Beautiful Doom 7.1.6 (June 2nd, 2021)

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Rokim21
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Graphics Processor: Intel (Legacy GZDoom)
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Re: Beautiful Doom 6.1.0.2 (May 22, 2016)

Post by Rokim21 »

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FrankADG
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Re: Beautiful Doom 6.1.0.2 (May 22, 2016)

Post by FrankADG »

Please don't forget about your mod. Very many people love play in original Doom. Many fans love classic. Not all play Brutal Doom. Please make new versions. I enjoy your mod.

Also I recommended added HQ status Bar from http://www.moddb.com/mods/brutal-doom/a ... sic-hq-hud
Press "-" And HQ Status Bar).
I have some ideas for Beautiful Doom update).

Now I try play in Nightmare!)
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skitey
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Re: Beautiful Doom 6.1.0.2 (May 22, 2016)

Post by skitey »

hmm..so this mod is brutal doom without the gameplay changes, right? :)
sirmagus
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Joined: Sun Oct 02, 2016 9:23 am

Re: Beautiful Doom 6.1.0.2 (May 22, 2016)

Post by sirmagus »

Hi.
I have a small problem with the wad. It seems that I am missing the first half frames of the pistol blowback movement when I shoot.
Also the gun starts by default on the left hand. Any ideas how to fix it?

Here's what happens when I shoot with the pistol:
http://i.imgur.com/rmVijZ4.png

I use:
- GZDoom (2-2-0)
- Beautiful Doom (version 6.1.0.2)
- Unloved (Final Release 1.3)

According to the dev of Unloved, Beautiful Doom works with his mod. However the video where he plays Unloved with Beautiful Doom is old (2011).
https://www.youtube.com/watch?v=h7iQFuKhfa0
sirmagus
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Re: Beautiful Doom 6.1.0.2 (May 22, 2016)

Post by sirmagus »

Got into another issue. Once I auto-change a weapon on pick up and then change it (shotgun to pistol), I can't go back to it again and I can only use fists and pistol. In Unloved I have only reached the point where I find the chainsaw and shotgun. Both disappear once I change them and can't go back to them or pick them up again.

If it is too much hassle or it's one of those things that only I have it it's fine don't worry about it.
Just wanted to try Beautiful Doom with Unloved since it looks like a great combination.

sirmagus wrote:Hi.
I have a small problem with the wad. It seems that I am missing the first half frames of the pistol blowback movement when I shoot.
Also the gun starts by default on the left hand. Any ideas how to fix it?

Here's what happens when I shoot with the pistol:
http://i.imgur.com/rmVijZ4.png

I use:
- GZDoom (2-2-0)
- Beautiful Doom (version 6.1.0.2)
- Unloved (Final Release 1.3)

According to the dev of Unloved, Beautiful Doom works with his mod. However the video where he plays Unloved with Beautiful Doom is old (2011).
https://www.youtube.com/watch?v=h7iQFuKhfa0
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Haxdrallion
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Re: Beautiful Doom 6.1.0.2 (May 22, 2016)

Post by Haxdrallion »

I just thought I'd pop in to say that I'm having the same issues as Sirmagus, but otherwise I love this mod and wanted to say thanks! It's pretty much replaced Vanilla Doom for me now and is probably the mod I use most.
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Gorec
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Re: Beautiful Doom 6.1.0.2 (May 22, 2016)

Post by Gorec »

sirmagus wrote:Hi.
I have a small problem with the wad. It seems that I am missing the first half frames of the pistol blowback movement when I shoot.
Also the gun starts by default on the left hand. Any ideas how to fix it?

Here's what happens when I shoot with the pistol:
http://i.imgur.com/rmVijZ4.png

I use:
- GZDoom (2-2-0)
- Beautiful Doom (version 6.1.0.2)
- Unloved (Final Release 1.3)

According to the dev of Unloved, Beautiful Doom works with his mod. However the video where he plays Unloved with Beautiful Doom is old (2011).
https://www.youtube.com/watch?v=h7iQFuKhfa0
thats because unloved has vanilla sprites in it (with the same name as in mod) i think it would work if you run unloved first and then beautiful doom(i had same problem with metadoom and deleted sprites in wad)
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Jekyll Grim Payne
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Re: Beautiful Doom 6.1.0.2 (May 22, 2016)

Post by Jekyll Grim Payne »

Hey, fellas, I'm here. Expecting to have some days off this month, so hopefully I'll be able to look at some messages, maybe fix a couple of things. I also really want to update that trailer (wanted to for like 5 months, but well).

I also want to replace that shitty Fist pushing animation (alt.attack) for a kick.
sirmagus
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Re: Beautiful Doom 6.1.0.2 (May 22, 2016)

Post by sirmagus »

Gorec wrote:
sirmagus wrote:Hi.
I have a small problem with the wad. It seems that I am missing the first half frames of the pistol blowback movement when I shoot.
Also the gun starts by default on the left hand. Any ideas how to fix it?

Here's what happens when I shoot with the pistol:
http://i.imgur.com/rmVijZ4.png

I use:
- GZDoom (2-2-0)
- Beautiful Doom (version 6.1.0.2)
- Unloved (Final Release 1.3)

According to the dev of Unloved, Beautiful Doom works with his mod. However the video where he plays Unloved with Beautiful Doom is old (2011).
https://www.youtube.com/watch?v=h7iQFuKhfa0
thats because unloved has vanilla sprites in it (with the same name as in mod) i think it would work if you run unloved first and then beautiful doom(i had same problem with metadoom and deleted sprites in wad)
How do I chosoe which order to run the .pk3s ?
I tried my BD version to a vanilla GZDoom + Doom II wad and it worked fine, right handed pistol, etc.
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Jekyll Grim Payne
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Re: Beautiful Doom 6.1.3 (January 9, 2017)

Post by Jekyll Grim Payne »

VERSION 6.1.3 is out!

[*] CHANGED
[*][*] (Zandronum) Added separate version for Zandronum because certain 6.1.3 features aren't supported even by its development builds
[*][*] By popular demand the mod file naming convention is changed: it's now BDoom###.pk3, where ### refers to the version number (in this case 613)
[*][*][*] (Zandronum) The Zandronum file is named BDznd###.pk3
[*][*] Advanced effects are now controlled via 'Beautiful Doom Settings' menu under 'Options'; can also be changed via custom CVARs (starting with "bdoom_")
[*][*] 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)
[*][*] Added fullscreen HUD (can be seen only if Alternative Hud is off): a simple hud similar to ZDoom's Alternative HUD but with a little more information and with Doomguy's face above health value
[*] ADDED
[*][*] The number of existing blood drops is now controlled via a corresponding option under 'Beautiful Doom Settings'; can also be changed via bdoom_bloodnum CVAR
[*][*] The number of existing debris is now is now controlled via a corresponding option under 'Beautiful Doom Settings'; can also be changed via bdoom_debrisnum CVAR
[*][*] Ricochet/chainsaw spark sounds can now be disabled under 'Beautiful Doom Settings' in case you find them annoying; doesn't affect animation
[*][*] Replaced skull cursor in the main menu with a modified Lost Soul animation
[*][*] Icon of Sin's spawn cubes now leave yellow fire trail behind them and have some additional fire effects on spawning monsters
[*][*] Arachnotron now also has a black/smoky death (from fire/plasma damage)
[*] IMPROVED/CHANGED
[*][*] Enhanced Fist now has a different alternative attack: a kick. It's stronger than the punch but also slower, and is slows you down during the animation (because hard to walk while kicking). Knocks enemies back similar to Hexen's Disc of Repulsion (barefly affects big enemies, though). Kick speed, damage, and pushback effect increase with Berserk. Punching is still faster, easier and more reliable, but have fun playing King Leonidas!
[*][*][*] (Zandronum) For technical reason, in Zandronum version the kick temporarily stops you instead of slowing you down
[*][*] ((G)ZDoom) When a monster is resurrected, its gibs and most of its blood slowly fade out which gives a nicer effect and shows that the monster is alive again
[*][*] Improved blooddrop sprites
[*][*] Enemies leave less blood pools when shot (the amount of blood during gibbing is unchanged)
[*][*] Light halos are now invisible when the player can't see the light source, which conserves resources
[*][*] Particle fire is also invisible when outside the player's LOS, so multiple Lost Souls hidden behind walls won't slow down your computer too much. As an added bonus, this makes Lost Soul dynamic lights invisible when they're behind a wall, like in Doom 2 map 13
[*][*] Pinky's head now has a smaller sprite (seemed too big before)
[*][*] Enhanced Shotgun's alternative attack has been reworked and is now similar to the kick, but generally less effective than the latter; it is still effective as part of the pushback+shoot combo (works well on imps and zombies)
[*][*] Enhcnaed Shotgun's attack timing has been adjusted, so that primary and secondary attacks can be more effectively cancelled into each other to allow a kind of simple combo
[*][*] Fist hits the wall with a different, 'drier' sound
[*][*] The halo of Plasma Railgun fades out more slowly for a nicer effect
[*][*] Chainsaw initial puff sprites appear lower, closer to the position of the blade
[*][*] Smoke effcts look slightly more varied (less like a straight line of sprites)
[*][*] Smoke rising over weapon barrels is now less opaque
[*][*] Adjusted Column (small floor lamp) sprite position to better align with the light halo (remember that using different sprite clipping modes can still offset the position of the sprites)
[*] FIXED
[*][*] The shotgun now has correct vanilla fire rate (used to be 3 tics faster because I screwed up)
[*][*] Starting amount of bullets is now correctly 50 (was 70)
[*][*] (Zandronum) Light halos no longer remain after a lamp is destroyed by explosions
[*][*] All weapon sprites now have unique non-vanilla names, so if the mod is used along with another wad which replaces certain vanilla sprites, that wad won't draw its sprites over the mod's frames
[*][*] Puffs now don't create solid terrain sounds when spawned on flats
[*][*] Fixed a minor glitchy frame in the Fist animation following the hit
[*][*] Slightly improved sprites in the chainsaw idle animation
[*][*] Fixed a bug that could sometimes cause empty casings to spawn even if debris were disabled
[*][*] Pinky/Spectre heads don't collide so much with actors
CasualChris
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Re: Beautiful Doom 6.1.3 (January 9, 2017)

Post by CasualChris »

The starting pistol ammo is 40 instead of 50 when I start on HNTR or higher. Is this a bug?
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Jekyll Grim Payne
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Re: Beautiful Doom 6.1.3 (January 9, 2017)

Post by Jekyll Grim Payne »

CasualChris wrote:The starting pistol ammo is 40 instead of 50 when I start on HNTR or higher. Is this a bug?
Looks like another screw up on my part :)
Turns out the amount of Clip ammo is a weird thing when it comes to replacing default Pistol (I even created a topic on that in Editing). Will be hotfixed soon.
CasualChris
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Re: Beautiful Doom 6.1.3 (January 9, 2017)

Post by CasualChris »

Also, the starting pistol ammo on ITYTD is 60.
Someone64
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Re: Beautiful Doom 6.1.3 (January 9, 2017)

Post by Someone64 »

For some reason the new blood pools cause EXTREME lag compared to the older versions of BDoom. I had to put the limit to 100 in order to make it playable with them on. With the older versions they seem to work just fine.

EDIT: Lost souls and fireballs are also suddenly incredibly laggy.
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Jekyll Grim Payne
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Re: Beautiful Doom 6.1.3 (January 9, 2017)

Post by Jekyll Grim Payne »

Someone64 wrote:For some reason the new blood pools cause EXTREME lag compared to the older versions of BDoom. I had to put the limit to 100 in order to make it playable with them on. With the older versions they seem to work just fine.

EDIT: Lost souls and fireballs are also suddenly incredibly laggy.
Which port and version are you running this with? I don't see how they could be more laggy than before, and I haven't been able to reproduce this bug. (BTW, the number of blood pools spawned by blood drops was hard-limited to 50 in previous versions. There were also other blood pools, spawned by blood spurts, a bigger and rarer kind of blood drop, which didn't disappear at all, but there were much fewer of them. In other words, if it didn't lag on your machine before, it's quite possible you still shoudn't go over 100. I have no idea about fireballs, though. They should lag less, since certain fire effects aren't even shown outside your LOS.)
CasualChris wrote:Also, the starting pistol ammo on ITYTD is 60.
What version of GZDoom are you using and, if any, what wad are you running this with? The initial amount of Clip doesn't depend on the difficulty level, at least it doesn't for me.
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