Beautiful Doom pre-7 build 0ff3255 (January 27, 2020)

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Beautiful Doom pre-7 build 0ff3255 (January 27, 2020)

Postby Jekyll Grim Payne » Sat Nov 28, 2015 4:10 am

That enhancement mod from 2008.

DOWNLOADS
* ModDB downloads
* GitHub releases

REQUIRED PORT: GZDoom 4.2.4

If you've never heard of it — here's an overview.

TRAILERS (old)
Spoiler:


YouTube playlist: https://www.youtube.com/playlist?list=P ... aItM1TVxO5

Eviternity gameplay with Modern Guns


FEATURES: (for those who never heard of it)

Beautiful Doom is a GZDoom mod that remakes all objects and monsters in the game to look more impressive, cool, bloody, you name it, but it retains the vanilla gemaplay.
At the moment it's only effectively compatible with GZDoom; Zandronum was supported by earlier versions but at the moment Zandronum is just too far behind GZDoom in terms of supported features, so the mod would lose about half of its coolness in it.

It has:
  • Smoothly-animated monsters, weapons and SFX such as particle fire, smoke, empty casings, ricochet, bullet tracers and new and improved sounds
  • You can play either with fully vanilla guns or rebalanced enhanced guns that provide more tactical variety; the weapon set can be changed in options at any time
  • Smooth animations for monsters and some items by Gifty, used at his permission and blessing
  • New deaths, animated blood and lots of special effects for monsters
  • Physically accurate gibs, unique for every monster
  • Interactive decorations: breakable lamps (by explosions), killable impaled victims, etc.
  • Light effects, halos, fire, smoke, etc.
  • Footsteps, footprints, smooth water, and lots of other stuff

The mod is a PK3-file. Some of its components are relatively standalone, so you can comment monster- or item-related lines in DECORATE to play with only some of the features.

PLEASE REPORT ANY BUGS YOU FIND!

UPDATE HISTORY
---------------------------------
pre-7 build 0ff3255 (January 27, 2020): DOWNLOAD on GitHub
Features & Fixes
  • Fixed a critical Chaingun bug that could cause hard crash with "Beautiful Doom Weapons" options disabled. Now the mod is indeed compatible with other weapon mods. You still can't toggle this option on the fly without buggs, however.
  • Added missing Weapon Help popups.
  • Fixed SSG sprite names overlapping with sprite name of the Stalagmite.
  • Removed a line in Modern Fist code that caused some debug information to show up on the screen.
Visuals
  • Added Live Stick replacement with brand-new sprites, sounds and interactions.
---------------------------------
pre-7 build c0d410c (January 16, 2020): DOWNLOAD on GitHub

Features & Fixes
  • Most classes now get precached when the mod is loaded. This results in slower initial startup but less stuttering as you play and new resources get loaded.
  • Beautiful Doom Settings can now be reached both via GZdoom options menu and from the main menu as "Beautiful Settings". Please note, if you run it with another mod that also contains a main menu replacement, you will not be able to see "Beautiful Settings" in the main menu, but you can still reach it via Options menu > Beautiful Doom Settings.
  • Added "Gibs pushable by explosion" option to Beautiful Doom Settings. Disabling it will make gibs non-interactive and (hopefully) lighter on your CPU. (Large amounts of gibs will still cause framerate drops. There's only so many actors GZDoom can handle.)
  • Added "Beautiful Doom Decorations" option that allows to disable replaced decorations from Beautiful Doom (same as other toggle options for weapons, monsters, etc.).
  • Added "Shootable Decorations" option: if Beautiful Doom decorations are used and this option is enabled, some decorations will be shootable by hitscan attacks (whereas in vanilla Doom decorations can only block projectiles) and some will react to being shot (for example, decorative victims can be killed, hanging bodies will swing around, etc.). Non-solid decorations will not be affected.
  • Icon of Sin replacement can now be disabled, just like any other monster, in the Per-monster replacement settings menu. This will disable enhanced spawn cube visuals, death effects including the earthquake triggered by its death.
  • Players and objects will no longer appear partly submerged into liquid surfaces such as acid or water: while the effect was nice, it prevented some maps from being easily completed due to attack-activated switches positioned carefully at a specific height.
  • Added "Show Weapon Help" button under Beautiful Doom Settings (default bind: G). With Enhanced and Modern weapon sets pressing it will show a graphic popup with some weapon information.
  • Removed old Help screen (F1)
  • Fixed Modern Super Shotgun being able to reload when you're out of shells, essentially having infinite ammo. (Thanks tototo)
  • Fixed blood sprays overhang on ceilings
  • Fixed Enhanced Second Pistol being visible and pickupable even when it shouldn't be

Visuals
  • Reworked and improved Enhanced muzzle flashes: they now have higher resolution, more detailed highlights on the gun sprite, fade-out animation, and leave smoke when firing.
  • New chainsaw deaths for Zombieman and Chaingunguy
  • Vanilla (red) muzzle flashes now use additive rendering which makes them more vivid without altering the classic look.
  • Added some missing frames for the Vanilla muzzle flashes.
  • Assault Rifle (Modern Guns) can now use Vanilla muzzle flashes.
  • Improved bullet effects on hitting various surfaces: they now spawn more consistently, and bullets will leave holes on floors and ceilings, just like they do on walls.
  • Blood pools and drops on the ground now have materials attached: they will reflect dynamic lights, such as torches, explosions, etc.
  • Chaingun Guy will now use different sprites (holding a rifle) when you're using Modern Guns, to match the fact that the chaingun is replaced by a rifle.
  • Drew brand-new quality animations for chainsaw deaths for Zombieman, Chaingun Guy
  • Added brand-new quality sprites and animations for Bloody Twitch (decorative person with cut-off legs hanged ona chain). Will react to being shot; can be killed. After killing will react to being shot like dead bodies: by slightly swinging on the chain.
  • Added brand-new quality sprites for impaled dead body, hanging torso without leg, and hanging leg.
  • Reworked smoke appearing over gun barrels: instead of wonky plume you'll now see more realistic fainter clouds, but they will only spawn if Enhanced muzzle flashes are used.
  • Modern Guns now don't stop bobbing when being fired or reloaded; it's a relatively subtle effect but makes them feel a bit more natural.
  • Modern Guns recoil slightly changes screen zoom for greater effect.
  • Vanilla and Enhanced Super Shotgun will now gib enemies based on how many pellets hit them instead of a randomized chance
  • Improved bullet tracers (and bullets in Modern Guns) so that they look more like they're fired from the gun rather than directly from the player's body.
  • Enhanced Pistol has slightly smoother animation when dual-wielding.
  • Modern Shotgun has a new firing animation, with a nicer and smoother short pump.
  • Arch-Vile fire now has updated sound and visual effects when exploding under your feet.
  • Arch-Vile flame seeker now properly won't spawn if bdoom_flames is set to false.
  • Arch-Vile seeker flames show additional particle effects when they dissipate.
  • Icon of Sin death sequence now uses new explosions, and blood will gush out from its forehead. It will only work if Icon of Sin is placed at the correct coordinates, predetermined by Doom 2. (This is actually true for all Icon of Sin effects, even in vanilla Doom 2.)
  • Modern BFG orb now has much more impressive visuals, with additional beams, particle effects and sprite alterations.
  • Improved BFG decals and added glow
  • Improved Plasma Rifle decals and added glow
  • Vanilla/Enhanced BFG orb has additional lightning and particle effects when exploding.
  • Pieces of meat spawned by gibbed enemies can now temporarily stick to walls and ceiling.
  • Better swinging for decorative hanging torsos and bodies (thanks Gutawer and kodi).
  • Added normal and specular maps to blood
  • Added new shader effects for liquid textures
  • Added the updated versiou of bloody footprints that will appear if you've stepped over a lot of blood

Gameplay
  • Reworked Modern BFG9000: The orb will now emit visual beams at its targets before firing. The orb gradually slows down after being fired, so, it can't fly very far. (This way you won't be able to just hurl it at remote ends of the map and destroy lots of enemies.) There are still 8 levels of charge, which determine how much ammo is used, as well as the orb's initial speed, size, maximum number of targets, range of beams, and size and power of explosion.
  • Modern Fist can now be comboed slightly faster. When using Berserk, isntead of being very fast it simply becomes much stronger and has a larger combo window, making it easier to string longer comboes. Also, with Berserk the light left punch never resolves into a light finisher and has autofire, so you can just hold down primary Fire and pcun away.
  • Modern Launcher grenades can now realistically slide along the floor instead of stopping dead as soon as they stop bouncing.
  • Modern Plasma Rifle now has a slight recoil effect.


TO-DO LIST
  • Finish the rest of Weapon Help popups: Modern Fists, Chainsaw
  • Add black gloves
  • Add red vingette effect to Modern Berserk
  • Add a selection sound for Modern Chainsaw
  • Draw new sprites for Live Stick, Head on a Stick, Heads on a Stick
  • (Possible) Incorporate varied monster sounds as an option

Known Issues

This version hasn't been fully playtested and can contain bugs.
Modern Assault Rifle uses incorrect muzzle flashes.
Not all decorative blood and corpses have been implemented.
Doomguy doesn't use any special gore effects.
---------------------------------
Last edited by Jekyll Grim Payne on Mon Jan 27, 2020 10:51 am, edited 100 times in total.
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Re: Beautiful Doom 6.0

Postby Jekyll Grim Payne » Sat Nov 28, 2015 6:32 am

Updated to fix incorrect rocket hud sprite.
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Re: Beautiful Doom 6.0

Postby Skrell » Sat Nov 28, 2015 10:55 am

Just amazing! Please post more pics!!!
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Re: Beautiful Doom 6.0

Postby Zhs2 » Sat Nov 28, 2015 11:43 am

The fact that the keys are custominventory items breaks them to no end in multiplayer. Fix them back into keys and give them their respective key species pl0x :(
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Re: Beautiful Doom 6.0

Postby Kombine » Sat Nov 28, 2015 2:42 pm

Just played through a couple of maps from different WADs with this. The only major gripe I have so far is the weapons (mainly the SSG) seem to kick back the enemies farther than they should.
Other than that, I'm enjoying this mod. Looks like I have a nice alternative to Smooth Doom.
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Re: Beautiful Doom 6.0

Postby Jekyll Grim Payne » Sun Nov 29, 2015 1:39 am

Zhs2 wrote:The fact that the keys are custominventory items breaks them to no end in multiplayer. Fix them back into keys and give them their respective key species pl0x :(


I don't really play multiplayer much so the feedback about multiplayer bugs would be much appreciated. But do you know why exactly they don't work? These custom inventories give you the same keys, not different items. I thought they should work just fine.
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Re: Beautiful Doom 6.0

Postby Vict » Sun Nov 29, 2015 2:48 am

What's the cvar for disabling weapon smoke? The readme mentions it, but I can't find a key binding for it.
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Re: Beautiful Doom 6.0

Postby Jekyll Grim Payne » Sun Nov 29, 2015 2:54 am

Vict wrote:What's the cvar for disabling weapon smoke? The readme mentions it, but I can't find a key binding for it.


Default bind is I (weapon effects and debris toggle) and it's not really a CVAR but a script (puke "Debris_Toggle"). But I just noticed something is wrong with it, i.e. it doesn't affect all the necessary stuff. I'm going to check and fix it right away.

UPD:

Wad updated. Now the debris toggle function should work fine and I also fixed the key definitions (they should work in multiplayer properly).

UPD:

Updated to 6.0.1. I think you'll like this.

* Fixed keys acting wrong in multiplayer
* Added BDoom_weapsounds WAD: if you don't use it, the weapons will have standard sounds.
* Fixed Debris Toggle function so that it properly affects all weapon
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Re: Beautiful Doom 6.0.1

Postby Yutrzenika » Sun Nov 29, 2015 5:54 am

Couple nitpicks I have: Not a huge fan of the the HD item pickup sprites, and even more nitpickier, the spent shells ejected from the SSG flying with each other and landing together right next to each other perfectly, no deviation or anything.

Aside from that, glad to see Beautiful Doom is back. Also, find it amusing that your trailer boasts 100% original Doom gameplay, while you show footage of you playing with mouselook.
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Re: Beautiful Doom 6.0.1

Postby Jekyll Grim Payne » Sun Nov 29, 2015 7:06 am

Yutrzenika wrote:Couple nitpicks I have: Not a huge fan of the the HD item pickup sprites, and even more nitpickier, the spent shells ejected from the SSG flying with each other and landing together right next to each other perfectly, no deviation or anything.

Aside from that, glad to see Beautiful Doom is back. Also, find it amusing that your trailer boasts 100% original Doom gameplay, while you show footage of you playing with mouselook.


Well, mouselook is a feature of the port. If you really want to be nitpicky you should say that playing through ZDoom and derived ports cannot offer original gameplay at all by definition because many aspects of internal mechanics are different in the ports and in original Doom ;) Also it helps to point out that GZDoom is the most suited port. Trailer are never completely honest too, of course.

I would like to put HD sprites in a different wad so that people don't need to use them. But I cannot do that because they have to be defined in the weapons code and thus have to be present in the same wad as weapons, otherwise that would produce errors. I cannot replace original sprites with HD ones directly because they would show up in HUD taking huge amount of space unless you're using alternative hud (which not all people do).

You're right about SSG shells. Their falling location was varied but the variation was too low. I improved it a little. See below.


UPD:

Wad updated to 6.0.2
* Blood pools are now limited to the amount of 50. They start despawning starting from the earlies one when more appear. Helps to conserve memory.
* SSG shells falling position is more varied
* Some small fixes in weapons original/alternative sounds
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Re: Beautiful Doom 6.0.2

Postby Slax » Sun Nov 29, 2015 7:25 am

Dunno, man. More cluttered than beautiful.
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Re: Beautiful Doom 6.0.2

Postby Jekyll Grim Payne » Sun Nov 29, 2015 9:29 am

Slax wrote:Dunno, man. More cluttered than beautiful.


I didn't really add anything except a few pickup sprites.
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Re: Beautiful Doom 6.0.2

Postby Zhs2 » Sun Nov 29, 2015 11:22 am

Jekyll Grim Payne wrote:
Zhs2 wrote:The fact that the keys are custominventory items breaks them to no end in multiplayer. Fix them back into keys and give them their respective key species pl0x :(


I don't really play multiplayer much so the feedback about multiplayer bugs would be much appreciated. But do you know why exactly they don't work? These custom inventories give you the same keys, not different items. I thought they should work just fine.

In the sense that you can pick them up and they are added to your inventory, they do work. However, in multiplayer only one person can pick them up because after they are run over they are removed from the map - hence 'broken', because three different people can pick up three different keys and potentially become trapped behind doors they don't have keys to because they couldn't pick up the original items for themselves, if the levels are built in such a way.

I made the same exact personal edit (to BD_INV in BDoom_Objects.wad) in your last build of DBeauty up on idgames, but in the interest of making it official I'll include the code here. (I also had no idea you still existed to complain about this to!)
Spoiler: Key Decorate

Not huge changes, but a behavioral change that's much appreciated nonetheless!
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Re: Beautiful Doom 6.0.3

Postby Kombine » Sun Nov 29, 2015 12:08 pm

Another bug to report: The SSG primary fire uses 1 shell instead of 2 now.
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Re: Beautiful Doom 6.0.3

Postby Jekyll Grim Payne » Mon Nov 30, 2015 12:42 am

Zhs2 wrote:The fact that the keys are custominventory items breaks them to no end in multiplayer. Fix them back into keys and give them their respective key species pl0x :(


Thanks a lot! I didn't know that this was how it worked. I'm fixing it right now.
Please check it out and let me know if it works now!

Kombine wrote:Another bug to report: The SSG primary fire uses 1 shell instead of 2 now.


You're right. That's very silly of me. I changed SSG code a little (that was in order to implement the use of both original and new sounds) and forgot to fix ammo
use.

I uploaded version 6.0.4.
Last edited by Jekyll Grim Payne on Mon Nov 30, 2015 6:13 am, edited 1 time in total.
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