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 1.2 is up (it works this time!)

Post by Judge »

Found a couple of bugs
1. During one of the specter's extreme deaths (I believe it's the one where it splits into 4-5 pieces), both red and black blood come out.
2. Blood fountains are still much more common than gibbing and the combination in zombiemen and imps.
3. Footsteps are the same whether running or walking.

Suggestions:

1. If possible, tone down those light posts with the lens flairs or make them more natural; they seem to cast light onto any nearby walls in a spherical shape, even those above them.
Spoiler:
2. Change the armor back to old armor sprite; it matches the DooM's old sprite style.

3. Remove the distorted/animated water/blood/acid fall flats. They don't look natural since liquids don't wave back and forth while falling.
DecemberMan
Posts: 53
Joined: Mon Jan 30, 2012 12:55 pm

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

Post by DecemberMan »

I'm reading the feedback guys. I'm thinking about doing a one final version + multiple individual versions for each of you. Don't expect a new version until next week, though. I'm kind of busy this week.
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Average
Posts: 626
Joined: Fri May 20, 2011 4:28 am

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

Post by Average »

Thanks for the reply. I look forward to trying out your future build(s). :)

It's nice to play an enhancement that brings the game to life without changing too many of the original game mechanics. I, for one, appreciate it. :)
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Legend
Posts: 158
Joined: Fri Jun 11, 2010 12:32 am
Location: Antioch, CA

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

Post by Legend »

Looks really cool. Any chance of getting a version with the psx weapon, monster, and items, etc sounds?
DecemberMan
Posts: 53
Joined: Mon Jan 30, 2012 12:55 pm

Cosmetic Doom 1.2.1 is up + multiple versions for forumers

Post by DecemberMan »

Judge wrote:Found a couple of bugs
1. During one of the specter's extreme deaths (I believe it's the one where it splits into 4-5 pieces), both red and black blood come out.
Some of the blood might have red in it, but the green and blue also have it since I use the coding to change its color, not using a different sprite.
Judge wrote: 3. Footsteps are the same whether running or walking.
Can't do anything there, at least I don't think it's possible.
Legend wrote: Looks really cool. Any chance of getting a version with the psx weapon, monster, and items, etc sounds?
I don't think I'll be doing that.

:edit:

After thinking through I might actually do that. You only want PSX sounds, is that right? Also, do you want me to replace, for example, all the multiple item pickup sounds with the two (I think) from the PSX version etc.?
DecemberMan
Posts: 53
Joined: Mon Jan 30, 2012 12:55 pm

Re: Cosmetic Doom 1.2.1 is up + multiple versions for forume

Post by DecemberMan »

Shamelessly bumping since I'm curious what people think about the newest version. I can see you downloaded it... :P
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-Ghost-
Posts: 1773
Joined: Wed Sep 08, 2010 4:58 pm

Re: Cosmetic Doom 1.2.1 is up + multiple versions for forume

Post by -Ghost- »

Nice work so far! It's nice to see another Doom Enhanced/Redoom like mod around. I usually play Brutal Doom but sometimes it can be fun to just play through a mostly vanilla experience with enhanced effects. Downloading the new version now.

EDIT:

Tried it out for a few levels of Doom 2. The footsteps seem better, a little more subtle. I also like the body drop sounds, adds a little oomph to each kill. The only sound I don't like is the chaingun one. Maybe I played too much Medal of Honor AA, but the MG42 sound doesn't fit for me. :P Have you considered making it the default shotgun sound, kind of like how it is for the vanilla chaingunner and spider mastermind? I think it gives it a good, beefy sound.
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Average
Posts: 626
Joined: Fri May 20, 2011 4:28 am

Re: Cosmetic Doom 1.2.1 is up + multiple versions for forume

Post by Average »

I downloaded last night but didn't have time to play with it. I'll have a look-see later today and get back to you. Thank you very much for the 'custom' build. :)
DecemberMan
Posts: 53
Joined: Mon Jan 30, 2012 12:55 pm

Re: Cosmetic Doom 1.2.1 is up + multiple versions for forume

Post by DecemberMan »

-Ghost- wrote:Have you considered making it the default shotgun sound, kind of like how it is for the vanilla chaingunner and spider mastermind? I think it gives it a good, beefy sound.
I experimented with it, but it sounds pretty badly in the alt fire mode.
Average wrote:I downloaded last night but didn't have time to play with it. I'll have a look-see later today and get back to you. Thank you very much for the 'custom' build. :)
You're welcome :)
DecemberMan
Posts: 53
Joined: Mon Jan 30, 2012 12:55 pm

Re: Cosmetic Doom 1.2.2 is up + multiple versions for forume

Post by DecemberMan »

Bumping, since new version is up.
Vict
Posts: 171
Joined: Sun Aug 08, 2010 7:27 am

Re: Cosmetic Doom 1.2.2 is up + multiple versions for forume

Post by Vict »

DecemberMan wrote:Gentlemen, behold!
For Vict - no BFG glare and reduced Plasma effects.

Download link:
https://rapidshare.com/files/917352940/ ... GGlare.zip


Test it out and post the result, since I don't know if I achieved the desired effect, Vict.


Yeah, it's much better now. I've always wondered why that effect with the BFG shot was in the original Beautiful Doom anyway, since Dynamic Lighting can achieve the same effect for those that want it.
DecemberMan
Posts: 53
Joined: Mon Jan 30, 2012 12:55 pm

Re: Cosmetic Doom 1.3 is up + multiple versions for forumers

Post by DecemberMan »

Bumping. New version is up.

BTW, for some reason the spoiler tags don't work.
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Enjay
 
 
Posts: 26537
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Cosmetic Doom 1.3 is up + multiple versions for forumers

Post by Enjay »

The number of spoiler tags that you can use in a single post is intentionally limited to stop people going on a mega-spoiler nesting frenzy (which had happened a number of times before the limit was put in place).
DecemberMan
Posts: 53
Joined: Mon Jan 30, 2012 12:55 pm

Re: Cosmetic Doom 1.3 is up + multiple versions for forumers

Post by DecemberMan »

Thanks for the info. Fixed it.
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-Ghost-
Posts: 1773
Joined: Wed Sep 08, 2010 4:58 pm

Re: Cosmetic Doom 1.3 is up + multiple versions for forumers

Post by -Ghost- »

Good tweaks, but I don't really like what you did with the HUD face. It's so small now that you might as well not have it. :P I liked it more when it was just in the middle and regular sized.

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