[Release] The Code-Based Visual FX Suite (aka, CodeFX)

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BrettBotTheCryonaut
Posts: 51
Joined: Thu Apr 22, 2021 2:42 pm
Location: near Atlanta, GA

[Release] The Code-Based Visual FX Suite (aka, CodeFX)

Post by BrettBotTheCryonaut »

Greetings all! Over the last year while working on the D64ifier and other projects, I've picked up, adapted, and developed a bunch of tricks for creating enhanced visual effects without the need for any new sprites or textures, so I've bundled them all together into one mod.
CodeFX.jpg
Trailer: https://youtu.be/6pss9qT9CIE
Download: https://www.moddb.com/mods/the-code-bas ... for-gzdoom
This is a collection of basically every single trick in the book for adding enhanced visuals to Doom,
without a single new graphic of any kind being used. This is composed entirely of GZDoom text lumps, such as
decorate, gldefs, texture defs, and terrain defs.
The following new visual enhancements are included:
- Enhanced particle effects for explosive barrels, featuring smoke rising, nukage splashing, and green flames
- Enhanced particle effects for rocket explosions, featuring sparks, smoke, and burnt chunks of debris
- Enhanced particle effects for fireballs, featuring smoke, trailing flames, and explosive fiery impacts
- Enhanced particle effects for plasma blasts, featuring crackling electricity mixed with brightly colored smoke
- Deep liquid (floor clipping) for water, nukage, blood, mud/slime, and lava
- Smoothed out animations for all flat liquid plus warp effects
- Smoothed out multi-layered animations for all liquid falls (including lava falls for megawads that use them)
- Randomized frame speeds for animated textures that feature fire or liquids dripping
- Smoothed animations for the glowing red rock wall textures
- Certain textures are now brightmapped by using themselves as their own brightmaps
- FIREBLU iS nOw PsYcHeDeLiC!
- Glow settings for many flats to simulate things like light fixtures casting light, liquids giving off light, and
certain environments just having their own coloration similar to Playstation Doom.

Word of warning: The particle flames can be pretty taxing if your system isn't relatively beefy. You may end up in a slideshow for a few seconds when the first room in Barrels O' Fun goes boom. How slow that slideshow is will depend on your system.

SPECIAL THANKS TO...
- Z86 for his "Particle Fire Enhancer" mod, which taught me about spawning particles in all sorts of different ways to achieve different visual effects.
- Kazudra & Jakie for their "Subtle Lighting" and "More Lights" mods, which I learned about texture glows from.
- Rachael for her "Smooth Liquids" resource post, which taught me about creating custom animated textures and also gave me the idea to see how much I could do without the need for new graphics, thus inspiring this whole mod in the first place.
- The ZDoom Wiki, which I spent so much time on it probably constitutes half of the time I spent working on this.
- Anyone who has ever created a resource for GZDoom or written a post/reply explaining something here on the ZDoom forums. This community is amazing.
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cosmos10040
Posts: 27
Joined: Mon Dec 20, 2021 6:16 am
Discord: cosmos
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [Release] The Code-Based Visual FX Suite (aka, CodeFX)

Post by cosmos10040 »

I didnt see any comments So i want to say good job with this addon. I use on mobile with hdest. I have question, I like the barrel visual affect but it overwrites the coded explosion for hdest. Anyway for me to combine both? The visual explosions be it toxic or fire with the damaging shrapnel action of hdest? Thanks
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Craneo
Posts: 214
Joined: Sat Jun 22, 2019 9:12 am
Discord: Craneo#8693
Graphics Processor: Intel (Modern GZDoom)
Location: Inside a crate in E2M2

Re: [Release] The Code-Based Visual FX Suite (aka, CodeFX)

Post by Craneo »

Hmm, this is pretty cool, but I feel the "explosion" effects on a lot of projectiles feels like too much (imp fireballs explode into a lot of huge flames and for such a low tier fodder enemy it feels exageratted), it also may be a bit laggy, but I generally love the idea of an effect pack that doesn't add any new graphics, as it should be compatible with texturepacks/sprite replacers and such, right?
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BrettBotTheCryonaut
Posts: 51
Joined: Thu Apr 22, 2021 2:42 pm
Location: near Atlanta, GA

Re: [Release] The Code-Based Visual FX Suite (aka, CodeFX)

Post by BrettBotTheCryonaut »

cosmos10040 wrote:I didnt see any comments So i want to say good job with this addon. I use on mobile with hdest. I have question, I like the barrel visual affect but it overwrites the coded explosion for hdest. Anyway for me to combine both? The visual explosions be it toxic or fire with the damaging shrapnel action of hdest? Thanks
Thanks! I've never even heard of hdest, so I have no idea. If it is replacing the barrels with a new version using Decorate though, then I could easily create a compatibility patch by just copying my code and adding it on to the new barrel from that mod. I'll try to remember to look into it.
Craneo wrote:Hmm, this is pretty cool, but I feel the "explosion" effects on a lot of projectiles feels like too much (imp fireballs explode into a lot of huge flames and for such a low tier fodder enemy it feels exageratted), it also may be a bit laggy, but I generally love the idea of an effect pack that doesn't add any new graphics, as it should be compatible with texturepacks/sprite replacers and such, right?
Agreed! As soon as I get the damn D64ifier 1.0 released I'll be returning to this to make adjustments.
Maximum compatibility with other mods is one of the goals of this mod, but there are a few things it currently doesn't know how to take into account. For example, if you have a mod that replaces imp fireball sprites with blue projectiles, they will still create red flames. The only way I can think of to fix that would be to have the flames be created from particles made up of whatever sprite is being used for the projectile that spawns them. I'll have to play around with it. HOWEVER: I did confirm this works great with the Doom 3 texture pack. :)
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BrettBotTheCryonaut
Posts: 51
Joined: Thu Apr 22, 2021 2:42 pm
Location: near Atlanta, GA

Re: [Release] The Code-Based Visual FX Suite (aka, CodeFX)

Post by BrettBotTheCryonaut »

Just updated this to version 1.03. Nothing revolutionary, just finally fixed the colors of imp flames so they are more yellow+red instead of white+red, made the explosions from imp fireballs much less extreme, improved the behavior of flames to have more realistic physics and more random sizing / durations, and made water a little more interesting.

Hoping to get a menu created for the next update that allows each feature to be toggled on /off.
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dDefinder
Posts: 7
Joined: Thu Jan 26, 2017 12:45 pm

Re: [Release] The Code-Based Visual FX Suite (aka, CodeFX)

Post by dDefinder »

Great improvements from the previous version. Any plans on changing revenant rockets? Also a bug with caco attacks and that they will count as getting hit by their exploding projectile after it hits a wall
nmonte
Posts: 2
Joined: Mon Mar 06, 2017 6:58 am

Re: [Release] The Code-Based Visual FX Suite (aka, CodeFX)

Post by nmonte »

Great addon, somehow addon creators ignored imp fireballs for too long. But when playing with SoldierZ, imp fireballs create too much particles, which results in terrible slowdown.
Everything's fine without SoldierZ, tho. Is it possible to make a compatibility patch?

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