Beautiful Doom 7.1.6 (June 2nd, 2021)

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shadstarn
Posts: 218
Joined: Fri Dec 22, 2017 6:22 pm

Re: Beautiful Doom 6.3 (January 29, 2018) - the Smooth updat

Post by shadstarn »

i feel so beautiful when i play this mod !
because i am worth it
8-)
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YukesVonFaust
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Re: Beautiful Doom 6.3 (January 29, 2018) - the Smooth updat

Post by YukesVonFaust »

Will there be a Monsters-only version of this one? (monsters only, no weapons)
Someone64
Posts: 417
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Re: Beautiful Doom 6.3 (January 29, 2018) - the Smooth updat

Post by Someone64 »

It seems it's possbile to knock back enemies using kick without actually hurting them. This happens quite often for me with both types of kicks and is exacerbated by trying to jump kick enemies. Seems to happen more with bigger enemies like Revenants.
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Jekyll Grim Payne
 
 
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Re: Beautiful Doom 6.3 (January 29, 2018) - the Smooth updat

Post by Jekyll Grim Payne »

DabbingSquidward wrote: EDIT: The de-/select states that weren't fast need to have Loop instead of Wait.
I think you might be misunderstanding the idea I had :) The idea is that the Enhanced versions of Chainsaw, Shotgun, SSG and Plasma Rifle would have faster deselection frames (ONLY deselection), and the Enhanced Fist and Pistol would have faster selection AND deselection frames. Nothing else. From my testing it works properly. The states where you can see 'wait' were never designed to be fast states (and they only have one call for A_Raise or A_Lower in them).
DabbingSquidward wrote: 6. Well, autofire works with the SSG's firemodes, so.. :P
It probably has to do with the RL's and BFG's "safety catch", so you don't blow yourself up or waste 40 cells on accident when switching weapons.

That's probably it. If so, I don't think I'll be able to change it without actually removing the safety (and I don't think removing it is a good idea; frankly I've never noticed there's any difficulty when switching between the modes).
Someone64 wrote:It seems it's possbile to knock back enemies using kick without actually hurting them. This happens quite often for me with both types of kicks and is exacerbated by trying to jump kick enemies. Seems to happen more with bigger enemies like Revenants.
The hitbox detection for kickback is pretty wonky. I'll try to give it more attention next time. However, I can definitely tell you it still happens when you're close enough to an enemy while something is blocking the actual attack; like, if they are behind a thin wall, you won't be able to hurt them with the kick but you WILL be able to knock them back because the knockback function, sadly, ignores walls. I may be able to find a workaround for this.
YukesVonFaust wrote:Will there be a Monsters-only version of this one? (monsters only, no weapons)
If you edit the DECORATE in the pk3 and comment all the lines referring to the txt files with actors you don't need, you can get the monsters-only version. Don't forget to comment WPNREPL string in LOADACS too.
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Gorec
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Re: Beautiful Doom 6.3 (January 29, 2018) - the Smooth updat

Post by Gorec »

kicking with chainsaw alerts enemies
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namsan
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Re: Beautiful Doom 6.3 (January 29, 2018) - the Smooth updat

Post by namsan »

I'm enjoying your mod since 2010!(really)
And this update is so great. Thanks for your hard work!

My only criticism is, animations of shotgun melee are too simple.
I think it needs more sprites to be look realistic.
ungraphed
Posts: 7
Joined: Sat Jan 10, 2015 1:43 pm

Re: Beautiful Doom 6.3 (January 29, 2018) - the Smooth updat

Post by ungraphed »

I'm getting an error when trying to use this mod,

Execution could not continue.

Script error, "BDoom630.pk3:decorate/bd_monst.txt" line 106:
'@property@floatbobstrength' is an unknown actor property

how do I fix this?
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StroggVorbis
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Re: Beautiful Doom 6.3 (January 29, 2018) - the Smooth updat

Post by StroggVorbis »

ungraphed wrote:I'm getting an error when trying to use this mod,

Execution could not continue.

Script error, "BDoom630.pk3:decorate/bd_monst.txt" line 106:
'@property@floatbobstrength' is an unknown actor property

how do I fix this?
Grab the latest GZDoom, v3.2.5. Another reason why you should is because it fixes a security flaw that existed since ZDoom's first implementation of ACS.
VecterStroke
Posts: 51
Joined: Mon Dec 11, 2017 12:28 am

Re: Beautiful Doom 6.3 (January 29, 2018) - the Smooth updat

Post by VecterStroke »

Have you thought about including an expanded weapon pack? Maye some of the cut weapons from the doom alpha (machine gun, rifle)?
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Jekyll Grim Payne
 
 
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Re: Beautiful Doom 6.3 (January 29, 2018) - the Smooth updat

Post by Jekyll Grim Payne »

namsan wrote:I'm enjoying your mod since 2010!(really)
And this update is so great. Thanks for your hard work!

My only criticism is, animations of shotgun melee are too simple.
I think it needs more sprites to be look realistic.
Glad to hear from a long-time fan!

That's a good point. I'll if I can find resources for a better animation.
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Ligmatism
Posts: 21
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Re: Beautiful Doom 6.3 (January 29, 2018) - the Smooth updat

Post by Ligmatism »

More of a nitpick than a bug, but the "beautiful" in the Beautiful Credits menu option is misspelled.
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Zen3001
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Re: Beautiful Doom 6.3 (January 29, 2018) - the Smooth updat

Post by Zen3001 »

the flys are a nice feature I just think it requires too many corpses to be actually able to get any I think 5 or 6 corpses should be enough to get them.
In case that's how it is supposed to work, I couldn't see any and I'm sure I turned them on.
jablon1000
Posts: 62
Joined: Thu Jul 06, 2017 8:09 am

Re: Beautiful Doom 6.3 (January 29, 2018) - the Smooth updat

Post by jablon1000 »

Major bug report: some problems with flying enemies (pains and cacos) when fighting with explosives weapons. When you use explosive weapons against flying mosters game just freezes, and you must kill process. First i met this bug with russian overkill (i adopt this mod to RO), it occours wery often with powerfull explosive based weapons. I also reproduced this bug in vanilla doom with rocket launcher. I tried to reproduce bug with other monsters like barons or demons but it only happend with cacos or pains.
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StroggVorbis
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Re: Beautiful Doom 6.3 (January 29, 2018) - the Smooth updat

Post by StroggVorbis »

@Jekyll Grim Payne
'Ricochet & Spark Sounds' and 'Casings, Smoke, Trails, Debris' both need to be enabled. That's why I'm not hearing any chainsaw impact sounds :P

Also, when you melee with the shotgun, you can fire way too soon, the lower animation doesn't have to finish.
umutulutas
Posts: 4
Joined: Mon Oct 23, 2017 3:52 pm

Re: Beautiful Doom 6.3 (January 29, 2018) - the Smooth updat

Post by umutulutas »

Update is great, excelent work as always!

Do you have plans on adding visual enemy variants like in Smooth Doom?
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