Cosmetic Doom 1.8 is up!

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: Cosmetic Doom 1.5.5 is up!

Postby doomquake777 » Sun Aug 30, 2015 6:55 pm

It's very easy to remove the HUD in Slade. I did it for my copy because when I play at 1440*900 Resolution the HUD takes up half my Monitor space.
User avatar
doomquake777
 
Joined: 08 Nov 2011

Re: Cosmetic Doom 1.6 is up!

Postby DecemberMan » Sat May 07, 2016 12:23 pm

Bumping since Cosmetic Doom 1.6 is up!
DecemberMan
 
Joined: 30 Jan 2012

Re: Cosmetic Doom 1.6 is up!

Postby enderandrew » Sun Dec 18, 2016 2:08 am

I'm running the 1.6 NOHUD version and I get a bunch of warnings.

Spoiler:
enderandrew
 
Joined: 12 Dec 2016

Re: Cosmetic Doom 1.6 is up!

Postby DecemberMan » Mon Dec 26, 2016 9:29 am

Yes, I rather crudely removed the HUD, but this version is perfectly functional nevertheless. Still, I will probably clean it up at some point in the future.
DecemberMan
 
Joined: 30 Jan 2012

Re: Cosmetic Doom 1.6.5 is up!

Postby DecemberMan » Thu Mar 23, 2017 8:01 pm

Bumping since Cosmetic Doom 1.6.5 is up!
DecemberMan
 
Joined: 30 Jan 2012

Re: Cosmetic Doom 1.7 is up!

Postby DecemberMan » Fri Mar 31, 2017 4:47 pm

Bumping since Cosmetic Doom 1.7 is up! (fast update, I know!)
DecemberMan
 
Joined: 30 Jan 2012

Re: Cosmetic Doom 1.7 is up!

Postby Someone64 » Fri Mar 31, 2017 7:43 pm

Some feedback: Splash aggros enemies. Do not like.
The gore is quite satisfying along with the death animations. It would also be nice to have a no gore version to play with other gore mods.
The shotgun sound could maybe be different and the bullet impact on walls sounds for them could be WAY more subtle and maybe different as they're so loud due to the amount of pellets hitting walls that they almost completely drown out the shotgun at closer ranges and always drown out the super shotgun.
The imp fireballs could use some more yellow as they kinda look like enormous blood balls right now. They can also stand to be a little smaller.
The chaingun... has the vanilla shotgun sound including the sound of cocking the gun. Bug?
Impact sounds on plasma should be reduced slightly but they're not as overwhelming as for shotguns.
Chaingun bullet impacts should also be reduced by a fair amount.
BFG explosion sound could be louder and more punchy. It IS a BFG after all.
Someone64
 
Joined: 23 Feb 2016

Re: Cosmetic Doom 1.7 is up!

Postby Hipnotic Rogue » Sat Apr 01, 2017 3:04 am

Happy to see this still being worked on. It's a lot of fun. :)
User avatar
Hipnotic Rogue
 
Joined: 15 Jul 2016

Re: Cosmetic Doom 1.7 is up!

Postby DecemberMan » Sat Apr 01, 2017 5:22 am

Someone64 wrote:Some feedback: Splash aggros enemies. Do not like.
The gore is quite satisfying along with the death animations. It would also be nice to have a no gore version to play with other gore mods.
The shotgun sound could maybe be different and the bullet impact on walls sounds for them could be WAY more subtle and maybe different as they're so loud due to the amount of pellets hitting walls that they almost completely drown out the shotgun at closer ranges and always drown out the super shotgun.
The imp fireballs could use some more yellow as they kinda look like enormous blood balls right now. They can also stand to be a little smaller.
The chaingun... has the vanilla shotgun sound including the sound of cocking the gun. Bug?
Impact sounds on plasma should be reduced slightly but they're not as overwhelming as for shotguns.
Chaingun bullet impacts should also be reduced by a fair amount.
BFG explosion sound could be louder and more punchy. It IS a BFG after all.


Thanks for the feedback!

The chaingun... has the vanilla shotgun sound including the sound of cocking the gun. Bug?


I wanted the chaingun to have the sound of Chaingunners and the Spider Mastermind - they always have had that sound (in vanilla), including the cocking of the gun. Maybe the cocking wasn't as audible in vanilla, since the sound quality was a lot lower.

BFG explosion sound could be louder and more punchy. It IS a BFG after all.


It's an HQ version of the original BFG explosion. Maybe the lower quality did add some punch to it, I'll think about it.

The imp fireballs could use some more yellow as they kinda look like enormous blood balls right now. They can also stand to be a little smaller.


The balls have not been changed, but I added a trail that is being left behind by them as they fly. In motion it makes them appear a bit bigger and "redder" than usual.
DecemberMan
 
Joined: 30 Jan 2012

Re: Cosmetic Doom 1.7 is up!

Postby Jeebus » Sun Apr 02, 2017 5:02 pm

I really like this, but I wish there was a way to turn off the bullet ricochet sound entirely. It sounds too cartoon-y, and it's way too loud.
Jeebus
 
Joined: 09 Feb 2017

Re: Cosmetic Doom 1.7.5 is up!

Postby DecemberMan » Thu Apr 06, 2017 4:49 pm

Bumping since Cosmetic Doom 1.7.5 is up!
DecemberMan
 
Joined: 30 Jan 2012

Re: Cosmetic Doom 1.7.5 is up!

Postby Outtagum » Mon Sep 04, 2017 3:02 am

Love this mod. I like that the new additions don't push the core Doom experience out the window.

It's kinda like "Doom: How it is in my childhood memory". :)
User avatar
Outtagum
 
Joined: 16 Aug 2017

Re: Cosmetic Doom 1.7.5 is up!

Postby StroggVorbis » Fri Nov 24, 2017 1:00 am

Due to this mod having a new LOCKDEFS and key replacements causes it to be incompatible with maps utilizing ACS scripts.

Also, I can't figure out why, but this is the only mod that causes the game to lock up or freeze after loading a savegame. Probably a loophole somewhere. Occured on the latest GZDoom v3.2.1.

Hope this can be of use somehow :D
User avatar
StroggVorbis
Donut eat me pls!
 
Joined: 08 Nov 2017
Location: Germany
Discord: StroggVorbis#2466
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Cosmetic Doom 1.7.5 is up!

Postby Kyotra » Sun Apr 15, 2018 8:38 pm

I'm a bit confused, why is there a separate wad for "cursor" and "weapons"? do I need to load those with the base wad or are those for separate things?
User avatar
Kyotra
 
Joined: 01 Oct 2017

Re: Cosmetic Doom 1.8 is up!

Postby DecemberMan » Tue May 28, 2019 5:11 pm

Bumping since Cosmetic Doom 1.8 is up!
DecemberMan
 
Joined: 30 Jan 2012

PreviousNext

Return to Graphic/Audio Patches

Who is online

Users browsing this forum: PandaDoomer and 4 guests