Beautiful Doom 7.1.6 (June 2nd, 2021)
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Jekyll Grim Payne
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Re: Beautiful Doom 6.1.3.1 (January 12, 2017)
VERSION 6.1.3.1 hotfix || January 12, 2017
*** IMPROVED
******* Reduced the frequency of checks for the number of existing blood pools which should reduce slowdowns on older systems
******* Made the blood pool number checks less glitchy
*** FIXED
******* Fixed a bug that caused Zombieman to never drop an extra pistol when using Enhanced Guns
******* Clip starting amount is now 50 (despite what previous version's changelog said, it was still incorrect)
******* Arachnotron now also has BFG death (like Plasma death but with blood)
******* Mancubus now doesn't skip initial frames of BFG death animation
*** IMPROVED
******* Reduced the frequency of checks for the number of existing blood pools which should reduce slowdowns on older systems
******* Made the blood pool number checks less glitchy
*** FIXED
******* Fixed a bug that caused Zombieman to never drop an extra pistol when using Enhanced Guns
******* Clip starting amount is now 50 (despite what previous version's changelog said, it was still incorrect)
******* Arachnotron now also has BFG death (like Plasma death but with blood)
******* Mancubus now doesn't skip initial frames of BFG death animation
-
CasualChris
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Re: Beautiful Doom 6.1.3.1 (January 12, 2017)
R.I.P. old HUD.
Nevertheless, thanks for the fixes, man! This is truly one of the best mods out there!
Nevertheless, thanks for the fixes, man! This is truly one of the best mods out there!
Re: Beautiful Doom 6.1.3.1 (January 12, 2017)
The lights that are in abundance on the first level of Going Down (sorry, don't know what they're called) can't be broken and knocked around but the shotgun secondary sends them flying. Quite amusing.
EDIT: In vanilla mode you seem to start with too much ammo and picking up new guns gives way too much ammo, too. When picking up the shotgun for example you should just get 8 shells if you didn't already have a shotgun but you get 16 here. Seems to happen with other weapons, too and may be even worse with enhanced mode. Makes the game way too easy in terms of ammo. Also, gibs seem to block shots which can cause problems sometimes. In levels with a lot of barrels and enemies to gib for example if you're aiming at or from certain angles it may be hard to blow up some barrels due to being blocked by gibs. Maybe you should allow bullets and other stuff to pass through gibs while still being able to hit and interact with them.
EDIT: In vanilla mode you seem to start with too much ammo and picking up new guns gives way too much ammo, too. When picking up the shotgun for example you should just get 8 shells if you didn't already have a shotgun but you get 16 here. Seems to happen with other weapons, too and may be even worse with enhanced mode. Makes the game way too easy in terms of ammo. Also, gibs seem to block shots which can cause problems sometimes. In levels with a lot of barrels and enemies to gib for example if you're aiming at or from certain angles it may be hard to blow up some barrels due to being blocked by gibs. Maybe you should allow bullets and other stuff to pass through gibs while still being able to hit and interact with them.
- Jekyll Grim Payne
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Re: Beautiful Doom 6.1.3.1 (January 12, 2017)
That's interesting. I remember adding a flag that would disable that, but seems like the method the shotgun's alternative attack uses (Disc of Repulsion-like pushing) is unaffected by DONTTHRUST.Someone64 wrote:The lights that are in abundance on the first level of Going Down (sorry, don't know what they're called) can't be broken and knocked around but the shotgun secondary sends them flying. Quite amusing.
Someone64 wrote:EDIT: In vanilla mode you seem to start with too much ammo and picking up new guns gives way too much ammo, too. When picking up the shotgun for example you should just get 8 shells if you didn't already have a shotgun but you get 16 here. Seems to happen with other weapons, too and may be even worse with enhanced mode. Makes the game way too easy in terms of ammo.
That's because of the method I used to implement th enhcanced and vanilla guns. It's interesting it either hasn't happened before or nobody has noticed... I'll fix this soon.
I'm not entirely sure this is possible, but I'll have to look into it. Making the gibs non-responsive to bullets would leave explosions as the only action that would affect them in any way, and that doesn't sound very fun; also it shouldn't cause problems in most cases since gibs are small, and projectiles already can pass through them. However, if you can, please give an example of such level. In my experience, if there are so many gibs that they can actually block bullets, they reach the point where they cause so much slowdowns that I have to turn them off completely. But I may be wrong.Someone64 wrote:Also, gibs seem to block shots which can cause problems sometimes. In levels with a lot of barrels and enemies to gib for example if you're aiming at or from certain angles it may be hard to blow up some barrels due to being blocked by gibs. Maybe you should allow bullets and other stuff to pass through gibs while still being able to hit and interact with them.
Last edited by Jekyll Grim Payne on Sat Jan 14, 2017 4:25 am, edited 1 time in total.
Re: Beautiful Doom 6.1.3.1 (January 12, 2017)
Well, an example is due to the inaccuracy of the pistol causing it to shoot low map02 of Doom 2 the gibs actually stopped me from blowing up barrels twice. It would be cool to add an option to make bullets not affect gibs (even if I probably won't use it it will help with the unaltered gameplay aspect of the mod without forcing people to turn off a major feature).
- Jekyll Grim Payne
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Re: Beautiful Doom 6.1.3.1 (January 12, 2017)
I'm not sure I understand how gibs could block anything on d2map02. Could you provide some screenshots or a video?Someone64 wrote:Well, an example is due to the inaccuracy of the pistol causing it to shoot low map02 of Doom 2 the gibs actually stopped me from blowing up barrels twice. It would be cool to add an option to make bullets not affect gibs (even if I probably won't use it it will help with the unaltered gameplay aspect of the mod without forcing people to turn off a major feature).
Also, what do you mean by pistol shooting low? If you mean slightly below crosshair, that has always been ZDoom's vanilla behavior, but if it's something else, please elaborate.
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Re: Beautiful Doom 6.1.4 (January 16, 2017)
VERSION 6.1.4 is out
* FIXED
-- Picked-up weapons now give the correct amount of ammo (I was able to track down the issue that was causing ammo errors, thanks Someone64)
-- Destructible decorations (lamps, victims, hanging bodies) can no longer be pushed by kicks or Enhanced Shotgun's alt. attack
* IMPROVED/SFX
-- Added new smoother sprite flames for torches, candles and candelabras
-- Candles and candelabras now have a different flame from torches
-- Replaced light halos with smoother ones (with less obvious edges)
-- Arachnotron's plasmaballs now has a yellowish-green hue instead of pure green. It's more similar to vanilla and also harder to confuse with Baron's fireballs.
-- Plasmaballs now have shorter trail and smaller halo so they don't obstruct vision too much
-- Small generic pieces of meat now spawn smaller blood while limbs spawn bigger blood
-- Objects falling on hard surfaces (like guns dropped by enemies) no longer produce unnecessary hard terrain sounds (they still produce liquid splashes)
-- Added special death animations for monsters when they're telefragged or killed via console. Previously they just spawned lots of gibs without any momentum which then fell down; now they show basic gibbing animation and spawn blood spurts, which looks better and doesn't cause that much slowdowns when using 'kill monstes'.
* IMPROVED/OPTIMIZATION
-- Adjusted light halos and light sources code so that it consumes less memory
-- Plasma Railgun's ray is now surrounded with blue halo only for a limited part of its length, so that it consumes less memory when firing over very long distances
-- Similarly to blood pools change in previous update, reduced the frequency of checks for the state of Gibs Toggle option which should reduce slowdowns cause by multiple gibs on older systems
-- Picked-up weapons now give the correct amount of ammo (I was able to track down the issue that was causing ammo errors, thanks Someone64)
-- Destructible decorations (lamps, victims, hanging bodies) can no longer be pushed by kicks or Enhanced Shotgun's alt. attack
* IMPROVED/SFX
-- Added new smoother sprite flames for torches, candles and candelabras
-- Candles and candelabras now have a different flame from torches
-- Replaced light halos with smoother ones (with less obvious edges)
-- Arachnotron's plasmaballs now has a yellowish-green hue instead of pure green. It's more similar to vanilla and also harder to confuse with Baron's fireballs.
-- Plasmaballs now have shorter trail and smaller halo so they don't obstruct vision too much
-- Small generic pieces of meat now spawn smaller blood while limbs spawn bigger blood
-- Objects falling on hard surfaces (like guns dropped by enemies) no longer produce unnecessary hard terrain sounds (they still produce liquid splashes)
-- Added special death animations for monsters when they're telefragged or killed via console. Previously they just spawned lots of gibs without any momentum which then fell down; now they show basic gibbing animation and spawn blood spurts, which looks better and doesn't cause that much slowdowns when using 'kill monstes'.
* IMPROVED/OPTIMIZATION
-- Adjusted light halos and light sources code so that it consumes less memory
-- Plasma Railgun's ray is now surrounded with blue halo only for a limited part of its length, so that it consumes less memory when firing over very long distances
-- Similarly to blood pools change in previous update, reduced the frequency of checks for the state of Gibs Toggle option which should reduce slowdowns cause by multiple gibs on older systems
Re: Beautiful Doom 6.1.4 (January 16, 2017)
I'm liking the new fire! Also, I'm gonna miss being able to knock decor around. Always provides me a minute of amusement when I have the chance to do it.
2 issues I noticed (not new to this version): When aggroing enemies by using the shotgun alt-fire causes them to instantly attack you (as they're flying in the air). This means you're almost guaranteed to get blasted by a shotgunner'ss shotgun if you aggro him by stock bashing him from behind.
Second, the barrels don't have explosion delay unlike vanilla.
Also, suggestion: Can you make it so that kicking or stock bashing a barrel doesn't cause it to explode so you can use these attacks as tools for moving barrels?
EDIT: I guess the barrels do have a delay but I think the delay is a lot shorter than in vanilla.
2 issues I noticed (not new to this version): When aggroing enemies by using the shotgun alt-fire causes them to instantly attack you (as they're flying in the air). This means you're almost guaranteed to get blasted by a shotgunner'ss shotgun if you aggro him by stock bashing him from behind.
Second, the barrels don't have explosion delay unlike vanilla.
Also, suggestion: Can you make it so that kicking or stock bashing a barrel doesn't cause it to explode so you can use these attacks as tools for moving barrels?
EDIT: I guess the barrels do have a delay but I think the delay is a lot shorter than in vanilla.
- Jekyll Grim Payne
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Re: Beautiful Doom 6.1.4 (January 16, 2017)
You have a good eye for these thingsSomeone64 wrote: EDIT: I guess the barrels do have a delay but I think the delay is a lot shorter than in vanilla.
I don't know about the kicks/stock hits not exploding barrels. They do deal damage, so there's no reason why they wouldn't explode. I could make it so that barrels exclusively are invincible to kicks, but that not only complicates simple rules (regular punches explode them, so why would other types of hits not?), it can potentially break some maps where barrels are used as obstacles.
Re: Beautiful Doom 6.1.4 (January 16, 2017)
Well you're kinda breaking some maps by allowing the player to knock monsters around in enhanced mode to begin with. A lot easier to knock enemies off cliffs (with the risk of getting blasted by hitscanners) than killing them and it doesn't even alert enemies either. Also the only reason I really noticed the barrel delay problem is because different barrel delays tend to break maps that rely on the delay for your survival (a surprising amount. Good example aside from MAP02 where shooting barrels at the end of the hall can be fatal because of lack of time to escape is one of the earlier maps in 20monsters which has a room with tons of barrels in it and the back to saturn x map that has an elevator that ascends to a barrel room who's barrels you're supposed to blow up.
Also, I guess the excuse for fists not blowing barrels up is because of the spark and puncture from brass knuckles...? Feet and gun stocks on the other hand can probably more blunt. IDK.
Also, I guess the excuse for fists not blowing barrels up is because of the spark and puncture from brass knuckles...? Feet and gun stocks on the other hand can probably more blunt. IDK.
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Re: Beautiful Doom 6.1.4 (January 16, 2017)
What you're describing doesn't break maps, it just gives you a cheap way to make them easier. In that sense it's not against Enhanced Guns ideology, they're not supposed to be really fair. However, not exploding barrels could potentially change a map's intended layout, and that's another thing entirely, IMO.Someone64 wrote:Well you're kinda breaking some maps by allowing the player to knock monsters around in enhanced mode to begin with. A lot easier to knock enemies off cliffs (with the risk of getting blasted by hitscanners) than killing them and it doesn't even alert enemies either.
However, you do make me think that perhaps I should remove the silent feature of the Enhanced Fist. Or rather make it so just swinging it in the air doesn't alert anybody but hitting somebody does. That would probably make more sense.
Are we seriously going to be realistic about the game where metal barrels can be broken by hand and where green goo which was already exposed to the air for some reason explodes when it leaks out?Someone64 wrote:Also, I guess the excuse for fists not blowing barrels up is because of the spark and puncture from brass knuckles...? Feet and gun stocks on the other hand can probably more blunt. IDK.
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Re: Beautiful Doom 6.1.4.1 (January 24, 2017)
A minor update:
VERSION 6.1.4.1 || January 24, 2017
* IMPROVED
-- Reduced Imp's fireball size and length of its fire tail, because it seemeed a little too over the top
-- Added new and unique deploy sounds for pistol, shotgun and SSG (as before, heard only when using Enhanced Guns)
* FIXED
-- Brought back the liquid splashes that I accidentally deleted in the previous update
-- Explosives barrels now explode after a 15-tic delay, like in vanilla (thanks Someone64)
VERSION 6.1.4.1 || January 24, 2017
* IMPROVED
-- Reduced Imp's fireball size and length of its fire tail, because it seemeed a little too over the top
-- Added new and unique deploy sounds for pistol, shotgun and SSG (as before, heard only when using Enhanced Guns)
* FIXED
-- Brought back the liquid splashes that I accidentally deleted in the previous update
-- Explosives barrels now explode after a 15-tic delay, like in vanilla (thanks Someone64)
- Agitatio
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Re: Beautiful Doom 6.1.4.1 (January 24, 2017)
Noticed a bug. When Revenant corpse got squashed under a door, it left a blue blood pool sprite.
Edit: When playing through QZDoom, trail effects from BFG and Plasma RIfle (and I guess other similar effects) are very performance intensive. I know that I can disable them, but only together with smoke, casings and debris. Is it possible to have separate toggle for trails or maybe some other workaround?
Edit2: Gibing is performance intensive for QZDoom too. Guess I'll just play through GZDoom.
Edit3: Apparently those effects decrease performance even in GZDoom, but not as badly as in QZDoom.
Edit: When playing through QZDoom, trail effects from BFG and Plasma RIfle (and I guess other similar effects) are very performance intensive. I know that I can disable them, but only together with smoke, casings and debris. Is it possible to have separate toggle for trails or maybe some other workaround?
Edit2: Gibing is performance intensive for QZDoom too. Guess I'll just play through GZDoom.
Edit3: Apparently those effects decrease performance even in GZDoom, but not as badly as in QZDoom.
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Re: Beautiful Doom 6.1.4.1 (January 24, 2017)
QZDoom was never an intended source port for the mod.Grigori wrote:Noticed a bug. When Revenant corpse got squashed under a door, it left a blue blood pool sprite.
Edit: When playing through QZDoom, trail effects from BFG and Plasma RIfle (and I guess other similar effects) are very performance intensive. I know that I can disable them, but only together with smoke, casings and debris. Is it possible to have separate toggle for trails or maybe some other workaround?
Edit2: Gibing is performance intensive for QZDoom too. Guess I'll just play through GZDoom.
Edit3: Apparently those effects decrease performance even in GZDoom, but not as badly as in QZDoom.
They are as well optimized as they can be to look okay. Next step is disabling them.
Thanks for noticing the Revenant bug, I'll fix it.
- Agitatio
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Re: Beautiful Doom 6.1.4.1 (January 24, 2017)
Yeah, sorry about that. Missed that it's intended for GZDoom in the OP. No big deal anyway. Was just testing how it works with QZDoom.Jekyll Grim Payne wrote:QZDoom was never an intended source port for the mod.