Dexiaz Posted July 1, 2021 (edited) Hi there. If you're subscribed on my YT channel, you might know that I'm working on Brutal Doom for Chocolate/DOS Doom. Today I'm presenting you an alpha build of the mod for public testing! At present time the mod provides: -Redesigned weapons (sprites taken from Brutal Doom, of course) (based on TDRR dehacked mod); -Reworked monsters (eyes glowing in dark), chaingunner uses minigun now, arachnotron fires blue plasma, archvile wear horns, etc); -Improved sound design; -Visually updated items and some obstacles; -Brightmaps for all sprites and textures, thanks to Muusi -Destroyable gore corpses (hanging and impaled); -Absolutely "new" HUD (yeah, it's based on HUD from Eternal Doom, but it never appears in WADs before, because I did it specially for this project). The mod works perfectly with Chocolate Doom, but you can run it in DOS! (as planned at first place!). Special thanks to @Doomkid and @maxmanium for personal help with this release! Download link: https://www.moddb.com/mods/boiled-doom-brutal-doom-for-doschocolate/downloads/boiled-doom-release-canditate I would be grateful for all feedback to make the mod better for future releases. Have fun! Edited May 13, 2023 by Dexiaz 79 Share this post Link to post
Endless Posted July 1, 2021 That looks awesome. The ''crispy'' combined with the new blood and sprites look pretty damn nice. 5 Share this post Link to post
ScrappyMcDoogerton Posted July 1, 2021 This looks fantastic great work. 4 Share this post Link to post
VanaheimRanger Posted July 1, 2021 Man, this is great work, and I'd love to have just the glowing eyes feature for normal gameplay, how is that accomplished in vanilla? 2 Share this post Link to post
Dexiaz Posted July 2, 2021 Thanks to everyone, I'm happy you've liked it! 6 hours ago, VanaheimRanger said: how is that accomplished in vanilla? Same system as Doom 4 Vanilla - a trickery colormap editing (and sprite editing too). 2 Share this post Link to post
lokbustam257 Posted July 2, 2021 Wow, this is amazing, I thought this is some kind of forgotten thread that someone randomly bump XD. But anyway I have some suggestion: -The blood hit sprite looks a bit too much, maybe you want to rework it. -If you can, can you add those blood effect that appear on the floor when you shoot enemies like in Doom 4 Vanilla? but anyway, looks pretty good, hope you can release it someday. 5 Share this post Link to post
Dexiaz Posted July 2, 2021 34 minutes ago, lokbustam257 said: Wow, this is amazing Thank you very much! 33 minutes ago, lokbustam257 said: -The blood hit sprite looks a bit too much, maybe you want to rework it. I'm not really want to rework it, to be honest, unless there is a specific idea for a reworking... 35 minutes ago, lokbustam257 said: -If you can, can you add those blood effect that appear on the floor when you shoot enemies like in Doom 4 Vanilla? I'd like to add this, but I'm not sure, because D4V uses Boom Dehacked, not the DOS Dehacked. But thanks for suggestion, I'll try to find out. 3 Share this post Link to post
Doomkid Posted July 2, 2021 Making the blood splatter sprite lead into a “small blood pool” sprite that lasts about 80 to 100tics will do a good job of creating the illusion of blood splatting on the floor, if you’re interested in that feature (makes sense to have blood pooling in brutal after all, but it’s minor) 20 hours ago, VanaheimRanger said: Man, this is great work, and I'd love to have just the glowing eyes feature for normal gameplay, how is that accomplished in vanilla? I believe Muusi’s “SoftGFX” implements a vanilla version of this! Might be worth checking out. 10 Share this post Link to post
The BMFG Posted July 2, 2021 i love how you use the v19 weapon sprites instead of v21 weapon sprites. the v19 shotgun looks alot better than v21 shotgun 7 Share this post Link to post
Doomkid Posted July 2, 2021 Hey @Scypek2 and @Gez, sorry to bother you guys, but if you’re willing, could you possibly help to work out why firing the Rocket launcher and BFG crash DOSBox, but not Chocolate Doom? I’ve gone through every possible solution I know - the inconsistency of the error only being a problem in vanilla and nowhere else makes it damn hard to pinpoint, so I feel the need to call on the experts.. 3 Share this post Link to post
Noiser Posted July 2, 2021 (edited) Oh, that looks pretty sweet! I will give it a try later on (Just to clarify: D4V uses Vanilla Dehacked, not Boom - let me know if you need any help with it) 2 hours ago, Doomkid said: Hey @Scypek2 and @Gez, sorry to bother you guys, but if you’re willing, could you possibly help to work out why firing the Rocket launcher and BFG crash DOSBox, but not Chocolate Doom? I’ve gone through every possible solution I know - the inconsistency of the error only being a problem in vanilla and nowhere else makes it damn hard to pinpoint, so I feel the need to call on the experts.. i gave a quick look... I think it's because of this: You can't put a blank state on a codepointer made for action, that will crash on DOS. Edited July 2, 2021 by Noiser 3 Share this post Link to post
Gez Posted July 2, 2021 I'm not really an expert in vanilla dehacked shenanigans, but Noiser's find seems very likely to me. I'd suggest putting in action that doesn't really change anything, like A_Light0/1/2 as appropriate to the flash level of the weapon at the point the offending state is visited. 3 Share this post Link to post
Noiser Posted July 2, 2021 (edited) Even better, just use a non-action frame in its place. You don't need to waste a good codepointer if it will not do anything of value. Edited July 2, 2021 by Noiser 1 Share this post Link to post
Scypek2 Posted July 2, 2021 (edited) Codepointers do feel more precious than non-action frames, but are they actually less plentiful? Monsters and interactive objects tend to have tons of codepointers to maintain smooth movement, while non-action frames are mostly for stuff like monster death animations and decorative objects... the latter of which are very low on frames. So I'm not sure. (Sorry @Doomkid, I may be very perceptive but that seems like an issue that requires knowledge of Doom's actual cource code, which I'm not very familiar with at all.) 3 Share this post Link to post
VanaheimRanger Posted July 2, 2021 2 hours ago, Doomkid said: I believe Muusi’s “SoftGFX” implements a vanilla version of this! Might be worth checking out. I can't seem to find this anywhere using Google. 2 Share this post Link to post
Noiser Posted July 2, 2021 (edited) You have a good point Scypek. However I think there's a few frames that can be saved: 630: is the same as in 631 699: is the same as in 700 660: is the same as in 659 278: almost the same as 279 464: can be changed to the POSS explosion 866, 867: same sprites as 864 and 863 repeated pain frames (187 220 269 343, 386, 420, 455, 488, 507, 540, 569, 593, 619, 651, 712, 742) - I believe you can double the duration on their next frames (the ones with the actual Pain action) and use these without changing anything relevant. But I'm not entirely sure. Edited September 8, 2021 by Noiser 1 Share this post Link to post
Doomkid Posted July 2, 2021 9 minutes ago, VanaheimRanger said: I can't seem to find this anywhere using Google. Here you go, I thought Google would find it - had to dig back a few pages: 3 Share this post Link to post
VanaheimRanger Posted July 2, 2021 (edited) 2 minutes ago, Doomkid said: Here you go, I thought Google would find it - had to dig back a few pages: I had just found it and made a post on it right as you replied, lol. Thanks :) 1 Share this post Link to post
roadworx Posted July 2, 2021 woah, shit, nice! you've done an excellent job with this so far. i suspect that it isn't, but would it be possible to have multiple death animations? that's kind of a staple of brutal doom btw - and i know this is likely far out of the scope of this project - using an ace exploit could open up all sort of possibilities for this! 1 Share this post Link to post
HLRaven Posted July 2, 2021 Damn John Romero should release this back then, if pc's back then could run it heh. Anyways great job on this! 2 Share this post Link to post
Biz! Posted July 3, 2021 still lost on how you got doom 2 enemies in doom 1 without replacing anything 1 Share this post Link to post
Gez Posted July 3, 2021 (edited) You only need to change their editor number so as to bypass the spawn filter in P_LoadThings (p_setup.c, lines 319-339). // Do not spawn cool, new monsters if !commercial if ( gamemode != commercial) { switch(mt->type) { case 68: // Arachnotron case 64: // Archvile case 88: // Boss Brain case 89: // Boss Shooter case 69: // Hell Knight case 67: // Mancubus case 71: // Pain Elemental case 65: // Former Human Commando case 66: // Revenant case 84: // Wolf SS spawn = false; break; } } if (spawn == false) break; 3 Share this post Link to post
Dexiaz Posted July 3, 2021 1 hour ago, Redoom said: still lost on how you got doom 2 enemies in doom 1 without replacing anything Actually, this map is not the original Doom 1 map. I'm planning to kinda rework those maps, but the wad will contain only the maps, all other IWAD resources must be loaded by user (to avoid legality questions). 1 Share this post Link to post
Edward850 Posted July 3, 2021 (edited) 1 hour ago, Redoom said: still lost on how you got doom 2 enemies in doom 1 without replacing anything This is actually remarkably straight forward. Doom2 and Doom1 are the same executable, so all the Doom2 code pointers are there, however the Doom2 type numbers are blocked in Doom1. However the trick is those type numbers are a static list, but dehacked itself can use any number you like for defining a type, so you just change the numbers and you can spawn the objects. Rekkr notably makes use of this. The only things you can't use are the SSG (the weapon selection will skip over the slot in Doom1), and the megasphere, which for some reason the powerup behaviour is gated off. 4 Share this post Link to post
Teo Slayer Posted July 3, 2021 (edited) Holy cow, it looks amazing. I was always wondering how BD would look on DOS. And Doom 2 monsters in Doom 1? Wow dude, amazing job Edited October 16, 2021 by Teo Slayer 3 Share this post Link to post
OpenRift Posted July 3, 2021 I just gave it a play. This is impressive. Honestly, this is better than actual brutal doom if you ask me (mainly because unlike actual brutal doom, this keeps the game's core progression intact). 7 Share this post Link to post
The Almighty Egg Posted July 4, 2021 very good! just wish you cleaned up some sprites cause they are pretty rough in some places 0 Share this post Link to post