Beautiful Doom 6.3 (January 29, 2018) - the Smooth update

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Beautiful Doom 6.3 (January 29, 2018) - the Smooth update

Postby Jekyll Grim Payne » Sat Nov 28, 2015 5:10 am

That enhancement mod from 2008.

DOWNLOADS
* Latest version (6.3)
* See all versions

REQUIRED PORT: GZDoom 3.2.5

If you've never heard of it — here's a list of features and a trailer.

Version 6.3 overview


TRAILERS!
Spoiler:


FEATURES: (for those who never heard of it)

Beautiful Doom is a GZDoom mod that remakes all objects and monsters in the game to look more impressive, cool, bloody, you name it, but it retains the vanilla gemaplay.
At the moment it's only effectively compatible with GZDoom; Zandronum was supported by earlier versions but at the moment Zandronum is just too far behind GZDoom in terms of supported features, so the mod would lose about half of its coolness in it.

It has:
* Smoothly-animated monsters, weapons and SFX such as particle fire, smoke, empty casings, ricochet, bullet tracers and new and improved sounds
* You can play either with fully vanilla guns or rebalanced enhanced guns that provide more tactical variety; the weapon set can be changed in options at any time
* Smooth animations for monsters and some items by Gifty, used at his permission and blessing
* New deaths, animated blood and lots of special effects for monsters
* Physically accurate gibs, unique for every monster
* Interactive decorations: breakable lamps (by explosions), killable impaled victims, etc.
* Light effects, halos, fire, smoke, etc.
* Footsteps, footprints, smooth water, and lots of other stuff

The mod is a PK3-file. Some of its components are relatively standalone, so you can comment monster- or item-related lines in DECORATE to play with only some of the features.

PLEASE REPORT ANY BUGS YOU FIND!

UPDATE HISTORY
VERSION 6.3 || January 29, 2018 || DOWNLOAD (ModDB) DOWNLOAD (Dropbox)

* CHANGED *
-- Removed HD item sprites. Many people pointed out that they stood out and that they didn't really add anything to the mod. You find those HD sprites by downloading NAHDS project which contains these sprites from here: https://www.dropbox.com/sh/qelbexa5oj2q ... LF4za?dl=0 The current version of the mod, however, now uses a different set of sprites with new animations and effects, so it's largely not compatible with NAHDS.
-- The mod's file is now a proper PK3 with directories, which essentially removes its modular features (that weren't popular anyway). Doesn't really affect anything from player's perspective, although improves maitenance and may improve memory use. If you wish to disable specific features, you can comment certain lines in the DECORATE file (instead of using only specific wad files as before)
-- Enhanced Chaingun Alt Attack felt a little overpowered. Now it has overheating mechanic that doesn't let you fire more than 50 bullets without letting go of the trigger. If you fire 50, it'll need to cool off for a bit (this cooldown is slightly longer than if you let go of the trigger earlier). After you've fired 25 bullets in a row the barrels will become slightly red, warning you of overheating.
-- Enhanced BFG Ray (alt.attack) no longer makes enemies bleed (which reduces memory consumption and adds consistency, as none of the other plasma attacks in the mod produce blood)
-- Arachnotron's and player's plasma orbs now have a less jittery light halo and new sprites
-- Arachnotron's plasma orbs no longer have a trail behind them (it always looks jittery and makes them look bigger which may hamper dodging)

* ADDED/IMPROVED *
-- Added smooth animations for all monsters and a number of objects. Most of animations are taken from Smooth Doom with some additions by me (some new death and idle animations mostly).
Most of the death animations are the same as used in Beautiful Doom before, but improved to match the smoothness of the updated animations. Certain old animations were redrawn (such as Chaingun Guy's saw death, Cacodemon's gib-puking death and some others).
-- Bullet weapons (both player's and monsters') now create bullet tracers when firing, which can be clearly seen (and heard if they whizz right next to you). It's just an effect without any change to weapon performance (bullets are still hitscan).
-- Added "Bullet Tracers" option under Beautiful Doom Settings that allows enabling/disabling tracers
-- Ricochetting bullets now also use tracer model and are now produced by tracers (if those are enabled; otherwise produced by bullet puffs like before)
-- Added flies that start circling over enemy corpses after 2-4 minutes. The number of flies can increase over time.
-- Added "Corpse flies" option under Beautiful Doom Settings that allows disabling/enabling flies over corpses. When reenabled, flies will start spawning again.
-- Added "Muzzle Flashes" option under Beautiful Doom Settings. When set to Enhanced, bullet weapons use more realistic muzzle flash sprites with more frame variations. When set to Vanilla, vanilla red muzzle flashes are used. Any type of flashes can be used with either vanilla or enhanced weapons.
-- Power-up spheres (soulsphere, invisibility, invulnerability, megasphere) now have light halos and more consistent bobbing effect
-- Explosive Barrels now have a light halo, similarly to other light sources
-- In Revenant's attack animation only one of his guns lights up, to coincide with the fact that they shoot only 1 missile at a time
-- Various exposions now use new and better sprites
-- Key cards are now animated, and skull keys have visible shafts to look more like keys; they also have different pickup sounds
-- Most of monster projectiles now have better effects and light halos
-- Idle (non-alerted) Cacodemon now floats up and down a bit and blinks (blinks faster when alerted)
-- The spawn pentagram produced by Icon of Sin's spawn cubes is now accompanied by more elegant floating particles instead of 8 fire flashes. The pentagram now also uses a better sprite.
-- Added a new spawning sound to Icon of Sin's spawn cube
-- Arch-Vile's ressurrection creates a temporary pentagram under the body, akin to Icon of Sin's spawn cubes effect

* FIXED *
-- Demon/Spectre now properly moves twice as fast on Nightmare as in vanilla Doom (previously moved at normal speed)
-- Removed pause in animation when alternating between primary and secondary attacks of the Enhanced Super Shotgun
-- Removed pause in animation when switching from secondary to primary attack of the Enhanced Rocket Launcher
-- Empty casings won't eternally float horizontally if they get stuck on a horizontal surface (e.g. when landing on top of a moving elevator)
-- Blood drops will no longer sometimes fly along the ground
-- Pain Elemental's and Player's severed hand sprites no longer share the same names (which could cause one spawn instead of the other)
-- Picking up a second pistol no longer forces you to select Dual Pistols (which could result in selecting pistols while already wielding a superior weapon)
-- Fixed a missing frame in Cacodemon's gibs
-- Fixed Shotgun Guy's walking frames being a little longer than vanilla which could result in slower enemy tracking
-- Blood sprays created by a beating heart on a column no longer produce blood pools on the ground (it looked bad and also could cause monster blood to despawn)
-- Shotgun can no longer be selected when you have 0 shells. Previously it was possible because Enhanced Shotgun has a melee attack, but it seems pointless because with Enhanced weapons you can always use kick instead; plus with Vanilla weapons being able to select it made no sense (and it's impossible to make it available for selection with 0 ammo only while using Enhanced version and not Vanilla)

Spoiler:
Last edited by Jekyll Grim Payne on Sun Jan 28, 2018 6:30 pm, edited 86 times in total.
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Re: Beautiful Doom 6.0

Postby Jekyll Grim Payne » Sat Nov 28, 2015 7:32 am

Updated to fix incorrect rocket hud sprite.
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Re: Beautiful Doom 6.0

Postby Skrell » Sat Nov 28, 2015 11:55 am

Just amazing! Please post more pics!!!
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Re: Beautiful Doom 6.0

Postby Zhs2 » Sat Nov 28, 2015 12:43 pm

The fact that the keys are custominventory items breaks them to no end in multiplayer. Fix them back into keys and give them their respective key species pl0x :(
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Re: Beautiful Doom 6.0

Postby Kombine » Sat Nov 28, 2015 3:42 pm

Just played through a couple of maps from different WADs with this. The only major gripe I have so far is the weapons (mainly the SSG) seem to kick back the enemies farther than they should.
Other than that, I'm enjoying this mod. Looks like I have a nice alternative to Smooth Doom.
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Re: Beautiful Doom 6.0

Postby Jekyll Grim Payne » Sun Nov 29, 2015 2:39 am

Zhs2 wrote:The fact that the keys are custominventory items breaks them to no end in multiplayer. Fix them back into keys and give them their respective key species pl0x :(


I don't really play multiplayer much so the feedback about multiplayer bugs would be much appreciated. But do you know why exactly they don't work? These custom inventories give you the same keys, not different items. I thought they should work just fine.
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Re: Beautiful Doom 6.0

Postby Vict » Sun Nov 29, 2015 3:48 am

What's the cvar for disabling weapon smoke? The readme mentions it, but I can't find a key binding for it.
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Re: Beautiful Doom 6.0

Postby Jekyll Grim Payne » Sun Nov 29, 2015 3:54 am

Vict wrote:What's the cvar for disabling weapon smoke? The readme mentions it, but I can't find a key binding for it.


Default bind is I (weapon effects and debris toggle) and it's not really a CVAR but a script (puke "Debris_Toggle"). But I just noticed something is wrong with it, i.e. it doesn't affect all the necessary stuff. I'm going to check and fix it right away.

UPD:

Wad updated. Now the debris toggle function should work fine and I also fixed the key definitions (they should work in multiplayer properly).

UPD:

Updated to 6.0.1. I think you'll like this.

* Fixed keys acting wrong in multiplayer
* Added BDoom_weapsounds WAD: if you don't use it, the weapons will have standard sounds.
* Fixed Debris Toggle function so that it properly affects all weapon
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Re: Beautiful Doom 6.0.1

Postby Yutrzenika » Sun Nov 29, 2015 6:54 am

Couple nitpicks I have: Not a huge fan of the the HD item pickup sprites, and even more nitpickier, the spent shells ejected from the SSG flying with each other and landing together right next to each other perfectly, no deviation or anything.

Aside from that, glad to see Beautiful Doom is back. Also, find it amusing that your trailer boasts 100% original Doom gameplay, while you show footage of you playing with mouselook.
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Re: Beautiful Doom 6.0.1

Postby Jekyll Grim Payne » Sun Nov 29, 2015 8:06 am

Yutrzenika wrote:Couple nitpicks I have: Not a huge fan of the the HD item pickup sprites, and even more nitpickier, the spent shells ejected from the SSG flying with each other and landing together right next to each other perfectly, no deviation or anything.

Aside from that, glad to see Beautiful Doom is back. Also, find it amusing that your trailer boasts 100% original Doom gameplay, while you show footage of you playing with mouselook.


Well, mouselook is a feature of the port. If you really want to be nitpicky you should say that playing through ZDoom and derived ports cannot offer original gameplay at all by definition because many aspects of internal mechanics are different in the ports and in original Doom ;) Also it helps to point out that GZDoom is the most suited port. Trailer are never completely honest too, of course.

I would like to put HD sprites in a different wad so that people don't need to use them. But I cannot do that because they have to be defined in the weapons code and thus have to be present in the same wad as weapons, otherwise that would produce errors. I cannot replace original sprites with HD ones directly because they would show up in HUD taking huge amount of space unless you're using alternative hud (which not all people do).

You're right about SSG shells. Their falling location was varied but the variation was too low. I improved it a little. See below.


UPD:

Wad updated to 6.0.2
* Blood pools are now limited to the amount of 50. They start despawning starting from the earlies one when more appear. Helps to conserve memory.
* SSG shells falling position is more varied
* Some small fixes in weapons original/alternative sounds
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Re: Beautiful Doom 6.0.2

Postby Slax » Sun Nov 29, 2015 8:25 am

Dunno, man. More cluttered than beautiful.
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Re: Beautiful Doom 6.0.2

Postby Jekyll Grim Payne » Sun Nov 29, 2015 10:29 am

Slax wrote:Dunno, man. More cluttered than beautiful.


I didn't really add anything except a few pickup sprites.
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Re: Beautiful Doom 6.0.2

Postby Zhs2 » Sun Nov 29, 2015 12:22 pm

Jekyll Grim Payne wrote:
Zhs2 wrote:The fact that the keys are custominventory items breaks them to no end in multiplayer. Fix them back into keys and give them their respective key species pl0x :(


I don't really play multiplayer much so the feedback about multiplayer bugs would be much appreciated. But do you know why exactly they don't work? These custom inventories give you the same keys, not different items. I thought they should work just fine.

In the sense that you can pick them up and they are added to your inventory, they do work. However, in multiplayer only one person can pick them up because after they are run over they are removed from the map - hence 'broken', because three different people can pick up three different keys and potentially become trapped behind doors they don't have keys to because they couldn't pick up the original items for themselves, if the levels are built in such a way.

I made the same exact personal edit (to BD_INV in BDoom_Objects.wad) in your last build of DBeauty up on idgames, but in the interest of making it official I'll include the code here. (I also had no idea you still existed to complain about this to!)
Spoiler: Key Decorate

Not huge changes, but a behavioral change that's much appreciated nonetheless!
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Re: Beautiful Doom 6.0.3

Postby Kombine » Sun Nov 29, 2015 1:08 pm

Another bug to report: The SSG primary fire uses 1 shell instead of 2 now.
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Re: Beautiful Doom 6.0.3

Postby Jekyll Grim Payne » Mon Nov 30, 2015 1:42 am

Zhs2 wrote:The fact that the keys are custominventory items breaks them to no end in multiplayer. Fix them back into keys and give them their respective key species pl0x :(


Thanks a lot! I didn't know that this was how it worked. I'm fixing it right now.
Please check it out and let me know if it works now!

Kombine wrote:Another bug to report: The SSG primary fire uses 1 shell instead of 2 now.


You're right. That's very silly of me. I changed SSG code a little (that was in order to implement the use of both original and new sounds) and forgot to fix ammo
use.

I uploaded version 6.0.4.
Last edited by Jekyll Grim Payne on Mon Nov 30, 2015 7:13 am, edited 1 time in total.
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