The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.
Works on GZD, LZD, Zandronum Single Player and ZDoom 2.8! Feel free to contact Kalensar via ModDb messages for any inquiries not listed in the Description below. This is Sgt Mark IV's Extermination Day megawad converted to be playable as a Vanilla wad and to be mostly safe for weapons and monster type mods. Just load this with Doom 2 as the IWAD. Works on DeltaTouch! Works in LZDoom!
My list of fixes:
1. replacing all Tanks, both friendly and enemy, with suitable replacements that affect the player or enemy advantage where equitable
2. Map fixes that were self-evident at not being intentional blocks such as random invisble walls that affected obvious routes meant to be taken, broke keys, broken triggers, and others too many to list individually
3. Elimination of ALL startup errors when Eday Vanilla is run by itself. Startup Map errors are not included because even IWAD maps have errors. I'm not fixing what is not obviously broken.
4. Many various replacements of broken enemies with equitable vanilla actors ie broken turrets with chaingunners, and other such similarities.
5. Fixed IDCLEV to be usable in game whereas in original EDay it does not work at all.
PB3 Warning--- PB 3.0-- Current Update... Go into Brutality Options and Turn On advanced Movement or you will be stuck on Nukage and other liquids.
Changelog--
12-8-22 Replanted some palm trees in map15 that went missing.
12-4-22-- Consider this the Finalized version/ All errors are eliminated in the Console Log when ran by itself. This is as close to perfect as it can possibly in its current format. (error free in GZDoom Console ). Testing updated as well! Mod compatibility list updated below.
4-20-22-- Fixed an unintended bug that shafted BD21 compatibility. Pardon any headaches that caused.
3/29/22--- Cleaned up some Error Messages that would impact mainly Project Brutality 3.0. This will also affect other mods for the positive as well.
3/26/22--- Major performance update. Reorganized the file structure and improved the performance value by like 5x. I can literally run smooth on a low-end with zero Precache Textures running now. Also!!! Maps are now renamed to Doom 2 format so IDCLEV now works. THe Secret Levels are still 40,41, 42. So Terminal Format is now Map Map05 as an example.
Important!! Music Mods are not compatible despite the map renaming. =(
This is due to Map ACS having control over music control. I will not rewrite the ACS to bypass for choice of music.
2/23/22--- Did a minor fix. PB3.0 now works without the Floor Check error running 24/7. Updated Working/ Fail lists.
12/6/21-- FIxed some missing sprites on Map EDAY30. The missing player turrets are replaced with Chaingunners.
11/29/21--- Fixed Blue door in Map EDAY16 so its now passable. Fixed Turretdudes by replacing them with Chaingunners.
11/15/21--- Current Update; Works on Zdoom2.8 (minor graphics errors but works!)
Works on Zandronum Singleplayer, testing on multiplayer doesnt seem to support it yet.
11/4/21---- Finalized (Hopefully). Fixed Mapinfo errors for Map31 looping. Improved Performance!
10/28/21-- Late bug fix. Fixed exit on map 31 so it goes to 32 proper. Unusual crop up because it didnt happen during my past play tests. But thanks to a player it was brought to my attention.
10/1/ 21 Fixed looping exit in Secret Map Eday 41. Now properly transfers you to where you are supposed to go.
This small project was an attempt to bring this excellent megawad to a wider audience. Its far from perfect but it does play fluently and pretty smoothly.
This product has been modified to include some Brutal Doom assets which is only the Level Enhancement mod fused with EDAY Betawad001 and the Edaymusic wad all in one PK3.
Some maps have been modified by myself to remove any "Missing File" flags for enemies such as the Brutal Doom Tanks, and other areas such maps 16, map 17 where there are Tanks. All replacements have been to maintain either the Enemy or Player advantage where the replacements were needed to be made.
Here's my test list of success on GZDoom 4.7.1;
BDv22 Test does work!
PB 3.0-- Current Update. Go into Brutality Options and Turn On advanced Movement or you will be stuck on Nukage and other liquids.
PB 2.03a-- Works!!! But has to be played on Zandronum or ZDoom 2.8.1. It fails on GZDoom and LZDoom.
BDv20!!! Same as PB2.03a. Has to be played on Zandronum or ZDoom 2.8 to work at all.
Rage Weapons for Doom--Requires RageBase.pk3 and GZDoom RageWeapons.PK3
Brutal Weapons Only- Yes works fine.
Xim's GZdoom3 for Doom
Counterstrike Martian Offensive, most up to date version
Perfect Dark Brutal Doom V 2.0
EVP v 2.6 aka newest version
Hellrider newest version
Death Foretold D4T2.5
Doom Incarnate
Smooth Doom
Beautiful Doom v7.16
NTMAI
Halo Doom v1.5
Bloom v1.666-- Works but needs MAPINFO updated and it will work properly. I Modified my own Bloom Mapinfo in order for it to work properly.
Project Re-Blood
Weapons of Saturn
DOZ- Doomed Over Zelda
Heretic Heroes for Doom 2
Hideous Destructor
DN3Doom v1.07
DoomKraken's Monster Randomizer
Doom Thoth- any of them
SMEXUNMON- any of them
Weapons of Earth Revised
Project MSX- including its Weapons mod and Monsters only mod
Metroid Dreadnought
Space Hunter
NotS(Castlevania Weapons mod)
Highnoon Drifter
Lazarus 3 mod
RUSSIAN OVERKILL
HXRTC Gold Edition,-- Fixed the Smoke bug.
Supercharge
D4VClassic!!!---- Make a separate copy of D4VClassic. Open a Wad Editor and delete the ANIMDEF file. It will work. Make sure to rename the new copy to like D4V4EDAY or something.
Meatgrinder works!
EoA- Embers of Armageddon
Brutal_FreeDoomGZD
Code Zleek Doom
GMOTA
Highway Acceleroid Booster
BrutalDoom Platinum 2.0
-DoomDynMus (Dynamic music mod)
-High Noon Drifter v1.2c
-Western Patch v2
-LegenDoom Lite v4.0
-Corruption Cards v2.0
COD- Black Warfare
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List of Failures:
Combined Arms 2.3-- Literally complained about a USA Flag decoration. Not replacing the sprite decoration.
D4D- DOOM 4 Doom-- Error over a custom blood texture used in Eday Vanilla. Not fixing.
Bloomv1.666-- Works but needs MAPINFO updated and it will work properly. I Modified my own Bloom Mapinfo in order for it to work properly.
DemonSteele--- Status is not diagnosed currently
Scavver's Paradise--- Conflicting scripts between EDAy and SCavvers causes certain events not to happen in maps.
BrutalDoom Expansion V21.11.3-- Fails on both sides for fixes. Brutalv21.11.3 are incompatible and cause far more bugs than the testing I tried to fix the difference with on both mods! I regretfully must add this to the Failure list.
I wonder if Eday ever comes out proper!
Hopefully soon. If not this is still really good.
WAD needs to be finalized. It does not work with all mods. For example, it doesn't work with Combined Arms and D4V: it throws an error. Project Brutality works without problems.
I tested out Combined Arms 2.3 and v1.4= v1.4 works fine and v2.3 complains about a Flag decoration that I'm not going to screw around with.The Flag sprite it references is used in a lot of maps and I am simply not going to hunt down every literal American Flag in the megawad to fix this issue.
D4Vclassic is what I what I tested next so I could see the error message. Well, EDay uses a custom blood texture that D4V doesn't recognize. That's a D4V problem, not an EDAY problem.
The original EDAY megawad is a very ummm specialized mapset that was designed for one thing: Brutal Doom's Campaign. This is a custom mapset that has been duct taped to work as a now Vanilla Pwad. The amount of custom work in Eday is staggering so getting it to work everything under the sun is basically just out of the cards.
I appreciate your comment and will address any errors for specific Mods as either fixable or not fixable. So consider D4V and Combined Arms 2.3 as not playable at least as far as I am going to work on it.
How much have you optimized this to run on low-end devices?
I make mods on a low end device= 1.4 ghz dual core with a 512 mb vidcard.
I'm getting a "bdcheckjanitor" and "bdcheckjanitor2" scrpit error message spamming the console when I run this with Rage weapons or CSGO weapons.
I'll give those a test because I haven't tested them and see what I can come up with.
Is it the Counterstrike Martian Offensive weapons mod?
So I tested Counterstrike Martian Offensive(most up to date version) and Rage Weapons for Doom. Both worked just fine for me. The Rage 2 Weapons mod hasn't been cleared to download by ModDB as of this writing.
On the Rage weapons for Doom I loaded the Rage Basepk3 and the GZDoom Rage Weapons PK3 and literally had zero game halting error messages. Tested on GZDoom 4.6.1.
Hmm, I'll try it again later.
I'm getting the messages when I run those weapon mods with Russian Mercenaries. Also it isn't halting the game, it's just a message that will keep popping up every time I kill an enemy.
Thats excellent that its not halting the game. I have no idea otherwise. Basically if it's working thats good.
This version of EDAY( the 2019 beta test) itself is a super specialized map that was built specifically for Brutal Doom as it's campaign mode. This is a duct taped version that allows it to run as a PWAD while keeping the mass majority of it intact and fixes the worst errors that stop progression and fixes many visual bugs. Its no surprise that small harmless bugs will crop up.
I have an entire list of working mods tested listed up in the main description.
The following mods work with this map:
-DoomDynMus (Dynamic music mod)
-High Noon Drifter v1.2c
-Western Patch v2
-LegenDoom Lite v4.0
-Corruption Cards v2.0
NOTE: A "bddisablemapenhancements" pops every time a new level loads but otherwise, the mapset is playable.
Thank you, I've added your list to the main description. Those are excellent choices you tested as they are pretty popular.
hxrtc project works fine with the maps although the smoke sprites conflicts with the starter pistol( the plasma pistol when you start a new game) impact smoke sprites
Yes! Just confirmed for myself on HXRTC Gold Edition, The smoke is amplified slightly comically.
Bug report:
With PB 3.0, the barrel smoke effects after firing certain weapons look very bright, almost like a light sprite almost. This maybe a sprite conflict.
Bug in action: Streamable.com
Thank you very much! Yeah, thats pretty bad looking. Combined with the other Smoke bug that is from HXRTC I think I'll take a crack at this problem. Much appreciated.
Okay, I've applied an update that fixed the really weird smoke bug. Go ahead and try again.
did you test with a mod Call of Doom : Black Warfare
Nope, but you are more than welcome to do that. Reason is that Call of Doom is a 1 gig file and I ain't testing something that my comp probably can't even run.
Hi, I recently downloaded this WAD and tested with Call of Doom: Black Warfare (Vanilla, plus my unofficial Extra Weapons). It currently works fine for me (both HD and Lightweight), although I haven't complete this WAD yet.
brutal doom v20b (one version with the blood.txt error fixed) refuses to load in gzdoom giving the error about tried to define class "DecorationDisabled" more than twice when i loaded the mappack first and then the mod doing it the other way around gives the error "cannot find zcommon.acs" and gives same error expect with "targetisanexplosivebarrel" when testing it with project brutality 2.03 insanity brutality 4.0 works fine
That one doesn't surprise me at all! The code used in EDay Vanilla that makes it stable comes directly from BDv21 so I definitely see why they would clash. The Code used in EDay Vanilla uses the ACS module of BDv21 in order to make the Boss triggers work properly. The other parts from BDv21 include some texturing and decorations that complete many maps such as beds, debris, explosions and a whole host of other oddities that are hard to see sometimes; so basically all the decorations that the error code is complaining about.
For PB2.03, its base code relies on BDv20 for its guts so that explains the clashes there. PB3.0 and others based off of that are based on BDv21 and have also migrated away from it a bit too so it relies less on BDv21 coding which is why those ones would have no issue on EDay Vanilla.
I'll update the failure list.
alrighty
I finished this WAD with CODBW (Vanilla ver) after few days (I am busy in real life).
It works fine, just these "duplicate" actors because its "FileA" is basically "vanillafied" BDv20.
PS: I don't know why the level repeating in map EDAY41's normal exit is still not fixed in the original EDAY Beta 001 (I think map EDAY31 is not counted because map EDAY32 is still a placeholder).
Basically if it's working on the first map then it'll be able to play all the way through. I thank you for doing a full run and I'll update the success list
Does weapon of saturn work?
Yes. Weapons of Saturn works. Its on the list of working mods.
How do I get to the wolfenstein map ? I've finished the game but no other maps after that. Playing on delta touch...
If you open the the Console in GZdoom you can type in "Map EDAY42" and it'll take you right to it.
In all fairness I don't know how to get to that secret map in the normal way, or if it's even possible. I didn't build any of these maps. I have not screwed around with any of the map data except to replace broken items or fix broken fights. I have beaten the normal maps all the way through but I never accessed the secret levels except by level selection by use of the console.
EDAY maps are listed as EDAY then map number of EDAY01 to EDAY32
The secret levels are EDAY40, EDAY41, and EDAY42.
I'm a PC player so I don't know squat about deltatouch except for the use of GZDoom.
I think it is super cool that this map worked on DeltaTouch! Excellent News there!
To get to the Wolfenstein map (EDAY42), you need to find the secret exit (EDAY40) in EDAY18 first, play through EDAY40 as usual, EDAY41 has a secret exit that let you get to EDAY42.
PS: EDAY41's normal exit has a level repeating bug, it supposed to get to EDAY19...
Hey! Thanks for that! I'll go look at the mapinfo and do a fix if it's wrong.
Thanks. I enjoyed to play that with other weapons set
You're very welcome. I enjoyed playing Project MSX and Hellrider on it. =)
Bug report:
In zandronum in the maps eday04 and eday06, zandronum closes there are other maps that happens the same but these are the ones that I highlight (sorry for the bad english and if you didn't understand me)
I cannot fix for zandronum at all. So this version is reccomended for GZDoom or LZdoom honestly. Zandronum does not like my computer hardware so I literally cannot test or even play it.
Does this work with Brutal Doom Meatgrinder ???
You know what? I don't know! I will go test that out and tell you!
Okay. So I actually did 2 tests.
This version of Meatgrinder works- Moddb.com
And I tested it in LZDoom. ;)
Both work.
No GZDOOM with MR.choricheese version ???
I don't know.You're more than welcome to test it though. Everything listed in the Success list works including BD21.
Got unknown script message with project brutality 3.0 when jump and then landing
Edit--- This was solved as of the Feb 2022 update.
Thats a clash between the Brutal Doom Code in Project Brutality and Brutal Doom code in EDay Vanilla. It's literally harmless. Its a Floor Check script that has to do with falling damage or or sound effects or some such.
I must stress that this Megawad is highly experimental because it is literally based off the beta-test version Sgt MarkIV released in 2019. Its very solid in everything it has been tested on and I personally checked every mod listed in the Success list and Failure list.
Eday Vanilla 2019 required Brutal Doom code in order to run properly and Project Brutality 3.0 is a Fork of BD21 so there is double code being run. There is no way to rectify the error message on either side, but the Eday Vanilla and PB3 run very well together regardless of such errors.
Oh, that's kinda disappointing. Those messages are distracting. I'm also getting them whenever I shoot anything, because of the janitor needing to check for blood or casings to clean.
Thanks for the comment! I'll see about cleaning that annoying portion up here pretty soon because that has bugged me for a long time as well. Its been on the to-do list, but had other things higher in the pecking order.
Nice. And thanks for making the wad vanilla friendly. Hell On Earth has been one of my go-to wads for a long time.
Also, I tried this out with a few mods not listed. GMOTA works just fine. Weird how it's the same author as Combined_Arms but that doesn't. I'd really like to play this with the Past-Linked set. I wonder if that's something Kegan can fix on his end?
Highway Acceleroid Booster also works, as does Treasure Tech.
DemonSteele definitely does not. Something about the CVARs isn't working correctly and the frames start dropping massively before you get far into the first level.
GMOTA,and HAB are definitely fun for sure!
I've never touched DemonSteele I have no idea on it.
As for Combined Arms, its the start of the Fail List
"List of Failures:
Combined Arms 2.3-- Literally complained about a USA Flag decoration. Not replacing the sprite decoration." To fix this would require deleting a pic file on either side, and I ain't fixing EDAY Vanilla like that because it just shows up in too many places. I don't know what it is of in Combined Arms.
Thanks for the additions to lists my friend.
Oh I know. I just meant it's too bad it doesn't work. If I had to guess, C_A has a rally flag alt-fire for the Revenant Box. I think it's new to 2.0. Could be some overlap.