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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Posted: Sun Dec 05, 2021 6:41 am
by Jekyll Grim Payne
I hope to get back to Beautiful Doom and update some stuff within the next few weeks and fix some bugs along the way.
Kzer-Za wrote:Another thing I wanted to ask about is BD_BaronOfHell. It has separate Missile and Melee states and these states have a different period between the last moment when he calls A_FaceTarget and the attack.
Thanks for pointing this out! Not sure how this happened but it sounds wrong. I'll be sure to take a look.
Kzer-Za wrote:So I noticed that for former humans firing bullets in the modern variant, you use not A_SpawnProjectile (with aim error added by angle and pitch parameters) but rather A_CustomBulletAttack (with aim error added by spread, and firing projectiles at puffs). What is the reason that you decided that A_CustomBulletAttack was better?
TBH this is a holdover from an earlier time when I thought this was an easier way to produce identical angle/spread values for projectiles. Technically, it's sort of easier to spawn multiple projectiles this way, but nowadays I'd rather make a custom function that fires actual projectiles than reuse A_CustomBulletAttack.

Since Beautiful Doom has existed for years, there are many places where old code is used, and it could be improved but I just haven't gotten around doing that. In that sense my new mod, Painslayer, is much more consistently coded (although it's arguably a smaller-scale mod).

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Posted: Tue Dec 07, 2021 2:15 pm
by Kzer-Za
Hi! I noticed an issue with CyberDemon. Since new rockets have +FORCERADIUSDMG, their splash damage actually damages CyberDemon. And theoretically this is right, but in vanilla he was immune to explosions because he often fires his own rockets at an obstacle between him and his target. This is very exploitable, and even if you don't want to deliberately exploit it, he still shaves off a significant portion of his health with his own rockets.

It is probably worth it to insert a LOF check before firing each rocket to prevent it. In my own set of tweaks for playing Doom I have made it this way:

Code: Select all

	void CyberLOF_Missile()
	{
		if
		(
			!CheckLOF(offsetheight: 65, offsetwidth: -36) ||
			!CheckLOF(offsetheight: 47, offsetwidth: -36) || 
			!CheckLOF(offsetheight: 47, offsetwidth: -12) || 
			!CheckLOF(offsetheight: 65, offsetwidth: -12) || 
			!CheckLOF(offsetheight: 56, offsetwidth: -24)
		)
		{
			SetStateLabel("See");
		}
	}
// and in States, between each instance of A_Facetarget and FireCyberRocket
		CBDS ABC 2 A_Facetarget;
		TNT1 A 0 CyberLOF_Missile();
		CBDS D 3 FireCyberRocket();
I have made 5 checks because checking the spot from which he fires his rockets (nice touch moving the rocket spawn point so that they appear out of his launcher, BTW) is not enough since this check is a line, and rockets are rather large. So with one check he still launches them into corners before him. So I made 5 checks: for the spawn point and for points located from the spawn point at ± Rocket height/radius +1.

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Posted: Tue Dec 07, 2021 2:24 pm
by Kzer-Za
Also, since you moved the spot for firing rockets for CyberDemon, perhaps it is also worth it for Revenants too? I have experimented with it, and it seems this can be achieved by replacing A_SkelMissile with A_SpawnProjectile("RevenantTracer", x, y). I even found the suitable coordinates :) For the right rocket they would be 62 and 10, and for the left one — 60 and -19.

I hope I don't sound like I'm telling you what to do, but I was hoping you will find it useful :)

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Posted: Wed Dec 08, 2021 3:01 am
by Jekyll Grim Payne
Kzer-Za wrote:Hi! I noticed an issue with CyberDemon. Since new rockets have +FORCERADIUSDMG, their splash damage actually damages CyberDemon. And theoretically this is right, but in vanilla he was immune to explosions because he often fires his own rockets at an obstacle between him and his target. This is very exploitable, and even if you don't want to deliberately exploit it, he still shaves off a significant portion of his health with his own rockets.
I completely forgot that I've done it or why I've done it. Probably because I wanted Modern rockets to damage Cyberdemon fully instead of just doing the impact damage, but I'm not sure.

Anyway, the simplest solution would be to simply remove the flag from the spawned missile. Or remove XF_HURTSOURCE flag from the A_Explode call if the target of the rocket is a Cyberdemon. I'll make a note of this, thanks.

You can also join my discord server to provide bug reports: https://discord.gg/MJGdYjk

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Posted: Thu Dec 09, 2021 5:33 am
by Kzer-Za
Hi! I'm sorry, I don't use discord. If you don't want issues cluttering this thread, can I send one to you via a private message? I think, I found one more.

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Posted: Thu Dec 09, 2021 8:44 am
by Jekyll Grim Payne
Kzer-Za wrote:Hi! I'm sorry, I don't use discord. If you don't want issues cluttering this thread, can I send one to you via a private message? I think, I found one more.
Both are fine, I just check discord more often than I check the forums.

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Posted: Thu Dec 09, 2021 9:01 am
by Kzer-Za
Okay :) Well, I found that the modern pistol alerts the enemies when you reload it by dry-firing, as if you actually fired. I mean, that when you run dry on the shotgun, assault rifle, or pistol, you can reload them by pressing the reload key, or also they are auto-reloaded if you press fire key. Reloading by reload key (either pistol or shotgun or assault rifle) never alerts enemies. Shotgun and assault rifle when reloaded by having 0 loaded ammo and pressing fire key do not alert enemies. But if you have 0 ammo in the pistol and press fire, they are alerted as though you actually made a shot.

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Posted: Thu Dec 16, 2021 11:26 pm
by Kzer-Za
Found one more thing:

Until now I have tried Beautiful Doom only with Doom II. Now I have launched the first Doom with it, and there is this warning in the console:

Code: Select all

Unknown texture: "SP_DUDE7"
Unknown texture: "SP_DUDE8"

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Posted: Sun Dec 19, 2021 4:33 am
by Jekyll Grim Payne
Hey, just to let everyone know, I've added a public Notion board for Beautiful Doom, where you can see the logged ideas and their progress.

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Posted: Fri Jan 07, 2022 9:37 am
by heidi2
Hi, I want to disable the high def blood splatter on walls because I think it looks out of place on low res wall textures. I've disabled all settings but it's still there. Any way?

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Posted: Sun Jan 09, 2022 1:59 pm
by MasterZeroFlash
I am currently trying out this mod in combination with the map pack called "Wonderful Doom" and I have to say, the two work together just as brilliantly as their names do :)

EDIT: I just gibbed a Cacodemon by kicking it and 14:52-14:58 in this video, literally: https://youtu.be/MgL1EbLo8MQ?t=892

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Posted: Mon Jan 10, 2022 4:09 pm
by Jekyll Grim Payne
heidi2 wrote:Hi, I want to disable the high def blood splatter on walls because I think it looks out of place on low res wall textures. I've disabled all settings but it's still there. Any way?
I'm afraid at the moment the only option is to edit the decal definitions for them. Open DECALDEF.blood file with SLADE or any text editor and just add "/*" at the top (no quotation marks) to comment out the whole file, effectively disabling its contents.

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Posted: Tue Jan 11, 2022 2:26 pm
by heidi2
Jekyll Grim Payne wrote:I'm afraid at the moment the only option is to edit the decal definitions for them. Open DECALDEF.blood file with SLADE or any text editor and just add "/*" at the top (no quotation marks) to comment out the whole file, effectively disabling its contents.
that's more than enough, I didnt bother looking into pk3 files yet. I could even change the textures. Thanks for the answer!!

e: scaled down the textures to match the regular texture resolution and removed glossy effect and animation and it's perfect! sorry for making beautiful doom ugly again :wink:

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Posted: Wed Jan 12, 2022 1:33 am
by heidi2
Now I only have one critique left: when using beautiful monsters (I think thats the relevant option) and you get for example the green blood with Hell Knights, the splatter is still red

Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Posted: Wed Jan 12, 2022 3:29 pm
by heidi2
I've noticed a bug:

with the replaced BFALL texture, if it is used as translucent (GZDoom format) on a double sided linedef, it will run down and then be gone (instead of being constantly replaced from top). because of my lack of language skills heres a video https://youtu.be/Cl7pBMMsvGI I can provide wad too if necessary