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- Merged with the new gore system of Bolognese. New sprites and new effects for
gibs falling from the ceiling,
flying brain pieces, and more.
- MUCH more efficient friendly marine respawn system. Now a marine that survives a
level will spawn on the next level
99% of times, and will spawn instantly, with no teleport effects.
- Chainsaw rewritten, better attack sprites, more chances of stunlocking enemies.
- Fixed a bug that allowed the player to keep firing both guns when dual-wielding
even after the mag on the single weapon version was empty.
- Fixed a RC3 bug that made bloody footsteps disappear.
- Fixed a bug that caused weapons to disappear after death on GZDoom.
- Shotguns rebalanced in a way that makes them easier to hit multiple enemies
without losing their accuracy.
- BFG tracers will no longer target friendly marines.
- Removed blood driping from the player when health is low (useless, annoying, and
only poluted the code).
- Fixed bugs on unloading autoshotgun.
- Grenades can now go through teleports.
- Fists improved, better movements, jabs are faster, you can do a left hook after
two jabs.
- Tactical class now will feature better and fast weapons, but got move speed
further reduced by 10%, weapons have recoil, and now takes damage from bullet
shrapnel and can't dual wield rifles and smgs.
- Added more difficulty options.
- Improved weapons mode description (like, Purist now explains that it's an
oldschool mode, etc.).
- Improved head hitbox and attack animations for Revenants.
April 2018:
- Players can kick zombie heads by walking over them just like in Blood (only works
on Singleplayer for performance measures)
- Fixed lots of bugs related to weapons.
- Destroyable bodies now works on multiplayer. Theoretically there should not be
any increase in net traffic.
- Added muddy blood pools for both blue and green blood types when falling over
liquids.
- Added a key binding (default O) to select the ammo drop function.
- Player's health and armor can no longer go past 300.
- Fixed a bug causing a dying imp to spawn infinite head hitboxes.
- Health and Armor bonus won't respawn in multiplayer to prevent players from
abusing it and slowing down Survival games.
- Increased player's resistance to shrapnel damage, so the extra damage caused by
barrels wont cause unintended deaths and prevent maps that heavily relies on
barrels and voodoo dolls from breaking up.
- Fixed meatshields for all zombies (Still missing a few sprites/placeholders).
- Fixed a bug that didn't allowed the player to rocket jump.
- Added new weapon icons for dual wielding.
- Fixed missing evil marines on A.L.T. wad, and Mr. X on Scythe 2.
March 27 2018:
- Tanks entirely remade. They were rebalanced, now have 3D models, works both on
first and third person mode, and in case the tank is destroyed, the player is
always safely ejected Necrodome-style.
- Improved the way some enemies reacts to tanks, like the cyberdemon won't try to
unneficiently stomp it, and imps and pinkies wont suicidally run under its threads.
- Zombie tanks code also remade. Now they behave like actual tanks and added weak
points on their rears.
- Player can now roll left/right by holding the Shift button and pressing A or D.
- Rocket backblast now working properly.
- Improved railgun wall piercing code.
- New explosion particles.
- Fixed a bug related to MP40's ammo.
- Rebalance: The SSG can no longer instakill Barons with a single headshot. You
need at least two perfect headshots to kill a Baron.
February 18 2018:
- Added a SMG zombie variation that has a small chance of replacing the Shotgun
zombie. It deals the exact same DPS, and drops the SMG. This will make the
SMG easier to find on most playthroughs.
- Improved gore gut sprites and large blood pools.
- Added new rotting decorative gore sprites.
- Pinky Demons can be enraged by taunts. They will become twice as fast, and will
infight with absolutely anything that hits them.
- You can dual wield the Mp40s.
- Fixed the nazis on the wolfenstein level not giving the Purist player ammo drops.
- Changed MP40's sounds to something sharper that sounds more like the real gun.
- Fixed an unintended difficulty setting that made enemies respawn on Black Metal
difficulty.
- Changed the purist's smg, now it has bigger rate of fire, spread, and the sprite
holds it single-handed, just like in Ultimate Doom's cover image.
- Added a cvar to disable footstep sounds (bd_footstepsounds 1 to enable, 0 to
disable, can be changed on options)
- Added a special menu for Credits.
- Many minor fixes.
December 31 2017:
- Fixed several weapon bugs.
- Re-introduced the Evil Marines. Now they can either have a rifle or plasmagun and
have the ability to jump over obstacles.
- Archviles no longer kills captured marines, instead, turns them into
Evil Marines.
- Fixed some bugs necessary for the latest version of Extermination Day beta to
work.
December 16 2017:
- Archvile's attacks will now thrust the player upwards just like in Vanilla Doom.
- Increased the fire rate of the Shotgun and the Super Shotgun.
- Decreased minigun spread and wind up time, increased recoil.
- New fire sound for the minigun.
- Fixed a bug that caused infinite heads of a Hell Knight to explode, causing a lot
of lag.
- Assault Shotgun's reload can be stoped to switch to another weapon.
- Removed a screen effect when taking damage from explosives that caused the game
to desync online.
- Rifle magazines gives 30 ammo instead of 10.
- Fixed a bug that caused enemies to scream infinitely when killed outside the
player's view.
- Increased damage caused by hook and uppercuts while on Berserk mode.
- Flying monsters (cacodemon, pain elemental, lost soul) now takes 3x bonus damage
from shrapnel, making frags and the grenade launcher much more
effective against them.
- Restored over the top death animation for zombies and imps when killing them with
shotguns at point blank range.
- Now after the eye removal fatality on Cacodemons, the player is able to throw the
cacodemon's eye (knocks down small enemies).
October 27 2017:
- More new deaths for the Mancubus.
- Friendly marines have different uniform colors, even when captured.
- Remade the falling damage system for when a small enemy is knocked out. Now the
system is more reliable, and works on low-gravity environments.
- Living impaled humans decorations remade.
- Fixed a bug that caused a dying zombie to continue to scream even after you
exploded it's head.
- Removed several screen pain effects.
October 23 2017:
- Added a pistol punch altfire for the pistol.
- Added infrared 3x scope to Rocket Launcher alt fire.
- Added desintegrating link belts to machinegun and minigun casings.
- Added smoke trails to used shotgun shells.
- Properly alignated shotgun shells when reloading the super shotgun.
- Added two new PVP fatalities and cleaned up the older one.
- Players will be able to knock eachother out in Deathmatch with kicks. A knocked
player can be stomped Mario-style.
(players can't be knocked out if they are with the fists selected. This is not a
bug, this is to prevent players from cheating
on fist fights).
- New sounds for zombies.
- Test map improved.
- Indexed several Final Doom maps into the Map Enhancement script, but most of
these maps still have nothing new besides HD skies.
October 12 2017:
- Added the tanks, mechs, and helicopters from my vehicle mod. They currently can
be found on Doom 2 Map16, Plutonia Map29,
and Epic's Map02. They still need to be rebalanced and probably have bugs.
- You can find all vehicles and enemy variations on the test map.
- New DM map: BDM04
- Fixed a bug that allowed players to stunlock cyberdemons with taunts.
- Several new death animations for the archvile.
- Flamethrower rebalanced, reduced FPS drops.
- Cyberdemon can be stunlocked with the flamethrower.
- If a zombie or imp is killed by a grenade or rocket's blast radius but is
considerably far from it, it will lose a limb and enter a suffering state, allowing
for gaining cruelty bonuses.
- Cyberdemon's fire rate was reduced, but its projectiles will always result in an
insta kill.
- Added special terrain effects for sand textures. You can notice these effects on
the egyptian maps of Scythe 2, Epic 1/2.
- Added player weapon skins. Several weapons and jump animations still missing, I
just ported the old sprites from v18.
September 29 2017:
- Added PSXDoom's map The Marshes. You can find it from the secret exit on Twilight
Descends. Filename is PSMAP57 Still has some bugs.
- Made the MP40 more historically accurate, max ammo is 32, reduced recoil, added a
small delay before you start firing.
- Ported some new fatalities from PB against zombiemen, shotgunguy, imp, and
archvile. They still need to be cleanned up.
- Saluting animation is now done entirely in third person.
- The Motherdemon on E4M8 is now working properly.
- Cleaned up all the yellow warnings at startup.
- Spent bullet casings are now cleaned up by a different cvar. Check the
performance options.
- Added beefier sounds and better firing animation to the machinegun.
- Added the hanging hooks from PSXDOom into some maps. You can notably find them at
Doom 2 Map12 and PSMAP57
- More performance improvements.
- Shooting rockets at lava will spawn large lava particles that can kill the player
and enemies.
September 22 2017:
- Dead bodies of Hell Knights and Barons of Hell revisited. Now they can be gibbed
just like other bodies.
- Further cleaned up Rifle and Submachinegun iron sights.
- Chainsaw rebalanced for Deathmatch. Now it's a very powerful weapon.
- Improved some player sprites, improved player sprite sync. Fixed a bug from v20b
where the player would be stuck on the fists
animation after swithing back to a weapon, making it look like it's shooting
bullets from the dick.
- Greatly improved the head hitbox of Masterminds and Cyberdemons.
- Tons of bugs squashed.
September 12 2017 :
- Improved muzzle flash of most weapons.
- Added iron sights to the Assault Shotgun.
- I broke the nazis and the mg42 on MAP31 again, but now its fixed for good.
- Improved Cacodemon's gib particles, now looks better and lags less.
- Revamped cacodemon's bodies. Now all bodies can be destroyed and crushed.
- Chainsaw is much more effective against the cacodemon now, as it can no longer
escape when being stunlocked by it.
- Monsters can now be damaged and killed while performing fatalities.
- Player will no longer be pushed away when being biten by a pinky demon.
- Pinky demon can make a small jump to attack and reach players from above edges.
- Archviles can be killed by headshots.
- Archvile dead bodies can be shoot and squished by doors and crushers.
- Several new death animations for Mancubus. More yet to come.
- Now you can harvest fire cannons from every dead mancubus (minus mancubi killed
by fire or plasma).
- Added a new area on the test map to test crushers.
- New iron sights for the assault rifle (thanks to EletricPulse )
September 05 2017 :
- Added new arms for melee attacks.
- Now you can grab and throw any small enemy, and even other players in Deathmatch.
- Fixed a bug causing BFG projectiles to not explode on Deathmatch.
- Added the "Brutal Deathmatch" campaign so you can fight with bots and test DM
gameplay. It has 3 maps so far.
- Dual Wield weapons can no longer be directly selected, you must have a key binded
to select them (check the options menu).
This will make the weapon selection cleaner and easier.
August 21 2017 :
- Fixed a bug that would make the game to freeze when splashes were spawned over
deep water.
- Tweaked the fire sound for assault rifle.
- Fixed several bugs related to weapons.
- Added HD fonts.
- Improved a lot of stuff on the custom HUD. Health changes color depending of how
much you have left, and you can see how much % damage the armor will absorb.
- Fixed several bugs related to weapon behavior.
- Added some new death animations for the chaingunguy.
August 06 2017 :
- Added faux water physics (open GL only).
- Changed duplicated entries from IWAD. This fixes a glitch happening when you load
a wad with custom weapon sprites such as
Back to Saturn X in the wrong order.
- Changed the Medikit and Stimpack red cross symbom to a white cross over a green
background (Not like the Red Cross complained
about it {yet}, but it would probably happen sometime. Besides this can now replace
the goofy-looking "pill" icon of BFG Edition
players.).
- Better sprites for Imp Fireballs.
- Reduced the size of the test map.
- Map enhancement system: Added breakable windows to E1M1, E1M2, the Testmap, and
Doom 2 MAP01. The falling glass can kill you.
- Working on to introduce the PSX Doom maps. Currently only 2 maps are playable
(PSMAP29 reachable from Downtown, PSMAP58 reachable from Suburbs).
July 21 2017 :
- Added a huge testmap that can be acessed with either typing "map test" in the
console, or the "load test map" option in
the Brutal Doom options menu. Map is still WIP, no need to report anything about
it.
- Temporaly disabled the first person executions, going to find another way to work
around them.
- More work done on the map enhancement system, the first 3 maps of Doom 1 now have
breakable lamps.
- Changed the damage on all weapons. Now weapons no longer deal randomized damage.
- Moved custom menus to the main menu (Brutal Doom Options) so it now will work on
GZDoom 3.1 properly.
- Minigun fire rate raised to 1575bpm (previously 1000bpm, originally 720bpm on
v20b)
- Removed the warp effect from smoke particles (it was causing bugs on software
mode).
- Added the Machinegun (Slot 4. Purist still cant use it)
- Added the Unmaker (Slot 8. Still WIP. Purist still cant use it)
- Zombiemen gives 10 soul points on death (Unmaker's ammo).
- Fixed a bug causing some weapon pickups to not show up when playing on Tactical
Mode.
- Wolfenstein SS soldiers outside the Wolfenstein levels are now replaced by
headless zombiemen instead of evil marines (evil marines will be re-introduced
later).
- Added more sounds.