:cvarinfo" line 2: cvar 'bd_lowgraphicsmode' already exists."
This an alternative full game file and should not be run with BD64game_v2.5.pk3. Sorry for the confusion.
Thanks
Hi all !
I am announcing that I will help swc132994 for future updates for mapping, we are already working on the next R31 update, I am planning to improve the Brutal DOOM 64 campaign to make it even better, as I find the campaign is not perfect, I plan to do The Lost Level episode very soon for BD64 V2.5 and after for TC REMAKE, since I am not working on any other addon at the moment I pledge to help swc132994.
styd051
Hi Styd051,
Many thanks for your help. This is most appreciated.
swc132994
hi styd051 nice! thank you for the future update that will be! soon!
hi doomguy199333 !
for the next update the campaign BD64 will have a big change will be better than before, and all these fixes i will do for campaign BD64v2.5 i will also do for TC REMAKE but later.
stay tuned till the update R31 is released.
I'll be waiting thanks!
What will R31 update include exactly that makes it better than before? And will it include Lost levels too, or they will be needed to wait more?
Hi Hell Zerberus
the update R31 will include a total overhaul of the campaign BD64, and other surprises that we prepare SWC and me for BD64.
for The Lost Levels will not be available for the update R31, I will make it for the update R32 in the future it is planned.
I loved lost levels, Its extremely challenging. I'll be waiting for it. THX.