Beautiful Doom pre-7 build 3915302 (June 12, 2020)

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Beautiful Doom pre-7 build 3915302 (June 12, 2020)

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

That enhancement mod from 2008.

LINKS
* Discord Server
* GitHub releases
* ModDB downloads

REQUIRED PORT: GZDoom g4.5pre-70
At the moment of writing you NEED a development version, since current stable release suffers from memory leaks

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
---------------------------------
pre-7 build 3915302 (June 12, 2020): GitHub

New features
  • Gibs, particle blood, smoke and all types of debris now use a full Tick() override in ZScript, which has two benefits: 1. they should be noticeably lighter on performance; 2. their movement and interaction is now more intricate (for example, gibs have more complicated bouncing/sliding than actors normally do).
  • Blood pools, bloody footprints and bullet decals will now properly align themselves to slopes (thanks Boondorl).
  • Blood will now always use the correct color, even for custom enemies, thanks to CopyBloodColor() function added to GZDoom by Nash Muhandes.
  • Blood will now fade out after falling on any animated texture (thanks 3saster for ANIMATED handler), including the custom ones.
  • Modern Guns reload animations can now be interrupted at any point to switch to a different weapon. Depending on when you interrupt the animation, the weapon might be already reloaded by that point or not, similarly to how guns work in modern games.
  • Added "Safe Actor Replacement" feature (see Beautiful Doom Settings): a compatibility feature that comes into play if Beautiful Doom is run alongside other mods or map packs:
    - "DEHACKED only": with this setting, the mod won't replace actors that are defined in DEHACKED (such as Eviternity monsters, e.g. Cyber Baron).
    - "DEHACKED and sprites": same as above plus it also won't override actors that have their sprites replaced (the way some older or vanilla-styled wads replaced sprite names directly without changing any code, for example Deus Vult II).
    This feature only works for monsters and decorations. To disable weapons you need to use "Beautiful Doom weapons" option under Compatibility.
    This feature does not interact with DECORATE or ZScript, since those introduce new actors, as opposed to DEHACKED. If you want to combine Beautiful Doom with a custom monster pack that replaces vanilla monsters, use "Beautiful Doom monsters" option under Compatibility.
  • Integrated menu tool tips by Nero: viewtopic.php?f=105&t=68495
  • Added a "janitor" key that will clear all debris/blood/gibs on the level.
  • Enhanced/Modern Guns: you now can press "Weapon Help" button to see a popup on the screen with details on the weapon. Currently looks best at 1080p.
  • SpriteShadow mod is removed: I don't see a good reason to have it integrated, considering SpriteShadow is already fully compatible with Beautiful Doom and is present in many people's autoload folders. In addition to that, sprite shadows will likely soon become a built-in GZDoom feature, and a separate mod won't be required.

Changes/fixes
  • SSG gibbing is now more consistent and should happen less often at distances and/or when the enemy is hit by only a few pellets.
  • Modern SSG pellets will no longer cause non-monster objects to bleed when shot.
  • Modern SSG now automatically goes into reload animation after shooting (which, like all other Modern weapon animations, can be interrupted to switch into a different weapon).
  • Modern Plasma Rifle can now shoot a little longer before needing to cool down.
  • Modern Rocket Launcher now can hold 8 rounds in its clip.
  • Resting debris should no longer lag behind moving floors.
  • Improved bouncing and underwater physics for gibs. Improved underwater behavior for blood.
  • Some of the extra death animations are now triggered by specific attacks: for example specific Zombieman and Shotgunguy death animations can now only be triggered by headshots. This is a purely visual effect, there's no extra headshot damage.
  • Cyberdemon and Spider Mastermind will now be properly able to damage each other.

Visuals and audio
  • Updated all blood sprites; they now look closer to vanilla: more pixelated, more vibrant red colors.
  • Drew new detailed saw death animations for Zombieman, Shotgun Guy, Chaingun Guy, Imp and Pinky.
  • Custom sprites for Head On A Stick and Heads On A Stick.
  • Added texture replacements for Doom gore textures (aka SP_DUDEs). They are optional and will only show up is "Beautiful Doom Decorations" option is set to "Enable".
  • Added "Player gloves color" that lets you switch between classic or black gloves at any point (regardless of weapon set).
  • Modern Assault Rifle now has a new set of sprites in a different color scheme.
  • Modern Plasma Rifle now uses new sprites with a detailed coil that also serves as a visible heat indicator.
  • Updated Modern BFG9000 sprites: improved animations, muzzle flash and heat indicators.
  • Redid all Chainsaw sprites to use better blood and smoother movement.
  • Blood on Modern Chainsaw will now properly change color based on the blood color of the last enemy hit.
  • Sprite and animation improvements for all weapons.
  • Added shaders for liquid textures.
  • Blood pools and decals now have materials.
  • Dark smoke now uses smoother sprites.
  • Scorched dead bodies now emit more smoke.
  • Burning dead bodies emit fire particles.
  • Arch-Vile now has smoother animation in its attack sequence.
  • Arch-Vile flames now use better particles.
  • Multiple improvements to brightmaps.
  • A custom vingette effect is shown on the screen when Modern Berserk is active.
  • Added better chainsaw jamming sound by olzhas1one.
---------------------------------
Last edited by Jekyll Grim Payne on Wed Jul 29, 2020 4:20 pm, edited 109 times in total.
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Jekyll Grim Payne
 
Joined: 21 Jul 2008
Discord: Agent_Ash#4401
Github ID: jekyllgrim
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

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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Jekyll Grim Payne
 
Joined: 21 Jul 2008
Discord: Agent_Ash#4401
Github ID: jekyllgrim
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: Beautiful Doom 6.0

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

Just amazing! Please post more pics!!!
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Joined: 25 Mar 2013

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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Jekyll Grim Payne
 
Joined: 21 Jul 2008
Discord: Agent_Ash#4401
Github ID: jekyllgrim
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

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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Joined: 08 Aug 2010

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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Jekyll Grim Payne
 
Joined: 21 Jul 2008
Discord: Agent_Ash#4401
Github ID: jekyllgrim
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

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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Jekyll Grim Payne
 
Joined: 21 Jul 2008
Discord: Agent_Ash#4401
Github ID: jekyllgrim
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

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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Jekyll Grim Payne
 
Joined: 21 Jul 2008
Discord: Agent_Ash#4401
Github ID: jekyllgrim
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

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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Location: Maryland, USA, but probably also in someone's mod somewhere
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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.
User avatar
Jekyll Grim Payne
 
Joined: 21 Jul 2008
Discord: Agent_Ash#4401
Github ID: jekyllgrim
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

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