Cosmetic Doom 1.8 is up!
Forum rules
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.
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.
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- Posts: 161
- Joined: Tue Nov 08, 2011 5:00 pm
Re: Cosmetic Doom 1.5.5 is up!
It's very easy to remove the HUD in Slade. I did it for my copy because when I play at 1440*900 Resolution the HUD takes up half my Monitor space.
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- Posts: 53
- Joined: Mon Jan 30, 2012 12:55 pm
Re: Cosmetic Doom 1.6 is up!
Bumping since Cosmetic Doom 1.6 is up!
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- Posts: 108
- Joined: Mon Dec 12, 2016 1:12 pm
Re: Cosmetic Doom 1.6 is up!
I'm running the 1.6 NOHUD version and I get a bunch of warnings.
Spoiler:
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- Posts: 53
- Joined: Mon Jan 30, 2012 12:55 pm
Re: Cosmetic Doom 1.6 is up!
Yes, I rather crudely removed the HUD, but this version is perfectly functional nevertheless. Still, I will probably clean it up at some point in the future.
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- Posts: 53
- Joined: Mon Jan 30, 2012 12:55 pm
Re: Cosmetic Doom 1.6.5 is up!
Bumping since Cosmetic Doom 1.6.5 is up!
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- Posts: 53
- Joined: Mon Jan 30, 2012 12:55 pm
Re: Cosmetic Doom 1.7 is up!
Bumping since Cosmetic Doom 1.7 is up! (fast update, I know!)
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- Posts: 419
- Joined: Tue Feb 23, 2016 11:59 am
Re: Cosmetic Doom 1.7 is up!
Some feedback: Splash aggros enemies. Do not like.
The gore is quite satisfying along with the death animations. It would also be nice to have a no gore version to play with other gore mods.
The shotgun sound could maybe be different and the bullet impact on walls sounds for them could be WAY more subtle and maybe different as they're so loud due to the amount of pellets hitting walls that they almost completely drown out the shotgun at closer ranges and always drown out the super shotgun.
The imp fireballs could use some more yellow as they kinda look like enormous blood balls right now. They can also stand to be a little smaller.
The chaingun... has the vanilla shotgun sound including the sound of cocking the gun. Bug?
Impact sounds on plasma should be reduced slightly but they're not as overwhelming as for shotguns.
Chaingun bullet impacts should also be reduced by a fair amount.
BFG explosion sound could be louder and more punchy. It IS a BFG after all.
The gore is quite satisfying along with the death animations. It would also be nice to have a no gore version to play with other gore mods.
The shotgun sound could maybe be different and the bullet impact on walls sounds for them could be WAY more subtle and maybe different as they're so loud due to the amount of pellets hitting walls that they almost completely drown out the shotgun at closer ranges and always drown out the super shotgun.
The imp fireballs could use some more yellow as they kinda look like enormous blood balls right now. They can also stand to be a little smaller.
The chaingun... has the vanilla shotgun sound including the sound of cocking the gun. Bug?
Impact sounds on plasma should be reduced slightly but they're not as overwhelming as for shotguns.
Chaingun bullet impacts should also be reduced by a fair amount.
BFG explosion sound could be louder and more punchy. It IS a BFG after all.
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- Posts: 110
- Joined: Fri Jul 15, 2016 5:06 am
Re: Cosmetic Doom 1.7 is up!
Happy to see this still being worked on. It's a lot of fun.
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- Posts: 53
- Joined: Mon Jan 30, 2012 12:55 pm
Re: Cosmetic Doom 1.7 is up!
Thanks for the feedback!Someone64 wrote:Some feedback: Splash aggros enemies. Do not like.
The gore is quite satisfying along with the death animations. It would also be nice to have a no gore version to play with other gore mods.
The shotgun sound could maybe be different and the bullet impact on walls sounds for them could be WAY more subtle and maybe different as they're so loud due to the amount of pellets hitting walls that they almost completely drown out the shotgun at closer ranges and always drown out the super shotgun.
The imp fireballs could use some more yellow as they kinda look like enormous blood balls right now. They can also stand to be a little smaller.
The chaingun... has the vanilla shotgun sound including the sound of cocking the gun. Bug?
Impact sounds on plasma should be reduced slightly but they're not as overwhelming as for shotguns.
Chaingun bullet impacts should also be reduced by a fair amount.
BFG explosion sound could be louder and more punchy. It IS a BFG after all.
I wanted the chaingun to have the sound of Chaingunners and the Spider Mastermind - they always have had that sound (in vanilla), including the cocking of the gun. Maybe the cocking wasn't as audible in vanilla, since the sound quality was a lot lower.The chaingun... has the vanilla shotgun sound including the sound of cocking the gun. Bug?
It's an HQ version of the original BFG explosion. Maybe the lower quality did add some punch to it, I'll think about it.BFG explosion sound could be louder and more punchy. It IS a BFG after all.
The balls have not been changed, but I added a trail that is being left behind by them as they fly. In motion it makes them appear a bit bigger and "redder" than usual.The imp fireballs could use some more yellow as they kinda look like enormous blood balls right now. They can also stand to be a little smaller.
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- Posts: 2
- Joined: Thu Feb 09, 2017 11:53 am
Re: Cosmetic Doom 1.7 is up!
I really like this, but I wish there was a way to turn off the bullet ricochet sound entirely. It sounds too cartoon-y, and it's way too loud.
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- Posts: 53
- Joined: Mon Jan 30, 2012 12:55 pm
Re: Cosmetic Doom 1.7.5 is up!
Bumping since Cosmetic Doom 1.7.5 is up!
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- Posts: 72
- Joined: Wed Aug 16, 2017 5:29 am
Re: Cosmetic Doom 1.7.5 is up!
Love this mod. I like that the new additions don't push the core Doom experience out the window.
It's kinda like "Doom: How it is in my childhood memory".
It's kinda like "Doom: How it is in my childhood memory".
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- Posts: 866
- Joined: Wed Nov 08, 2017 4:23 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Germany
Re: Cosmetic Doom 1.7.5 is up!
Due to this mod having a new LOCKDEFS and key replacements causes it to be incompatible with maps utilizing ACS scripts.
Also, I can't figure out why, but this is the only mod that causes the game to lock up or freeze after loading a savegame. Probably a loophole somewhere. Occured on the latest GZDoom v3.2.1.
Hope this can be of use somehow :D
Also, I can't figure out why, but this is the only mod that causes the game to lock up or freeze after loading a savegame. Probably a loophole somewhere. Occured on the latest GZDoom v3.2.1.
Hope this can be of use somehow :D
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- Posts: 44
- Joined: Sat Sep 30, 2017 9:44 pm
Re: Cosmetic Doom 1.7.5 is up!
I'm a bit confused, why is there a separate wad for "cursor" and "weapons"? do I need to load those with the base wad or are those for separate things?
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- Posts: 53
- Joined: Mon Jan 30, 2012 12:55 pm
Re: Cosmetic Doom 1.8 is up!
Bumping since Cosmetic Doom 1.8 is up!