Kept you waiting huh? After 2 whole years, PB_Staging was finally merged into master, bringing along over 1.7k commits with it!
There are a lot of changes, as expected, all of which you have already seen with the PB_Staging builds uploaded here or downloaded from GitHub. From now on, all updates will have a 3 number version associated with them, which will make checking for updates a lot easier than comparing Git commit hashes.
We are going to be following the Semantic Versioning system (explained better on it's website), to keep it short and simple:
These will be updated regularly (unless we forget), and every time it does so, I will be updating the ModDB build.
Some of you may question, why restart the counter? I mean, PB was at version 3.0 right?
To answer that question, we thought that the version of Project Brutality you can play today is different enough from the older releases that it was warranted to loop back around to 1.0.0 (technically 0.1.0, we're still in alpha after all). This could, and probably will, generate some confusion whenever we reach version 2.0.0, if ever, but hey, resetting the version numbers wasn't MY idea, so i'm not exactly sure what the thought process behind it was.
As always, you can chat with us or report bugs at our Discord server or GitHub. We hope you enjoy the new version of Project Brutality, and have fun!
-The Project Brutality Team.
General information about the Project Brutality mod for Doom II.
TL:DR Project Brutality 3.0 downloads can be found on the GitHub. Old builds will be hosted here in time as well.
After a brief hiatus, we're back to work on the mod. Today we've got an update for you and a new release. We hope you enjoy it!
After 20 days of voting, it is time to present the top still-in-development mods for 2023 as picked by you, the players!
Project Brutality is a fast-paced gameplay mod that aims to amp up classic Doom like never before.
A patch to fix PB3.0 compatibility with LZDoom, because LZDoom is obsolete and missing many things. (IF YOU DON'T FOLLOW THE INSTRUCTIONS IT WON'T WORK...
Final Carnage is a Zdoom level pack for Doom 2, it contains 8 maps (plus 1 secret level) at the moment, this campaign is strongly inspired by Extermination...
Look like it's first time will seeing about First Weapons Pack into the Project Brutality. Then Thorir to be Permission like these? [Updated in Comments...
Another "Doom Metal Soundtrack" variant that covers all music for DOOM, SIGIL, DOOM II, TNT: Evilution and The Plutonia Experiment for WadSmoosh users.
Improves some of the sound effects in Project Brutality.
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WASD movement isn't working for me.
I'm dragging the "Project_Brutality-master" folder into GZDoom along with other mods. But when I load up a new game I can't move or jump using the keyboard. Even if I don't use any other mods I still can't move.
I have a problem. I'm dragging the directory "Project_Brutality-master" folder into GZDoom. But when it loads up I can't move. WASD and SPACEBAR don't do anything.
Lets be clear for people like prime79,Project Brutality will always change till they find the right balance and remove any junk that is not needed for the mod, which is why addon existed so, if you don't like the direction this is taking, then you as a petty modder, are more then welcome to create your own doom mod then complain about here in the forum and above all move on. Since the rest of us have, you reap what you sow there.
youre a flaming fool if you think this mod will ever be balanced in any form, things were ment to be added and the next level was ment to be achieved and exceeded, that was the vision of the mod was to go beyond what was said to have been the limit for the engine and just have a exceptional, outrageous arsenal to use and a limitless supply of enemies to wholesale slaughter.
yall have already taken what ive said and smeared it, the only thing that was stated is that 2.03 is the original, agreed upon final product, but nah yall can just **** on everything that ever exists, im sure that will take you very far.
first of all, its not your mod to start with, and second, it was a godly awful mess that needed to be remove completely and was converted to addons from dedicated people if they are willing to use the mod, they must keep it up to date with PB or nothing will work. SO far no one maintain those addons as it dies out. Besides this is a new chapter, where PB can finally focus on monsters, while still balancing the weapon. The idea of going beyond its limits seems rather broken which was in a terrible state but at last, its been fixed and focus on important matters. you are free to make your own mod or move on with your life of modding, the choice is yours to make, but go see a doctor just in case.
you have absolutely no idea what youre spouting off.
ah, still butthurt and wanting to make the last word. I will humor you, when was last time PB became any good but a buggy mess, clutter content that was unnecessary while using bd code of pure spaghetti code in there. This team, manage to clean up the mess that was left behind, remove any code that is attach to bd and making a better version that is more simplified then before. I rather have a good mod that runs fine then a garbage of mess that is pure performance issue for many people playing the mod as your so called pushing the limit nonsense.
как отключить затемнение экрана после смерти не кто не знает
Is there a way to disable reloading? If not, will there be an option for that in the future?