Squirb wrote:One minor issue I've come across when using the newest version of Beautiful Doom with mods such as Zagemod and Pandemonia:
When Imps throw a fireball, they enter a death animation even though they haven't been damaged/killed. Using only Beautiful Doom doesn't cause the imps to do the death fireball dance. With the mods, disabling the Imp replacement state within the options sorts this out.
Uh...That's not bug. The option to disable replacements is included precisely for cases like this. You
can't combine replacements in GZDoom, you can get only one version of Imp.
rileymartin wrote:I tried this mod again after going all purist for a while and noticed a few issues conflicting with regular GZDoom behaviour:
3) Punching the air does not always alert enemies like shooting does. Sometimes they hear you and other times you need to fire a pistol or something at a wall to alert enemies by way of normal sound propagation.
This is intended behavior with Enhanced and Mondern. Swinging fists in the air doesn't alert enemies, punching/kicking a wall does but only within a certain range. But if that happens with vanilla, this shouldn't be the case, I'll double-check...
I'll probably disable deep water effect entirely, too many cases when it causes issues.
Gorec wrote:it would be good if u added an option for disabling decorative objects like lamps,torches etc,played some wads and they all had custom decorations
This will be included once I manage another release. The lack of this option is strictly temporary.
Gideon020 wrote:I dunno if I'm going crazy or not, but did this mod have plans for an automatic super-shotty? Because I know it was some kinda smooth doom-like mod...
An Automatic SSG used to exist in the Modern Guns arsenal, yes, but it was ultimately removed for balance and stylistical reasons, and replaced with a more traditional SSG. It was shown in a video
here.