Beautiful Doom 6.3.2 (April 15, 2018) - brightmaps

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Re: Beautiful Doom 6.3.2 (April 15, 2018) - brightmaps

Postby Jekyll Grim Payne » Sat May 05, 2018 11:51 am

Cardboard Marty wrote:Whoa, that's an incredibly cool mechanic (and chainsaw)! Great stuff!


Thanks! I have a few other guns ready. And I need to come up with a good indicator instead of that WIP number on the screen.
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Re: Beautiful Doom 6.3.2 (April 15, 2018) - brightmaps

Postby Samarai1000 » Sat May 05, 2018 11:30 pm

I doubt there's really anything that could be done about it, but making Beautiful Doom into a 'monsters only' variant doesn't seem to work as intended. You can comment out weapons and etcetera, but even with that BD's ammo still spawns instead of vanilla ammo/ammo from other mods. The only solution is to delete the ammo definitions. (or comment them out, but you have to comment out each line individually) Plus getting rid of BD's HUD also seems impossible without also outright deleting Sbarinfo. (or, again, commenting out every single line)
I'm probably doing something wrong, so tell me if I am!
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Re: Beautiful Doom 6.3.2 (April 15, 2018) - brightmaps

Postby Jekyll Grim Payne » Sun May 06, 2018 4:11 am

Samarai1000 wrote:I doubt there's really anything that could be done about it, but making Beautiful Doom into a 'monsters only' variant doesn't seem to work as intended. You can comment out weapons and etcetera, but even with that BD's ammo still spawns instead of vanilla ammo/ammo from other mods. The only solution is to delete the ammo definitions. (or comment them out, but you have to comment out each line individually) Plus getting rid of BD's HUD also seems impossible without also outright deleting Sbarinfo. (or, again, commenting out every single line)
I'm probably doing something wrong, so tell me if I am!


Yes, I noticed the ammo issue recently. It will be fixed, they will be moved to a different place. But you're right it's not easy, and in fact it can't be, because many things in the mod are related to each other and their code intertwines. For many reasons it's very hard to design a mod in such a way that different aspects of it are completely unrelated.

I haven't thought about the HUD in this respect at all, though. There is no simple one-click way I can introduce to disable the hud along with disabling weapons since these are different types of code.

I'm still thinking about reintroducing the modular feature but it makes certain things pretty difficult.
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Re: Beautiful Doom 6.3.2 (April 15, 2018) - brightmaps

Postby eDooM85 » Fri May 11, 2018 10:19 am

sorry for the noob question but, is there a way to disable the SSG when playing doom1 without having to create a whole copy of the pk3 and editing this file \DECORATE\BD_DGUY.txt?
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Re: Beautiful Doom 6.3.2 (April 15, 2018) - brightmaps

Postby 3saster » Fri May 11, 2018 3:55 pm

eDooM85 wrote:sorry for the noob question but, is there a way to disable the SSG when playing doom1 without having to create a whole copy of the pk3 and editing this file \DECORATE\BD_DGUY.txt?


No need to. If you're playing Doom 1, the SSG isn't placed anywhere, so the only way to obtain it is to use the console, i.e. ''give all"
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Re: Beautiful Doom 6.3.2 (April 15, 2018) - brightmaps

Postby Korell » Fri May 11, 2018 4:06 pm

eDooM85 wrote:sorry for the noob question but, is there a way to disable the SSG when playing doom1 without having to create a whole copy of the pk3 and editing this file \DECORATE\BD_DGUY.txt?


Would creating a separate PK3 file that just contains the modified \DECORATE\BD_DGUY.txt that you then load after the Beautiful Doom PK3 work?
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Re: Beautiful Doom 6.3.2 (April 15, 2018) - brightmaps

Postby eDooM85 » Fri May 11, 2018 7:25 pm

No, didn't work, i saw this on another mod "ClearPlayerClasses" but if i put that before i get this error "Script error, "doom_guns.zip:decorate/bd_dguy.txt" line 4: Expected '{', got 'Actor'." is there some command like "clear actor"?
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Re: Beautiful Doom 6.3.2 (April 15, 2018) - brightmaps

Postby 3saster » Sat May 12, 2018 7:03 pm

Still don't know why you want it removed, but this should do it if loaded after the Beautiful Doom PK3: BDoom1.pk3

Basically you need to remove the SSG from the player class AND remove a weapon slot from the SSG; otherwise the SSG will go to weapon slot 3 regardless of player class.
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Re: Beautiful Doom 6.3.2 (April 15, 2018) - brightmaps

Postby VecterStroke » Thu May 17, 2018 4:55 pm

What kind of weapons are in the third weapon set? Have you thought about making a add-on pack with custom monsters?
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Re: Beautiful Doom 6.3.2 (April 15, 2018) - brightmaps

Postby sir_firebrand » Mon May 21, 2018 6:03 pm

I'm playing this with my wadsmooshed Doom Collection and must say, it is a really neat mod. I loved the changes, all weapons feel incredible (god, i love the dual pistols), but here are some of ideas for the mod:

1 - All ranged weapons should have a melee attack that deals minimal damage and pushes enemies away that is not as a secondary fire. Give it a dedicated button (reload?). That way you can get all weapons a bit more variety.

2 - Make the chainsaw "failure meter" tied to a secondary fire the same way it to the dual pistols and fast-fire chaingun. Move the kick to a specific key.

3 - Change the shotgun secondary attack. It is kinda useless, you're using a weapon that deals a lot of damage on close range, why engage on melee with it. If the idea 1 gets applied, maybe a "semi-automatic" for the shotgun would be interesting (same RoF of pistol, no cocking animation, overheats the same way as the chaingun). I'm not using the shotgun as much I used to do on my previous vanilla gameplays, it feels so... meh in comparison to the other weapons.

4 - Make enemies capable of using the secondary fire mode of weapons (chaingunners capable of firing the fastfire mode, zombies with dual pistols, semi-auto shotgunners, heat-seeking cyberdemons, demons with the powered-plasma attacks, pinkies and lostsouls with a chainsaw-like continuous damage, etc) to balance the game a bit more toward the enemies. Maybe a RNG attack based on the gameplay difficulty?
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Re: Beautiful Doom 6.3.2 (April 15, 2018) - brightmaps

Postby 3saster » Sat May 26, 2018 7:12 pm

Some bugs I'd like to point out:

  • The Standard (Non-alternative) HUD caps kills and monster total at 999, when this can realistically be higher.
  • A spiderdemon and cyberdemon block on death for 20 tics and 50 tics in vanilla doom, respectively. Without enhanced gibbing, these values are close, but still not correct. With enhanced gibbing, these block significantly longer, and make a difference on more action packed maps.
  • The BFG's knockback has been removed. For the difference, do a point-blank BFG shot on a cyberdemon. In vanilla, he will be blasted across a room; in Beautiful Doom, he doesn't move. In particular, this makes it much more dangerous to 2-shot a Cyberdemon. Seems to be because of redefining the BFG's kickback properties.
  • Vanilla Pistol Casings come from the air to the left of the pistol instead of the pistol itself.
  • A Mancubus does not call A_BossDeath if it dies from Plasma/BFG. This breaks maps that rely on this property (notably many MAP07s).
  • The Baron of Hell, Mancubus, and Arachnotron do not call A_BossDeath if crushed. Very minor bug, but easy to fix.
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Re: Beautiful Doom 6.3.2 (April 15, 2018) - brightmaps

Postby bisousbisous » Thu Jun 21, 2018 3:07 pm

Would it be possible to make a "Super Shotgun gibs enemies" option like Smooth Doom has?
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