Cosmetic Doom 1.8 is up!

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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Judge
Posts: 78
Joined: Sat Apr 26, 2008 7:51 pm

Re: Cosmetic Doom 1.1 is up

Post by Judge »

Here is a bug I found.

1. Expelled shotgun shells aren't always rendered properly in the sector lighting. An expelled shotgun shell is bright sometimes, even if the room is pitch black.
DecemberMan
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Re: Cosmetic Doom 1.1 is up

Post by DecemberMan »

Judge wrote:Here is a bug I found.

1. Expelled shotgun shells aren't always rendered properly in the sector lighting. An expelled shotgun shell is bright sometimes, even if the room is pitch black.
I can't pinpoint the reason for this occurring. Maybe the brightmaps?

I'm tweaking and fixing bugs that are still left right now. I won't be probably available next week, but as far as I can tell, version 1.1 is pretty much the final version aside from mentioned tweaks. Unless someone, like you Judge, can think of adding something :)

BTW, I won't be adding Z86's brightmaps, since this would only involve packing them into the same zip archive. Might as well have it separate.
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skyrish10
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Re: Cosmetic Doom 1.1 is up

Post by skyrish10 »

i can't run your wad, help, please
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wildweasel
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Re: Cosmetic Doom 1.1 is up

Post by wildweasel »

skyrish10 wrote:i can't run your wad, help, please
Help us help you. What error are you getting, if any?
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skyrish10
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Re: Cosmetic Doom 1.1 is up

Post by skyrish10 »

i got 12 decorate parsing errors, so i cannot run this wad
Gez
 
 
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Re: Cosmetic Doom 1.1 is up

Post by Gez »

Get the latest SVN build from the DRD Team website. ZDoom 2.5.0 will not work with this mod.
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Average
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Re: Cosmetic Doom 1.1 is up

Post by Average »

skyrish10 wrote:i got 12 decorate parsing errors, so i cannot run this wad

Me too. I'm using the latest SVN builds of GZDoom and ZDoom from DRD TEam's site.

EDIT: It seems to be the weapons wad that's causing the problem.
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TheDarkArchon
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Re: Cosmetic Doom 1.1 is up

Post by TheDarkArchon »

Average wrote: Me too. I'm using the latest SVN builds of GZDoom and ZDoom from DRD TEam's site.
Can people please stop saying "Oh, I'm using the latest SVN builds". The SVN can sometimes be updated several times a day so what you think is the latest one may not actually be the latest. Instead, use the revision number (The number in brackets starting with an "r").

Works for me on GZDoom r1367.
jimbob
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Re: Cosmetic Doom 1.1 is up

Post by jimbob »

Cosmetic Doom 1.1 does not work for me. GZDoom r1367

Script error, "CosmDoom.zip:cosmdoom-weapons.wad:BD_COMW" line 1:
Parent type 'DebrisGeneral' not found in ParticleFire_General
Script error, "CosmDoom.zip:cosmdoom-weapons.wad:BD_COMW" line 11:
Parent type 'DebrisGeneral' not found in SmokeSpawner
Script error, "CosmDoom.zip:cosmdoom-weapons.wad:BD_WEAP" line 28:
Parent type 'DebrisGeneral' not found in WallPart
Script error, "CosmDoom.zip:cosmdoom-weapons.wad:BD_WEAP" line 57:
Parent type 'DebrisGeneral' not found in 9mmCasingSpawner
Script error, "CosmDoom.zip:cosmdoom-weapons.wad:BD_WEAP" line 71:
Parent type 'DebrisGeneral' not found in 9mmCasing
Script error, "CosmDoom.zip:cosmdoom-weapons.wad:BW_SAW" line 68:
Parent type 'BulletPuffed' not found in ChainsawPuff
Script error, "CosmDoom.zip:cosmdoom-weapons.wad:BW_SAW" line 89:
Parent type 'BulletSpark' not found in RicochetSaw
Script error, "CosmDoom.zip:cosmdoom-weapons.wad:BW_ROCK" line 106:
Parent type 'DebrisGeneral' not found in SmokingPiece
Script error, "CosmDoom.zip:cosmdoom-weapons.wad:BW_PLAS" line 61:
Parent type 'Flare_General' not found in BlueFlarePlasma
Tried to register class 'PlasmaBall1' more than once.
Script error, "CosmDoom.zip:cosmdoom-weapons.wad:BW_PLAS" line 122:
Parent type 'DebrisGeneral' not found in BluePlasmaBallExplosion
Script error, "CosmDoom.zip:cosmdoom-weapons.wad:BW_PLAS" line 141:
Parent type 'DebrisGeneral' not found in BluePlasmaShred
Script error, "CosmDoom.zip:cosmdoom-weapons.wad:BW_PLAS" line 172:
Parent type 'DebrisGeneral' not found in BluePlasmaPiece
Tried to register class 'BFGExtra' more than once.

Execution could not continue.

12 errors while parsing DECORATE scripts
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TheDarkArchon
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Re: Cosmetic Doom 1.1 is up

Post by TheDarkArchon »

Well, derp, I was still running the first version and hadn't noticed the update. 1.1 breaks for me, I be dumb, my point about using revision numbers still stands.
DecemberMan
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Joined: Mon Jan 30, 2012 12:55 pm

Re: Cosmetic Doom 1.2 is up (it works this time!)

Post by DecemberMan »

Crap, it somehow worked on my other PC. Did some quick patching up. It should work now, even though there will be some minor errors at the startup.
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Judge
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Re: Cosmetic Doom 1.2 is up (it works this time!)

Post by Judge »

I will make sure to do some testing on it in the next couple days or so. I'll let you know if I find anymore bugs or have anymore suggestions before your final release.
Vict
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Re: Cosmetic Doom 1.2 is up (it works this time!)

Post by Vict »

The "glare" around the BFG ball and the plasma effects can be a bit of a framerate killer on my older rig. I know it's these because they would drop my framerate in Beautiful Doom and I'd have to turn them off with the toggle special fx key. Think you could at least remove the glare around the BFG ball and maybe find out if there is a similar effect with plasma rounds too?
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Average
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Re: Cosmetic Doom 1.2 is up (it works this time!)

Post by Average »

Thanks for the fixed version. Everything works fine on this end now. :)

I do have a couple of suggestions though I doubt you'll be interested as they are what I would personally like 'tweaked'.

1: I would tone down if not remove the torchlight noise. On some maps it sounds like you're walking around a huge bonfire...

2: I'd also remove the footstep sounds other than in the water. I feel the Doom Guy would be more stealthy than that and it also sounds like the imps are wearing Stiletto heels! Mixing the clicky shoe sounds with the torch noise can sound like a tap dancing version of The Towering Inferno!:P

3: I can see why you've changed the armour sprites but is it possible to have the palette tweaked so that it works with Sigvatr's Contrast3 wad? I think the Contrast3 was is one of the best enhancements to Doom and I'd love it if your mod was compatible. :)

I know these things are probably against your vision but I thought I'd throw in my 2 cents worth...
jimbob
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Re: Cosmetic Doom 1.2 is up (it works this time!)

Post by jimbob »

Please do not remove the player footsteps. I like them somehow. :)

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