Beautiful Doom 7.1.6 (June 2nd, 2021)

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Jekyll Grim Payne
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Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by Jekyll Grim Payne »

That enhancement mod from 2008.

LINKS
* GitHub releases (recommended, most up-to-date)
* Notion board: follow the development
* ModDB downloads
* Discord Server

REQUIRED PORT: GZDoom 4.7.0
LZDoom is currently not supported because of a few functions in the mod that aren't supported by OpenGL 1.x. This will hopefully change soon when LZDoom figures out a way to filter out specific things, or I'll add an LZDoom-compatible release (thankfully, it shouldn't take too much effort).

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

Eviternity gameplay with Modern Guns
Spoiler:
WHAT IS BEAUTIFUL DOOM?

Beautiful Doom is a GZDoom mod that remakes all objects and monsters in the game to look smoother, cooler, bloodier, you name it, but it retains the vanilla gameplay (unless you use some available options to tweak that).
The mod is only compatible with GZDoom and will never work with Zandronum.

FEATURES:
  • Very high compatibility with other mods. You can disable most of the elements, including weapons, monsters, decorations, and combine it with other weapon, monster and other mods. I make an effort to not break the gameplay and take into account changes that other mods may contain.
  • It even works with DEHACKED monsters without breaking them (as much as possible).
  • Smoothly-animated monsters, weapons and SFX such as particle fire, smoke, empty casings, ricochet, bullet tracers and new and improved sounds
  • Smooth animations for monsters and some items by Gifty, used at his permission and blessing
  • You can play either with fully vanilla guns or rebalanced enhanced guns that provide more tactical variety
  • New deaths, animated blood and lots of special effects for monsters
  • Custom sprites for decorative victims (impaled/hanging corpses) and accompanying custom textures
  • 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
LATEST CHANGES
---------------------------------
Version 7.1.6 (June 2nd, 2021): Download on GitHub

At this time I'm considering this release feature-complete and planning to only make new ones for maintenance reasons (bugfixes). For now I'm going to dedicate my time to other projects.

7.1.6:
New features
  • Locked doors will use a different "locked" sound based on the required key type (skull key or key card), or (if only key color is specified, not key type) based on their texture (as long as it matches one of Doom II texture names).
Fixes
  • Fixed Modern plasma orbs being incorrectly handled by "Projectiles Style" option
  • Fixed Enhanced Shotgun melee attack not producing any sounds
  • Made Enhanced Shotgun melee attack sounds louder
  • Added a compatibility fix for IsGrayed() function that will let the mod work properly both on GZDoom 4.5.0 and 4.6.0
  • Fixed Modern Berserk not producing heartbeat sounds when running out.
  • Fixed incorrect flares for Modern Rocket/Grenade.
7.1.0:
New Features
  • Added a "Projectile's Style" option to Beautiful Doom settings. The option defines the look of player AND monster projectiles. There are 3 options:
    'Don't Replace' — vanilla projectiles will spawn without any replacement from Beautiful Doom; you can use this with another mod that defines its own projectile replacements
    'Classic' — projectiles will use vanilla-style but smooth sprites and some extra lighting effects
    'Enhanced' — the default value: more effects, debris, particles, sometimes different look
Fixes
  • Monster behavior changes that occur while setting Player Weapons to 'Modern' will no longer persist if you disable Beautiful Doom Weapons after that.
  • Fixed Modern SSG not piercing enemies.
  • Enhanced Guns: extra Pistols can now be picked up for ammo, like Clips, even if you have two Pistols already.
  • Fixed Enhanced Chaingun having perfect accuracy with Altfire.
  • I removed a bunch of restrictions on spawning actors that would prevent them from being replacable by personal submods. You will now be able to properly create submods that replace Beautiful Doom's blood, gibs, animated blood pools and some other objects in all instances.
  • Floor/ceiling bullet decals will now be properly aligned with the plane instead of hanging in front of it.
  • Explosive Barrel remains will no longer float in mid-air.
  • Revenant and Mancubus projectiles will now spawn some debris upon exploding.
Improvements
  • Beautiful Doom Weapons option can now be toggled on the fly, i.e. you can enable or disable modded weapons while mid-game.
  • Added some extra checks to make sure your starting weapons are always correct and that you never get duplicate weapons. This means that, if you have Beautiful Weapons enabled, you will now never receive vanilla Doom weapons (even if you use a 'give' console cheat, IDKFA, or an ACS script that gives weapons directly). Similarly, if you have Beautiful Doom Weapons disabled, you will never get the mod's weapons.
  • Beautiful Doom is now compatible with Gearbox; it should also be compatible with any other similar mod as long as it uses the inventory.icon value of the weapon.
  • Previously Plasma and BFG orbs would cause massive FPS drops if fired above moving floors or below moving ceilings; now, if fired in a moving sector, they will spawn simplified particle effects and will not cause any performance overhead.
  • Spider Mastermind's brightmaps have been colorized and overall improved a lot.
  • Bouncing debris will stop bouncing after a fixed number of bounces; this will make sure they won't spawn endlessly on platforms moving slowly downward.
---------------------------------
Last edited by Jekyll Grim Payne on Sun Apr 10, 2022 6:20 am, edited 118 times in total.
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Jekyll Grim Payne
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Re: Beautiful Doom 6.0

Post by Jekyll Grim Payne »

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

Post by Skrell »

Just amazing! Please post more pics!!!
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Zhs2
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Re: Beautiful Doom 6.0

Post by Zhs2 »

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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Kombine
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Re: Beautiful Doom 6.0

Post by Kombine »

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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Jekyll Grim Payne
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Re: Beautiful Doom 6.0

Post by Jekyll Grim Payne »

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.
Vict
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Re: Beautiful Doom 6.0

Post by Vict »

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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Jekyll Grim Payne
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Re: Beautiful Doom 6.0

Post by Jekyll Grim Payne »

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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Yutrzenika
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Re: Beautiful Doom 6.0.1

Post by Yutrzenika »

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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Jekyll Grim Payne
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Re: Beautiful Doom 6.0.1

Post by Jekyll Grim Payne »

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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Slax
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Re: Beautiful Doom 6.0.2

Post by Slax »

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

Post by Jekyll Grim Payne »

Slax wrote:Dunno, man. More cluttered than beautiful.
I didn't really add anything except a few pickup sprites.
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Zhs2
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Re: Beautiful Doom 6.0.2

Post by Zhs2 »

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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Kombine
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Re: Beautiful Doom 6.0.3

Post by Kombine »

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

Post by Jekyll Grim Payne »

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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