-- MORE Realistic. MORE Tactical. MORE Aggressive. -- Fight the DOOM with Realistic style weapons. The new project "CALL OF DOOM: TARKOV" has begun.
Players can fight DOOM monsters with high quality firearms imported from the Call of duty universe. Enjoy the greatest violence based on Brutal DOOM.
-CALL OF DOOM:BLACK WARFARE *BRUTAL DOOM ver*
Enjoy the greatest violence based on Brutal DOOM.
-CALL OF DOOM:BLACK WARFARE *VANILLA ver*
Vanilla version with no changes to monsters and decorations.
-LIGHT Edition *BRUTAL DOOM ver*
Light version with reduced weapon animation.
-LIGHT Edition *VANILLA ver*
Lightest version without Brutal DOOM.
Bug fix update (NEW):
Fixed a bug where you couldn't summon a friendly COD soldier.
COD soldiers such as Captain Price only operate within one map. You will need to summon again to get their help on the next map.
If you summon a girl soldiers, they will follow you until the end of the game. You cannot summon more than one of the same girl.-Fixed a bug where the grenade launcher could reload multiple times.
-Fixed a bug where the map would be a little brighter when using dot sights with some weapons.
-By changing the flag set in portable Medikit from "INVENTORY.UNCLEARABLE" to "INVENTORY.UNDROPPABLE", you can now start the mod in Zandronum.
CODBW_FileA_Brutal.pk3
-Renamed all ACS Scripts (from number to named), now it's less likely to conflict with other addons and maps.
-Now players won't see any warning and error messages when launching with GZDoom/LZDoom, but not with some custom maps and addons.
Note: Players are unable to encounter some custom enemies from custom maps due to this PK3's enemy actors.
-Fixed an issue where footsteps disappeared.
CODBW_FileA_Vanilla.pk3
-Removed all unused scripts, sounds and sprites that supposed to use with Brutal Doom.
-This PK3 is still keep some unused actors but blank'd.
-Now players can play with their custom character skin (although there's no mugshots/status faces due to the custom HUD).
-Changed Blue Nazi to drop guns such as StG-N (because this weapon is only can be found in Nazi camp).
-Changed "Stealth" Zombieman to drop guns such as MP5.
General
-Renamed all ACS Scripts (from number to named), now it's less likely to conflict with other addons and maps.
-Fixed all spawners so it can trigger something (such as ambushes and scripts) after player is walked through and/or picked up the weapon, ammo, armor, and item.
-Simplified some spawners that basically copy & paste.
-Added new weapon spawners that replaces Brutal Doom's specified weapon such as Flamethrower and Unmaker.
-Fixed M2 Flamethrower's "gunfire" sound keep looping whenever player dies.
-Fixed some ammo pickups (such as KS-23's ammo and 25mm Smart Grenade) that can be crush/squished.
-Moved Single M9A1 and MP5's clipin sound to the corresponding clipin timing.
-Fixed M870 MCS's pre-reload animation looks stuttering when magazine is depleted.
-Fixed Dual M1887 MC's firing without recoil when magazine is only have 1 ammo, and now the recoil is stronger.
-Fixed M72 LAW's "must aim" fire is not zoom in.
-Fixed M72 LAW go to "must aim" fire animation directly after player dropped the used one while they are holding fire key.
-Crosshair is hidden when using dot sights and scopes.
-Fixed a lot of new weapons that player picked up (such as MP5) can be rechambered while magazine is still have some ammo after they dropped their depleted weapon.
-Fixed player can't pick up any weapons sometimes after they dropped their weapons (in the case of 8 Slots Mode).
-Fixed an issue where fellow soldiers leaving the player would continue to shoot corpses.
-Fixed laser issue on M1887MC.
-Enhanced the power of PYTHON, M24SWS, M1887MC, and semi-auto shotguns.
-Improved Hip-Fire accuracy for MPX45, AN94, and VEPR.
-The maximum capacity of 7.62mm bullets has been increased to 240.
-Changed FAL's gun sound.
-Fixed some "unnatural English".
-Fixed Garand Rifle not dropping. (V2.1)
Select two pk3 files with the Ctrl key, then grab "FileA" and drop it on GZDOOM.exe.
Alternatively, use Autoloading with a shortcut.
If you get the following error message, you are loading the files in the wrong order.
Script error, line 455:
Unexpected '8 Slots Doom-Slayer Mode' in definition of 'RGAPlayer_M9A1'
After starting the game, first open the OPTIONS "Customize Controls" menu and set the "Call of DOOM - Basic Controls" and "Advanced Actions" keys.
Set "Equipments Shortcut" only when necessary.
Explosives are in slot 9 and equipment is in slot 0.
1:not Potato PC
The file size is large and there are many animations, so please play on PC.
It's difficult to enjoy this mod on low-spec PCs and smartphones that have a lot of lag.
2:Official DOOM game(IWAD)
This is a mod, so you need a base game file.
Please purchase the official DOOM on Steam etc.
Or use FREE DOOM.
3:latest GZDoom engine
This mod only supports GZDOOM.
If you run it with another engine, unexpected problems will occur.
Also, this mod is for single player. Multiplayer is not supported.
This mod is a realization of the modern DOOM I wanted.
Players can fight DOOM monsters with high quality firearms imported from the Call of duty universe.
This weapon WAD is compatible with many custom maps, so you'll have fresh gameplay on maps you've played in the past.
Introducing 70 new weapons.
There are no energy guns, all guns use bullets or rockets.
Most weapons have aim shooting and reloading function, allowing you to switch shooting modes and change ammo types as needed.
And various kinds of ammunition based on the caliber of the actual gun will appear.
[slot 1] - 6 Handguns and 1 SAMURAI sword (9mm/.45ACP/.357 Magnum)
[slot 2] - 10 Sub Machineguns (9mm/.45ACP)
[slot 3] - 12 Shotguns (12 gauge)
[slot 4] - 6 PDWs (PDW bullet)
[slot 5] - 6 Heavy Weapons (40mm Grenade/25mm Grenade/66mm Rocket/23mm CSgas/.404 Raufoss/Fuel)
[slot 6] - 10 NATO Assault Rifles (5.56mm NATO)
[slot 7] - 8 Eastern Assault Rifles (5.45x39mm/7.62x39mm)
[slot 8] - 8 Marksman Rifles (7.62mm NATO/.338 Magnum)
[slot 9] - 3 Explosives
[slot 0] - Tactical Medikit / UAC Satellite Phone
Introducing modern game style support equipment.
[Survival Knife] - Can be used for Instant attack and stealth-kill.
[Frag Grenade] - A powerful grenade. You can also knock out by hitting the enemy directly with a grenade.
[Stun Grenade] - A stun grenade that afflicts enemies with intense flash and noise.
[Flashlight] - High beam flashlight mounted on a helmet.
[Night-vision device] - A ready-to-use Night vision device mounted on a helmet.
[UAC Satellite Phone] - Can summon relief supplies, reinforcements, and attack helicopters.
[Tactical Medikit] - A first aid kit that can carry up to 6. Be careful not to be attacked by the enemy while you are giving the injection.
There are 12+α friendly soldiers with new sprites.
It also includes the Heroes of "COD: Modern Warfare" and "COD: Black ops".
You can summon them with Satellite Phone when you need them.
If you don't want to see hell anymore, you can call a girls.
When you want to fight alone, use the Satellite Phone to get ammunition and other relief supplies.
You can give three instructions to fellow soldiers : "follow", "wait", and "gather".
If you get a Sentry bot somewhere, you can switch between "follow" and "Attack" instructions in the same way.
The infamous "mystery box" from the COD zombie series will be featured in this mod.
There are 90 different results, and you can get the best weapon, but you can also get the worst weapon.
There will also be secret items that can only be obtained here.
If you want to challenge, use the Satellite Phone to summon the Mystery box.
The kill speed is faster than Brutal DOOM, and even the weakest 9mm gun can defeat the Pinky Demon.
However, you will always suffer from a shortage of ammo and recovery items.
Kill your enemies as soon as possible before they are attacked, like Call of Duty. Otherwise it can have fatal consequences.
If you are a veteran player, choosing a higher difficulty level than ultra-violence (Brutal DOOM ver only) or a class with a stricter weapon possession limit will make you more thrilling.
Players can only carry 4 weapons. (In the case of normal mode)
Every time you find a good weapon, you have to choose to drop something.
Carefully look at the spec sheet, which describes the advantages and disadvantages of the weapon.
If you're greedy and holding only powerful weapons, you'll quickly run out of ammo, and you'll have to drop something and switch to a 9mm gun.
There is no convenient item box.
Weapon placement changes randomly each time you play.
Flamethrower may appear when you need an M16, or you may never find your favorite weapon.
Therefore, even on maps that have been visited in the past, the tactics can change significantly depending on the weapons you can pick up.
This weapon mod was developed so that I can play it for over a year without getting bored.
(I don't know how other players will feel, but I've been enjoying DOOM for years with this mod)
FINALLY!
best of luck sir Arrowood i hope you keep going and nothing stops you and don't fall for the bad comments of people i wish you the best and never give up on your dreams good luck
Nice, it's finally out!
Thanks sooooo much Arrowood !
Amazing stuff.
Out of curiosity, is there a function to unload ammo from a gun? That might add to the immersive factor of scavenging weapons for ammo. I feel like I might be missing that feature somewhere.
If it is not in the mod, are there plans to make it?
No mean to complain, just want clarification please. :)
I've been requested several times in the past for the unload function, but I decided not to include it.
It requires a lot of adjustment.
That feature is useful for ammo management, but I need to add a lot of scripts to avoid unloading and wasting ammo when the player has the ammo to the limit.
If the player unloads all the commonly dropped weapons such as MP5 and M870, he will always get a lot of bullets, which will upset the game balance.
It's fun to think about whether you should replace the gun after running out of bullets in the magazine, or replace the gun immediately.
I see. Thanks for the quick response! This has been a lot of fun so far. The lower weapon capacity modes are really game changers! 👍
Finaly good work:)
great mod! good to see i was one of the first to download it! runs well on my phone
Congratulations
Question, this AMAZING MOD working with LZDOOM???
PLZ 😟🤘😟....
GREETINGS FROM BOLIVIA 🇧🇴
Best "real life guns" mod ever in GZDoom for now, even better than original CoD games for me.
This mod works well with LZDoom, although it's laggy.
I really liked it when players can do "quick melee" with Katana/Samurai Sword (if they have one) while they holding any weapon (except Garand rifle which are already have bayonet).
My favorite weapon in this mod is AKS-74U (called AK74u in original CoD series).
By the way, this mod seems have conflicted with some PWADs and addons which are really annoyed me (worse than get killed in-game), even the VANILLA Version of this mod.
Example: Getting stuck at somewhere (then ruined the gameplay after I forced to typing "noclip" command to skip that place which I really don't want to do), no recoil when firing, and the messages appeared every time when trying to do knife attack because both of this mod and PWAD were already have SAME number of ACS scripts such as 700, 800 and 900.
I think those scripts are based on the older mod named Real Guns Advanced series, and it's should RENAME to "named script" which are less likely to conflict with PWADs and addons.
Example: Rename 800 (maybe?) to "CoDRecoil" (with quotes), as well as rename ACS_Execute to ACS_NamedExecute in both Decorate and ACS Script files.
Not sure if the latest Brutal Doom (V21 Gold) still have same issues...
Mind if you can fix these issues if you have time? Arrowood?
Sorry if my english is bad because I am Malaysian Chinese (and I'm new in this website)...
Thank you for your very interesting feedback.
I've never had a problem with it because I like old school custom maps, but COD: BW scripts can conflict with innovative maps that make heavy use of new scripts. I knew.
I thought the only solution was to "respect the map author's uniqueness and not mix any mods with it", but it's interesting that there was a way around that as much as possible.
However, I'm so busy in real life that I can't afford to rewrite all the scripts and test compatibility. (The Call of Doom project also took four years to complete)
It's completely undecided when I can work on the update.
If you agree, I can provide you with pre-PK3 development data so that you can use your good scripting skills to fix it.
That way, you'll soon have a CODBW with the great compatibility you want.
If you wait for my update, as I explained, I can't promise the update time. (I'm an amateur, so I might bring in new bugs)
What do you think?
Of course, it's okay to decline the proposal.
You and I are working for free.
Thank you very much.
Really? I can't believe that you can provide me these development data to fix it (it's way too sudden for me)...
But I'm an amateur too, and I'm still learning some coding/scripting knowledge from zdoom.org...however, I will fix these pk3 file (and trying not to mess up the gameplay experience) if you provide me these files.
I like old school custom maps too, especially train fight maps (sadly that type of this maps are rarely), as long as these maps does not contain any scripts.
I'm apperciate it if you could send me these pk3 files, since you are busy in real life.
Honestly, your mod is amazing, have a good day!
Thank you!
Your spirit is wonderful.
Moddb.com
Now I have published the developer data to MODDB.
You can download it from the link.
I also added an explanation.
If you are ready to officially update the mod or have any other questions, please send me a message. (I think it's probably difficult to answer a technical question ...)
By the way, I also love train combat.
I know three DOOM custom maps with train combat are "Mogor's Winter", "Bloom", and "Hell on Earth Starter Pack", but if you have other maps, please let me know.
Thank you for your help.
What version should I download, if I want play this with custom enemies from other wads, like colorful doom?
Vanilla version, I'm currently playing Knee-Deep in ZDoom (KDiZD) with that version of this mod.
It seems that you cannot encounter custom enemies with Brutal Doom version (and the original v21 Gold) since it's already replaced these enemies with decorate files, unless these BD enemies are standalone decorate files.
Awesome mod. One of my favorites. I know this wouldn't be too functional but it would be cool if you hit crouch twice, and the player lays down. I was surprised that wasn't included. Otherwise, awesome job.
Thanks dude !!!!
The long awaited arrival of this mod is here! Thank you so much Arrowood for your dedication to this mod and your willingness to give us a polished and far more complete release.
Whether this is all you have planned or you may someday come back to this gem of yours and add some more or you're leaving future updates to fans willing to do learn how to mod themselves... I wish you the best!
Got another VM Abort, this time with LAW + Claymores:
VM execution aborted: M72LAW.statefunction.91 called without valid caller M72LAW expected
Called from PSprite.Tick at gzdoom.pk3:zscript/actors/player/player.zs, line 2605
Called from PlayerPawn.TickSprites gzdoom.pk3:zscript/actors/player/player.zs, line 402
Called from PlayerPawn.PlayerThink gzdoom.pk3:zscript/actors/player/player.zs, line 1631
Called from state M72LAW.91
Called from PSprite.SetState [Native]
Really fun mod,
I wanted to ask a question about something in the V2 version,
In the V1 version the anime soldiers would stick with you even when you beat the level while in V2, once you beat the level you have to summon them again. Is this a bug or a added feature because I liked how in V1 you could keep all 6 of them once you summoned them all to help you on the levels.
Good question. Though I never use them because they are OP and never seem to die. lol
I am so grateful for your work Arrowood. I love playing with this mod. V2.3 alternative HUD wont show ammo count but normal HUD does.
OMFG! Need test this. <3
I hope my computer run this beautiful mod. <3
Sorry, what mod is the map in image of entryway? See very cool. n.n
I think the mod (custom maps) is "Doom 2 Project Remap".
Moddb.com
So it's odd to aim down the sights and the crosshairs are still there. Is there a way to make it so the crosshairs are only on when I'm "hipfiring"? Or would it be possible to make this mod so it has its own crosshairs that only show up when you're not ADS'ing? Still kinda used to RGH.
Correction: It seems that this happens with SOME guns, but not others. The bug only occurs with guns that use iron sights.
Is this Free Call Of Duty modern warfare 2 unlimited ammo, armor, health and granade (including the grenade launcher) (And no viruses😎)??????????
i have an error if i loaded A+B correctly and this happens
(I have GZDoom 4.7.0)
Script error, "CODBW_FileB_HD_v2.pk3:zzbrutalxcodbg_bcoding_b3.wad:SBARINFO" line 49:
Unknown font 'INDEXFON'.
I think GZDoom 4.7.0's font system is overhauled, so it doesn't recognize INDEXFON (recognize INDEXFONT instead)...
Drive.google.com
Here's the fixed one, it should can be played with 4.7.0, load the "bcoding" after "FileB".
Moddb.com
Moddb.com
If you experienced your keybindings keep reset every time, download these 2 data packs (make sure the HD sprites pack replaces the LW one).
Execution could not continue.
Could not realloc 5680440 bytes
Is there any perfect hud for this mod?
How to aim scopes and holo sights on mobile? and how to add crosshair? also
Is it compatible on zandronum?
This mod is cool and all and I've been playing an old build for sometime now. The problem is, the game is even worse with newer versions than with the old ones.
The screenshots posted look good, sure.... If I wanted to play with a HUD that doesn't show how much ammo I have. On max window size (like the screens) no ammo count is present. One notch lower, the bottom of the screen is now filled with this ugly HUD the mod have (sorry), with big white letters and ugly icons on top of the hand and gun models. Using gzDoom internal alternative HUD is out of the question since that no longer works because ammo count have been removed from there too. The HUD doesn't obey gzDoom scaling definitions, which means if I want to reduce the ugliness, I can't.
Status of button bindings? Completely FUBAR. There is clear conflicts with Brutal Doom (which I still don't understand why mentions of it still remain visible in user interface), that forces me to remap keys every time I want to play. Someone have suggested to use a gigabyte sized download just to bypass this issue which is a very bad advice.
PS: If someone is reading this, update your gzDoom to 4.8.X or above to solve "INDEXFON" error at launch.
wow, you are developing a new project!! this is cool, I only play with the CODoom mod! I look forward to wishing you good luck!!
good friend where can I get this mod but for mobile or can you send me the link of the version? please
i Can Barely Read The Text Is There A Way To Fix The Problem
If using zdoom or gzdoom, use the search feature in the options menu to "adjust message scaling"
Default values are small for 2k and 4k, so just drag the sliders to fit.
Does this include Maps of Chaos by default?
no unfortunately
so, when escape from Tarkob doom mods?
me hapi
you can release a version of this mod but with less memory(mb,gb)?
is there any way i could fix it? whatever i do, nothing helps me. tried with gzdoom 4.11.2, gzdoom 4.12.2, zandronum 3.1
"ZZD_CODBW_FileC_MainData.wad:D_PLAYER" line 8:
Unexpected '4 GUNS Normal Mode' in definition of 'CoDPlayer_Gun4SV'