Beautiful Doom 7.1.6 (June 2nd, 2021)

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thejbizz
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Re: Beautiful Doom 6.1.4.1 (January 24, 2017)

Post by thejbizz »

Love this mod.

Feature request: SSG can gib enemies with enough damage, like Smooth Doom.
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DoomN00b
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Re: Beautiful Doom 6.1.4.1 (January 24, 2017)

Post by DoomN00b »

I seem to be having problems with the hud? I want to change it so that I can see Doomguy's ugly mug again, but changing to alternate hud doesn't seem to do anything??

I've noticed others have commented on this potential bug on ModDb as well - the hud settings changes nothing - NO DOOMGUY! :cry:

Beautiful Doom 6.1.4.1 on GZDoom 2.4, Windows 10. Running with the Doom-Metal volume 4 wad as well.
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Gorec
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Re: Beautiful Doom 6.1.4.1 (January 24, 2017)

Post by Gorec »

(Changed normal statusbar: it no longer includes Doomguy's face (as much as I liked it, it looked weird and just blocked part of the weapon sprite)
CasualChris
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Re: Beautiful Doom 6.1.4.1 (January 24, 2017)

Post by CasualChris »

DoomN00b wrote:I seem to be having problems with the hud? I want to change it so that I can see Doomguy's ugly mug again, but changing to alternate hud doesn't seem to do anything??

I've noticed others have commented on this potential bug on ModDb as well - the hud settings changes nothing - NO DOOMGUY! :cry:

Beautiful Doom 6.1.4.1 on GZDoom 2.4, Windows 10. Running with the Doom-Metal volume 4 wad as well.
If you have SLADE, you can delete the SBARINFO file inside the pk3 to get the old HUD back. It's what I did! :wink:
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DoomN00b
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Re: Beautiful Doom 6.1.4.1 (January 24, 2017)

Post by DoomN00b »

Gorec wrote:(Changed normal statusbar: it no longer includes Doomguy's face (as much as I liked it, it looked weird and just blocked part of the weapon sprite)
Daang... I totally missed that part! Oh well, now I get it.

It's not a bad layout per say, but I think I'll wait with using it until I make another jump in the Doom-content - I've made small, steady upgrades to the Doom-experience continously ever since I played Episode 1! = ) About half-way done with Doom 2 at the moment.

No doom-guy face will have to be the next step, but now I want to see that mug again!
CasualChris wrote:
If you have SLADE, you can delete the SBARINFO file inside the pk3 to get the old HUD back. It's what I did! :wink:
Ahh... Cheers for the info, mate! : D I think I might just do that, or at least disable it, and then turn it on later.


EDIT:

Just downloaded SLADE... went into the pk3, and then into the main wad and deleted SBARINFO - but... when I reload the game again, there's still no old HUD?? Only the new HUD... A note: I also reloaded my old save, could this be the reason why there's no new hud yet? Will it reappear when it loads the next level, because the old save actually still contains the new hud-info?
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Gorec
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Re: Beautiful Doom 6.1.4.1 (January 24, 2017)

Post by Gorec »

better start new game to see changes
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DoomN00b
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Re: Beautiful Doom 6.1.4.1 (January 24, 2017)

Post by DoomN00b »

Gorec wrote:better start new game to see changes
I just tried that as well... no difference! : O Still no doomguy face. How the heck is that possible??


EDIT: Wait a minute... I think I get it now... there's also, all of a sudden, a bak-file with the exact same size as the original pk3-file, except 1 kilobit larger! This must be the culprit...

BDoom614.pk3.bak <-- This needs to be deleted, right?

EDIT2: I'm using Doomlauncher as well, so I deleted it from that too, and readded it with the edited version. Let's see now... SUCCESS!! Doomguy's mug is back! : D And the saves work and everything... Cheers lads!
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Sgt Nate V
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Re: Beautiful Doom 6.1.4.1 (January 24, 2017)

Post by Sgt Nate V »

Weapons seem to continuously lower and reappear and lower again, possibly being a bug of the latest GZDoom.
SupremeDindon
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Re: Beautiful Doom 6.1.4.1 (January 24, 2017)

Post by SupremeDindon »

Sgt Jack V wrote:Weapons seem to continuously lower and reappear and lower again, possibly being a bug of the latest GZDoom.
I have the same issue With GZDoom 3.1.0 and Beautiful Doom 6.1.4.1. It's ok with GZDoom 3.0.1
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Jekyll Grim Payne
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Re: Beautiful Doom 6.1.4.1 (January 24, 2017)

Post by Jekyll Grim Payne »

I'm aware of the issue. I'm working on a new version. I'll try to fix this bug there.
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Jekyll Grim Payne
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Re: Beautiful Doom 6.1.4.1 (January 24, 2017)

Post by Jekyll Grim Payne »

DoomN00b wrote:I seem to be having problems with the hud? I want to change it so that I can see Doomguy's ugly mug again, but changing to alternate hud doesn't seem to do anything??

It's a bit confusing. Let's see if we understand everything correctly.

There's ZDoom's default fullscreen hud and VANILLA statusbar. The statusbar is the only one that has Doomguy's face. Both are replaced in Beautiful Doom. Deleting SBARINFO in SLADE will bring those back.

If you use the Beautiful Doom Statusbar, you also get a fullscreen hud and a sort-of-a-statusbar hud. In this case it's the fullscreen one that uses Doomguy's face: it's used as an image above health percentage (in ZDoom's fullscreen hud a medikit image is used instead). However, the sort-of-statusbar in Beautiful Doom doesn't have any face at all.

Now, ZDoom also has ALTERNATIVE HUD, which is hardcoded to replace all fullscreen huds, including custom fullscreen huds from mods. If it's enabled, you won't see Beautiful Doom's fullscreen hud (the one that has the face), you'll see the Alternative Hud. It can be enabled and disabled under Options > Hud Options > Alternative HUD (enabled/disabled). It has to be disabled to see the face while playing Beautiful Doom.
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Jekyll Grim Payne
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Re: Beautiful Doom 6.2.0 (July 14, 2017)

Post by Jekyll Grim Payne »

Here's a new version!

New blood, completely different BFG alternative fire and a lot of new stuff.

VERSION 6.2.0 || 14 July, 2017
* CHANGED
-- ZDoom is no longer officially supported due to the number of features that aren't (or are badly) compatible with it
-- Enhanced BFG9000 has a completely new alternative attack. Now it's a powerful piercing short-range railgun/laser in a Shoop Da Whoop style that can be channeled for a few seconds. With some aiming in certain situations it may be even more effective than primary attack.
-- Max number of blood pools, gibs and debris is now controlled by one CVAR (previously blood and debris were separate and gibs weren't limited at all). This value is ZDoom's standard Corpse Queue feature (sv_corpsequeuesize) rather than custom CVARs, which produces more stable behavior
-- Enhanced Shotgun alternative attack now only pushes monsters horizontally and has the same range as a kick (longer than a punch). This way it's more consistent and more distinct from kick.
-- The window to use primary attack after using melee attack of Enhanced Shotgun now begins earlier, so that you can combo them more effectively (especially against Shotgun Guys, Imps and Chaingun Guys)
* FIXED
-- Added proper support for playing with PWADs that contain their own scripts that could mess up with weapons (you'll no longer end up with default weapons or screwed weapon slots)
-- Blood, gibs and debris no longer collide with actors which could result in wrong animations, gibs coming to rest after landing on top of other actors or even possible crashes
-- Plasma Railgun's ray origin point is no longer too low
-- Shotgunguy's gibbed legs no longer show Zombieman's sprites
-- Fixed an issue that made gibs only movable by splash damage instead of regular shooting
-- Fixed missing/incorrect sprites for SS soldier gibs
-- Fixed missing/incorrect sprites for Doom Marine gibs
-- Revenant's and Arachnotron's crushed sprites are no longer blue
-- Enhanced Shotgun's melee attack doesn't leave bullet decals anymore
-- Whether Imp's fireballs spawn trails or not is now controlled by Advanced trails/debris option, not Advanced flames
-- Fixed Arachnotron's plasmaballs not leaving decals
-- Fixed incorrect pickup sound for Radiation Shielding Suit
-- Fixed minor blood issues regarding falling into water and skipping some frames
-- Fixed inconsistent frequency of decorative blood drops spawned by decorative dead bodies
-- Bloody Twitch (hanging body with no legs) now continues to spawn decorative blood after being killed
-- Removed outdated copies of sprites of certain light sources which could possibly cause visual bugs
-- Rocket's smoke is no longer displayer when Enhanced Debris option is off
* ADDED/IMPROVED
-- Blood pools are now flat sprites (new GZDoom feature) which properly spawn on the floor
-- When a monster is resurrected, its gibs will move towards it during the resurrection animation
-- If you step over a large amount of blood pools, you'll be leaving bloody footprints behind you for a short while (which then slowly fade out)
-- If blood spurts high enough it can create temporary pools on the ceiling which drip down some blood and then fade out
-- BFG ball is now much smaller (closer to vanilla size) and doesn't illuminate surroundings with huge green light, but it has more effects attached (including sparks coming out of it).
-- Blood spurts (thick trails of blood) now look a little better and are only spawned by biggest gibs, torsoes and in some death animations. This results in more visually consistent gibbing sequences
-- Decorative blood drops (spawned by hanging dead bodies, etc.) now have a better sprite and better animation
-- Added a little more vertical momentum to sprayed blood
-- Added a separate blood spray pattern for chainsaw attacks (blood spurts higher)
-- Weapons now have custom raising animations (visual effect only)
-- Gibbed marine bodies (map decoration) now have particle gibs and blood drops around them
-- Small blood pools (map decoration) are now also flat sprites
-- Beautiful Doom Settings menu is now properly defined so that it doesn't conflict with any other custom menus if present (e.g. when used alongside other mods)
-- Added high resolution decals for bullets
-- Shotgun/SSG shots now leave smaller decals than Pistol or Chaingun
-- An extra pistol doesn't spawn too close to chainsaw anymore
-- Removed unnecessary ACS and optimized code for greater stability

Upgraded BFG:
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-Ghost-
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Re: Beautiful Doom 6.2.0 (July 14, 2017)

Post by -Ghost- »

The effects on that BFG beam look/sound great, but it doesn't quite look like it's coming out of the barrel of the BFG. It sort of looks like it's coming from underneath the gun slightly.
CasualChris
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Re: Beautiful Doom 6.2.0 (July 14, 2017)

Post by CasualChris »

Is there supposed to be the animation of a Doomguy getting gibbed in the opening shot of E1M1?
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Jekyll Grim Payne
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Re: Beautiful Doom 6.2.0 (July 14, 2017)

Post by Jekyll Grim Payne »

-Ghost- wrote:The effects on that BFG beam look/sound great, but it doesn't quite look like it's coming out of the barrel of the BFG. It sort of looks like it's coming from underneath the gun slightly.
I've done as much as possible with the engine limitations. I could make it appear closer to the barrel by making it spawn higher, but then it'd spawn in front of your face, blocking a lot of the view.
CasualChris wrote:Is there supposed to be the animation of a Doomguy getting gibbed in the opening shot of E1M1?
In E1M1 there's a decorative Gibbed Dead Marine in front of you. While using BD decorative gibbed dead bodies are automatically surrounded by appropriate gibs. They make this sound when initially spawned.
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