Those issues should be reported on the community expansion page, the impaled marines are also part of the brutal doom mod while this is extermination day mod is mainly just maps and a few decorations.
Those issues should be reported on the community expansion page, the impaled marines are also part of the brutal doom mod while this is extermination day mod is mainly just maps and a few decorations.
That guide doesnt apply to this, I have made a few changes.
EDAY40 now has the secret exit (to the right of the level exit through a window) unblocked so you can go to EDAY41.
The revolver secret was nonsensical with three switches in three unrelated buildings revealing the revolver in the gun store, thats nonsense so I changed it to be unlocked from inside the gun store.
The red bars and that door with the redkey borders I will fix cause yeah that is wrong.
No there's a bunch of errors so they would have to be updated to be compatible with this.
The monster expansion would need to be updated I don't want to change this base mod to conform to an addon or every other addon out there that's impossible to do. And no Platinum is it's own thing, my intent is for this to be close to vanilla brutalv21.pk3 just with bug fixes and completed features without major additions to the base mod.
Mod description updated.
1.1 I changed what monsters are replaced by xenos or predators like the shotgunguy is now a drone, imps are warriors, chaingunguys are combatsynthetics, and revenants are now predators as well. Along with minor behavior tweaks of the xenos/predators.
I believe I messed with the footsteps not long ago and they are fixed in v21.14.1, just tried it and I think they are good in the current release, double check for me.
Yeah I can do that in the future. They will just be purist/vanilla type marines and will continue to replace the blursphere on maps to make it compatible with other mods people try to combine it with.
That's up to Sgt_Mark_IV the creator (and of Brutal Fate), I just made this little update to work with my community expansion while we are waiting is all.
Moddb.com
Once this file authorizes then everything will work
-doom2.wad
-edaytest001bdce.pk3
-brutalv21.14.1.pk3
-bdce_eday_compatibility.pk3
-edaymusictestdec09.wad (optional, get from the brutal doom discord or off allfearthesentinel.com)
yeah that compat patch is for my fixed-up version of EDay so I guess I should release that
Oh yeah I had the slaughterwad detection system too sensitive in 21.14.0
Can't duplicate that, the lost soul spawns a bunch of explosion particles, flares, fire, and lostsoul bone pieces when I kill one so what else are you loading with this besides just brutalv21.14.1.pk3?
You might be noticing the jerky looking sprites when a weaponspawner is moving because they are spawning fake sprites (one that can only be seen by the purist playerclass and one that can only be seen by the other playerclasses). It has to be done that way so that when a grenade launcher or any other new brutal doom weapon drops/spawns the purist player class will only see and pick up a vanilla weapon while all other classes see and pickup that grenade launcher or whatever other weapon brutal doom adds on top of vanilla. Its not broken.
Those errors will always be there, the player classes dont have a mugshot image defined so that the mugshot will change depending on the gender that the player selects so, ignore those.
These are meant to be used with my version of brutal doom v21.14.0+
Load order:
IWAD (Doom, Doom2, Plutonia, TNT)
PWAD (AV.wad, Epic.wad, Scythe2.wad, etc)
>>Brutalv21.14.0.pk3 or above
Compatibility patch (BDCE_AV_COMPATBILITY.pk3, BDCE_SCYTHE2_COMPATIBILITY.pk3, etc)
music, huds, and any other addons made with BDCE in-mind
This will be fixed in the next release, I just made all the enemy randomspawners spawn the same set of aliens with the basic xeno having the highest probability > drone > warrrior > runner > dragoon as the lowest probability. So this should be closer to the original intent of AliensTC and a lot less of the later alien variants.
Thanks, yep a frame was missing in the DropedRifle2 animation. This is fixed for v21.14.2.
Which map? The few I play tested had all the types spawning like on E2M2 and E3M1.
You downloaded the updated download link v21.14.1? I just checked with v21.14.1 and the lost souls are brutal now on E4M2. I had the slaughterwad detection system too sensitive in v21.14.0 so double check that your load order is using the correct version and that you are not pasting over the old pk3 or anything like that.
Its not that simple in the code dude. Creating a script or a check to run in every monsters spawn state on map start to check if the user has that enabled/disabled would consume resources and crater the FPS on map start during a slaughter wad with thousands of monsters on the map all running a script at the start to check that option. That would completely negate the point of this feature to keep the FPS from cratering on slaughter wads.
It's too sensitive in this version I've already modified it to only trigger if there are 15 or more monsters within a 128 mapunit radius and that seems to work ok. This verison 21.14.0 it triggers at 9 or more within 128 and thats too sensitive.
What sourceport are you using, what is your load order, what other wads are you loading with it?
What? I play this version every night on zandronum online coop with the wife it works just fine. Zand is the only port I develop for because online coop is all I play.
Right, yeah I increased the threshold to trigger a vanilla monster only if 15 or more monsters are within a 128-mapunit radius now in the development branch so that it is less sensitive. This is something I will playtest for two months and tweak before releasing the next version.
Yeah thats my first iteration of the slaughter wad detection system I implemented (I asked Mark first) that is similar to what Mark will be putting into v22. Every monster gives other monsters within a 128 mapunit radius around it a slaughterwadtoken on mapstart. And if a monster accumulates 9 or more tokens then it is replaced with a vanilla Doom variant of the monster. Because in slaughter wads your FPS will tank due to all the dynamic lights but mainly the numerous gore spawns in the brutal monsters. This is to make the really ridiculous slaughter wads playable with brutal doom. What wad and map specifically did you see this on?
I disabled the flashes on pickup because it gives me a headache I don't miss it.
Pass. The ledge grab uses zscript which is GZDoom only. I only play and care about Zandronum so that I can play coop online with the wife, GZDoom stuff I dont care about.
The Sergeant corpse left behind after a ground execution was changed six months ago and I will revert that back to how it was no problem.
Chainsaw cleaning itself when you sprint in tactical class is an old bug from vanilla brutalv21.pk3 I cant duplicate that issue in v21.14.0. I fixed that a long time ago so, check your load order, v21.14.0 is standalone and not be to loaded with brutalv21.pk3 it replaces it. And if you have any other old mods for brutal doom loaded after v21.14.0 they might be overwriting my fixes in the chainsaw.
The guts/intestines are 3D models which the sourceport will render over 2D sprites no matter what. I dont know why Mark turned the guts into 3D models, maybe he had something planned for them in the future but, I havent messed with them since they are not broken and it has been this way since vanilla brutalv21.pk3.
Thanks
BLOODWOLF333
joined
Modder of the Brutal Doom Community Expansion, Heretic Enhanced, and Aliens (TC) 2017 [v1.3]