Beautiful Doom 6.2.1 (July 23, 2017)

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Beautiful Doom 6.2.1 (July 23, 2017)

Postby Jekyll Grim Payne » Sat Nov 28, 2015 5:10 am

BEAUTIFUL DOOM is back from 2008!

DOWNLOADS
* Latest version (6.2.1)
* See all versions
* Backup Dropbox link if the ones above fail

REQUIRED PORT: GZDoom 3.0.1 or later

If you've never heard of it — here's a list of features and a trailer.

Version 6.2.1 update description


TRAILERS!
Spoiler:


FEATURES: (for those who've never heard of it)

Beautiful Doom is a GZDoom mod that remakes all objects and monsters in the game to look more impressive, cool, bloody, you name it, but it RETAINS 100% ORIGINAL GAMEPLAY.
Some of its version work with ZDoom and Zandronum too, however objects that use additive translucency may cause some noticeable lag in software mode, and also those ports are missing many of GZDoom's features.

It has:
* Smoothly-animated weapons with smoke, empty casings, new sounds and stuff that have Doom's original performance
* You can play either with fully vanilla guns or rebalanced enhanced guns that provide more tactical variety; the weapon set can be changed in options at any time
* HD item sprites
* New deaths, animated blood and lots of special effects for monsters
* Physically accurate gibs, unique for every 'gibbable' enemy
* Interactive decorations: breakable lamps (by explosions), killable impaled victims, etc.
* Light effects, halos, fire, smoke, whatever there is
* Footsteps, footprints, smooth water, and lots of other stuff

The mod is a PK3-file that consists of 5 separate wads:
BDoom_MAIN.wad that includes all basic actors and sprites and needs to be ALWAYS used
BDoom_Weapons.wad that includes weapon effects and sounds
BDoom_Monsters.wad that includes monsters, gibs, blood effects, etc.
BDoom_Decorations.wad that includes all decorative objects and also flat sounds and footstep sounds and script
BDoom_HDsprites.wad that includes HD pickup sprites for items and weapons; this one is fully standalone and can be used with vanilla Doom without the mod

Any of the wads can be used separately as long as you use it alongside BDoom_MAIN.wad (which contains basic object definitions).

PLEASE REPORT ANY BUGS YOU FIND!

UPDATE HISTORY
VERSION 6.2.1 ||July 23, 2017 || DOWNLOAD (ModDB) DOWNLOAD (Dropbox)
* CHANGED *
-- MAJOR: weapon types (Vanilla or Enhanced) are no longer bound to player classes. Instead they can be switched at any moment under Options > Beautiful Doom Settings > Player Weapons or using bdoom_weapons CVAR in console.
Reasons:
- No more restarts, just change on the fly. This also changes the weapon sounds that enemies make to correspond to your weapons
- Multiplayer compatibility: the host changes the variable and all players get corresponding weapons
- Easier to manage if for whatever reason I decide to add more weapon sets
- It makes both weapon sets properly available when you're playing with mods that introduce their own player classes (like Unloved)
-- Enhanced BFG Heavy Laser doesn't push enemies away anymore (which allows to more easily make use of its piercing property to cut through enemies)
-- Spectre now uses regular red blood. Reason: because of technical limitations it's impossible to create proper fuzzy effect for blood sprites, blood marks on planes and blood decals on walls AND also make them look proper depending on the fuzz style the player chooses in the game. Giving it black blood didn't look right either.
(Spectre gibs are still properly fuzzy)
-- Vanilla guns now have red (vanilla) muzzle flashes (while enhanced guns retain yellow flashes)
* FIXED *
-- Fixed long-standing issue: Pain Elementals can no longer be resurrected by an Arch-Vile even if a death animation was used in which they leave behind a corpse (Thanks, Grigori)
-- Removed references to now non-existent "Vanish" state in some actors. That should make certain debris properly disappear when Advanced Debris option is off, as well as remove some yellow errors upon startup. (Thanks, drfrag)
-- Fixed a minor but ugly bug where blood drops would sometimes fly parallel to floor instead of falling
-- Fixed a bug that made the level brighter after using BFG alternative attack (thanks MasterMind)
-- Enhanced Chainsaw now uses a different sound during sawing (previously it mistakenly used the same sound as vanilla chainsaw)
-- Sparks that come out of the BFG ball no longer leave BFG decals on walls (only the ball itself does)
-- Removed unnecessary function that changed Thing ID of SS soldiers and Cacodemons on spawn which could potentially interfere with some custom scripts from other wads
-- Hell Knight now isn't animated when it's not moving, like other monsters
-- Removed unnecessary dynamic light definition for a currently removed version of BFG ball (produced yellow error on GZDoom startup)
-- Shotgun casings no longer change size randomly upon spawning (Thanks, Grigori)
-- If you're playing the mod with a map where a custom ACS direclty gives you a vanilla weapon, it gets replaced with a BD weapon (via a custom BD script) but previous you'd also get extra ammo; this is now fixed
(Also, if that happens, a BD weapon gets properly selected instead of returning to your previous weapon, although there's a slight delay)
* ADDED/IMPROVED *
-- MAJOR (technical): after flying through the air for a while, gibs will stop rotating and spawning blood and come to rest even if they haven't fallen down yet. This prevents continuous blood spawning in case gibs somehow get stuck in walls or terrain.
-- Chainsaw now has an alternative attack: kick (basically the same kick as with Enhanced Fist but a bit slower)
-- Plasma Rifle's muzzle flash color is now closer to the color of new plasmaballs
-- Added 'Explosion Shakes' option to Beautiful Doom Settings that allows toggling the shaking of explosions produced by BFG, barrels and boss deaths
-- Added minor short shake for rocket explosions
-- Boss Brain (John Romero's head) now explodes into blood when dying (although you normally can't see it)
-- When Icon of Sin's spawn cubes spawn a monster, it's now accompanied by a temporary glowing rotating pentagram surrounded by flames
-- Explosive barrel's explosion now shakes the ground immediately at exploding without a delay (in contrast to damage, which is dealt with a delay, as per vanilla barrel stats)
-- Added high-quality decals for chainsaw, Berserk punch and kick, explosions and BFG ball
-- Blood decals on walls now better match the color of blood pools on floors/ceilings (the match still isn't perfect because blood sprites and blood decals have to be drawn and shaded using different methods) (Thanks, TheCamaleonMaligno)
-- Hell Knight's blood now has darker and deeper color
-- You now only leave bloody footprints while you're pressing movement buttons, which results in a more consistent footprint pattern
-- Explosive barrels may leave explosion decals on walls
-- Enhanced Chainsaw now properly plays start and stop sounds at the beginning and end of sawing animation
-- Added new more informative Help (F1) screen
-- Added "Beautiful Doom Credits" menu above "Beautiful Doom Settings" where you can see some names who were involved in the making of the mod
-- Decorative gibbed marine body now looks a bit better (gibs may spawn further) and doesn't make any noise at spawn (obvious at, for example, the beginning of E1M1 and E1M2 of Doom 1)
-- Decorative dead bodies are now also surrounded by a few pools of blood to make them look more like actual killed monsters
Spoiler:


NEW FEATURES IN 6.0 (for those familiar with previous versions)
* It's inside a pk3. You can play it as a whole or tear it up and take out the things you like. But make sure YOU ALWAYS USE BDOOM_MAIN.WAD.
* The mod is split into 6 wads:
BDOOM_MAIN.WAD - always needed!
BDoom_weapons.wad - weapons and their effects and also player's new deaths
BDoom_monsters.wad - monsters, gibbing. blood
BDoom_objects.wad - decorations, flat sounds, footsteps
BDoom_HDsprites.wad - HD and hi-res pickup sprites for items and guns
(HD sprites is the only standalone wad that can be used even with original Doom)
* All weapons have been carefully rebalanced to act fully original. Except if you decide to use Enhanced Guns player class which will give you rebalanced weapons.
* Monsters also have fully vanilla behavior. For example Arch-Vile now can resurrect gibbed monsters, and Spider-Mastermind shots at proper speed (although visually it shoots at higher speed, but that's just a purely visual effect).
* Most sprites have been redrawn. There are more variations and they look much better. There are
* Gibs have much improved and optimized physics and better sprites and effects.
* LOTS of new deaths. Including Decapitation death (when you deal more damage than needed for regular death but not enough to gib the monster), lots of regular deaths plus a CHAINSAW DEATH for all zombies.
* New footsteps code by The Zombie Killer.
* HD weapon pickup sprites and hi-res main item sprites.
* Lots of code optimization and bug fixes.
Last edited by Jekyll Grim Payne on Tue Jul 25, 2017 7:47 am, edited 77 times in total.
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Re: Beautiful Doom 6.0

Postby Jekyll Grim Payne » Sat Nov 28, 2015 7:32 am

Updated to fix incorrect rocket hud sprite.
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Re: Beautiful Doom 6.0

Postby Skrell » Sat Nov 28, 2015 11:55 am

Just amazing! Please post more pics!!!
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Re: Beautiful Doom 6.0

Postby Zhs2 » Sat Nov 28, 2015 12:43 pm

The fact that the keys are custominventory items breaks them to no end in multiplayer. Fix them back into keys and give them their respective key species pl0x :(
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Re: Beautiful Doom 6.0

Postby Kombine » Sat Nov 28, 2015 3:42 pm

Just played through a couple of maps from different WADs with this. The only major gripe I have so far is the weapons (mainly the SSG) seem to kick back the enemies farther than they should.
Other than that, I'm enjoying this mod. Looks like I have a nice alternative to Smooth Doom.
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Re: Beautiful Doom 6.0

Postby Jekyll Grim Payne » Sun Nov 29, 2015 2:39 am

Zhs2 wrote:The fact that the keys are custominventory items breaks them to no end in multiplayer. Fix them back into keys and give them their respective key species pl0x :(


I don't really play multiplayer much so the feedback about multiplayer bugs would be much appreciated. But do you know why exactly they don't work? These custom inventories give you the same keys, not different items. I thought they should work just fine.
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Re: Beautiful Doom 6.0

Postby Vict » Sun Nov 29, 2015 3:48 am

What's the cvar for disabling weapon smoke? The readme mentions it, but I can't find a key binding for it.
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Re: Beautiful Doom 6.0

Postby Jekyll Grim Payne » Sun Nov 29, 2015 3:54 am

Vict wrote:What's the cvar for disabling weapon smoke? The readme mentions it, but I can't find a key binding for it.


Default bind is I (weapon effects and debris toggle) and it's not really a CVAR but a script (puke "Debris_Toggle"). But I just noticed something is wrong with it, i.e. it doesn't affect all the necessary stuff. I'm going to check and fix it right away.

UPD:

Wad updated. Now the debris toggle function should work fine and I also fixed the key definitions (they should work in multiplayer properly).

UPD:

Updated to 6.0.1. I think you'll like this.

* Fixed keys acting wrong in multiplayer
* Added BDoom_weapsounds WAD: if you don't use it, the weapons will have standard sounds.
* Fixed Debris Toggle function so that it properly affects all weapon
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Re: Beautiful Doom 6.0.1

Postby Yutrzenika » Sun Nov 29, 2015 6:54 am

Couple nitpicks I have: Not a huge fan of the the HD item pickup sprites, and even more nitpickier, the spent shells ejected from the SSG flying with each other and landing together right next to each other perfectly, no deviation or anything.

Aside from that, glad to see Beautiful Doom is back. Also, find it amusing that your trailer boasts 100% original Doom gameplay, while you show footage of you playing with mouselook.
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Re: Beautiful Doom 6.0.1

Postby Jekyll Grim Payne » Sun Nov 29, 2015 8:06 am

Yutrzenika wrote:Couple nitpicks I have: Not a huge fan of the the HD item pickup sprites, and even more nitpickier, the spent shells ejected from the SSG flying with each other and landing together right next to each other perfectly, no deviation or anything.

Aside from that, glad to see Beautiful Doom is back. Also, find it amusing that your trailer boasts 100% original Doom gameplay, while you show footage of you playing with mouselook.


Well, mouselook is a feature of the port. If you really want to be nitpicky you should say that playing through ZDoom and derived ports cannot offer original gameplay at all by definition because many aspects of internal mechanics are different in the ports and in original Doom ;) Also it helps to point out that GZDoom is the most suited port. Trailer are never completely honest too, of course.

I would like to put HD sprites in a different wad so that people don't need to use them. But I cannot do that because they have to be defined in the weapons code and thus have to be present in the same wad as weapons, otherwise that would produce errors. I cannot replace original sprites with HD ones directly because they would show up in HUD taking huge amount of space unless you're using alternative hud (which not all people do).

You're right about SSG shells. Their falling location was varied but the variation was too low. I improved it a little. See below.


UPD:

Wad updated to 6.0.2
* Blood pools are now limited to the amount of 50. They start despawning starting from the earlies one when more appear. Helps to conserve memory.
* SSG shells falling position is more varied
* Some small fixes in weapons original/alternative sounds
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Re: Beautiful Doom 6.0.2

Postby Slax » Sun Nov 29, 2015 8:25 am

Dunno, man. More cluttered than beautiful.
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Re: Beautiful Doom 6.0.2

Postby Jekyll Grim Payne » Sun Nov 29, 2015 10:29 am

Slax wrote:Dunno, man. More cluttered than beautiful.


I didn't really add anything except a few pickup sprites.
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Re: Beautiful Doom 6.0.2

Postby Zhs2 » Sun Nov 29, 2015 12:22 pm

Jekyll Grim Payne wrote:
Zhs2 wrote:The fact that the keys are custominventory items breaks them to no end in multiplayer. Fix them back into keys and give them their respective key species pl0x :(


I don't really play multiplayer much so the feedback about multiplayer bugs would be much appreciated. But do you know why exactly they don't work? These custom inventories give you the same keys, not different items. I thought they should work just fine.

In the sense that you can pick them up and they are added to your inventory, they do work. However, in multiplayer only one person can pick them up because after they are run over they are removed from the map - hence 'broken', because three different people can pick up three different keys and potentially become trapped behind doors they don't have keys to because they couldn't pick up the original items for themselves, if the levels are built in such a way.

I made the same exact personal edit (to BD_INV in BDoom_Objects.wad) in your last build of DBeauty up on idgames, but in the interest of making it official I'll include the code here. (I also had no idea you still existed to complain about this to!)
Spoiler: Key Decorate

Not huge changes, but a behavioral change that's much appreciated nonetheless!
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Re: Beautiful Doom 6.0.3

Postby Kombine » Sun Nov 29, 2015 1:08 pm

Another bug to report: The SSG primary fire uses 1 shell instead of 2 now.
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Re: Beautiful Doom 6.0.3

Postby Jekyll Grim Payne » Mon Nov 30, 2015 1:42 am

Zhs2 wrote:The fact that the keys are custominventory items breaks them to no end in multiplayer. Fix them back into keys and give them their respective key species pl0x :(


Thanks a lot! I didn't know that this was how it worked. I'm fixing it right now.
Please check it out and let me know if it works now!

Kombine wrote:Another bug to report: The SSG primary fire uses 1 shell instead of 2 now.


You're right. That's very silly of me. I changed SSG code a little (that was in order to implement the use of both original and new sounds) and forgot to fix ammo
use.

I uploaded version 6.0.4.
Last edited by Jekyll Grim Payne on Mon Nov 30, 2015 7:13 am, edited 1 time in total.
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