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Re: Beautiful Doom 6.0.6.1 (Dec 5, 2015)

Posted: Sun Dec 06, 2015 4:36 am
by wolf00
i want use only pwad with provide visuals efects .. i dont use other two[weapons& emenies]

Re: Beautiful Doom 6.0.6.1 (Dec 5, 2015)

Posted: Sun Dec 06, 2015 12:13 pm
by unRyker
I'm playing it and I'm loving it- except there's two Pinky deaths that clip through the floor even if Adjust Sprite Clipping is on 'Always'.

Edit: Found another clipping Pinky death
Spoiler: Huge Images

Re: Beautiful Doom 6.0.6.1 (Dec 5, 2015)

Posted: Sun Dec 06, 2015 7:52 pm
by Death Egg
Image

Made the visor sprites.

Re: Beautiful Doom 6.0.6.1 (Dec 5, 2015)

Posted: Mon Dec 07, 2015 2:58 pm
by Jekyll Grim Payne
wolf00 wrote:i want use only pwad with provide visuals efects .. i dont use other two[weapons& emenies]
Well, you can use whichever ones you like. The weapons' visual effects are coded inside rusars-r, so you don't need BDoom wads for that. But if you want to see decorations, you can load rusars-r with BDoom_objects.wad, they should work fine.
unRyker wrote:I'm playing it and I'm loving it- except there's two Pinky deaths that clip through the floor even if Adjust Sprite Clipping is on 'Always'.

Edit: Found another clipping Pinky death
Unfortunately there's a number of sprites that never seem to clip right and I couldn't fix them so far. They only look properly if you set sprite clipping to "smart" (not "smarter"). I think it may be because some of the sprites were originally BMPs while others were PNGs, but I don't see how this may be relevant since SLADE converts them all anyway. Well... If I find a way to fix it I will. But so far either death sprites clip (some Imp's deaths too) or, for example, small torches' colored flare keeps jumping up and down because of weird clipping.
Death Egg wrote: Made the visor sprites.
Thanks, Death Egg. You can keep posting them here or on Doomworld, I check both forums. Just don't post everywhere, I think that would be too much :)

Re: Beautiful Doom 6.0.7.1 (Dec 8, 2015)

Posted: Tue Dec 08, 2015 3:02 pm
by Jekyll Grim Payne
So now the mod has two playerclasses which are actually weapon sets. You can see details on F1 (help) screen. Let me know what you think.

Re: Beautiful Doom 6.0.7.1 (Dec 8, 2015)

Posted: Wed Dec 09, 2015 4:51 pm
by Agitatio
For some reason I start without pistol, with both default and enhanced weapons. Using lates development build of GZDoom.

Re: Beautiful Doom 6.0.7.1 (Dec 8, 2015)

Posted: Thu Dec 10, 2015 5:59 am
by Jekyll Grim Payne
Grigori wrote:For some reason I start without pistol, with both default and enhanced weapons. Using lates development build of GZDoom.
Thanks for the report. Fixed.

Re: Beautiful Doom 6.0.8 (Dec 12, 2015)

Posted: Fri Dec 11, 2015 12:35 am
by Kombine
Pinky deaths are now bugged (limbs from dismemberment deaths turn into spectre limbs and bleed transparent blood on death). Also, spectres have red blood instead of transparent blood and don't have dismemberment deaths like before.

Re: Beautiful Doom 6.0.8 (Dec 12, 2015)

Posted: Fri Dec 11, 2015 1:52 am
by Jekyll Grim Payne
Kombine wrote:Pinky deaths are now bugged (limbs from dismemberment deaths turn into spectre limbs and bleed transparent blood on death). Also, spectres have red blood instead of transparent blood and don't have dismemberment deaths like before.
You're right I accidentally put both new Spectre and new Demon as replacements for Demon (Pinky). It'll be fixed today in a new release.

Re: Beautiful Doom 6.0.9 (Dec 11, 2015)

Posted: Fri Dec 11, 2015 5:37 am
by Alexis06
Version 6.0.9 can't start in Zandronum

Image

Re: Beautiful Doom 6.0.9 (Dec 11, 2015)

Posted: Fri Dec 11, 2015 6:50 am
by Jekyll Grim Payne
Alexis06 wrote:Version 6.0.9 can't start in Zandronum
Okay, I changed the code a little so that it should work now.
But note that I never developed or tested this mod with Zandronum. It's a GZDoom mod. Working in Zandronum is not guaranteed.

Re: Beautiful Doom 6.0.9.1 (Dec 11, 2015)

Posted: Fri Dec 11, 2015 9:39 pm
by unRyker
Spoiler: Fixed Arachnotron
Spoiler: Fixed BFG
I modified these files to get rid of the warnings if you'd like them. There appeared to be typos in the original files. Just copy and paste into their respective files (BW_BFG; BM_ARAC)

Re: Beautiful Doom 6.0.9.1 (Dec 11, 2015)

Posted: Sat Dec 12, 2015 4:35 pm
by Yutrzenika
Pinkies are still spitting out spectre blood

Re: Beautiful Doom 6.0.9.1 (Dec 11, 2015)

Posted: Sun Dec 13, 2015 3:14 am
by Jekyll Grim Payne
unRyker wrote: I modified these files to get rid of the warnings if you'd like them. There appeared to be typos in the original files. Just copy and paste into their respective files (BW_BFG; BM_ARAC)
Yes, thanks. Although the BFG one is not important because it was part of an old code. And the arrachnotron effect is just not that noticeable but it still important. Thanks.

Yutrzenika wrote:Pinkies are still spitting out spectre blood
Couldn't reproduce at first but then I found where I made the mistake. Thanks for the update; I uploaded the fixed version. BTW what port/version are you using?

Re: Beautiful Doom 6.0.9.2 (Dec 13, 2015)

Posted: Sun Dec 13, 2015 3:28 am
by Agitatio
Can't play Ultimate Doom without loading DOOM2.WAD before Beautiful Doom. Is that fixable?