Beautiful Doom 7.1.6 (June 2nd, 2021)

Projects that alter game functions but do not include new maps belong here.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

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Tohg7.
Posts: 64
Joined: Sun Sep 08, 2019 11:08 am
Graphics Processor: nVidia (Modern GZDoom)

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

Post by Tohg7. »

Excuse me Mr. Jekyll, would you be okay with adding an option in the Beautiful doom Settings that toggles vanilla berserk? (Level-long berserk when picking up the berserk pack)
Aidor
Posts: 2
Joined: Fri Feb 07, 2020 2:35 am

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

Post by Aidor »

Hi!

Is there any way to turn off the blood puddles on the floor without turnning off the whole Enhanced blood option? I like the Enhanced blood feature, but not the puddles. Well, It is not that I don't like It, is that I'm using Bolognese gore and then the two pools of blood mix and overlap, and the effect is weird.

I guees I just need to delete a file o cvar inside Beautiful mod pk3 or something like that, but I don't know which one.

Thanks in advance!
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Agitatio
Posts: 240
Joined: Mon Sep 05, 2011 10:07 am
Graphics Processor: nVidia with Vulkan support

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

Post by Agitatio »

Why would you use Bolognese with Beautiful Doom? Just don't. Beautiful Doom has it's own blood and gore, which is more sophisticated than Bolognese anyway.
Aidor
Posts: 2
Joined: Fri Feb 07, 2020 2:35 am

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

Post by Aidor »

Agitatio wrote:Why would you use Bolognese with Beautiful Doom? Just don't. Beautiful Doom has it's own blood and gore, which is more sophisticated than Bolognese anyway.
It is? Ok, thanks, if you say so, you know more than me, that I am new to Doom mod world. I will try without the Bolognese and will try Beautiful blood settings. Any suggestions about those settings?

Anyway, I would like to know how to remove the puddles of blood on the ground, just to learn a little.
CasualChris
Posts: 54
Joined: Fri Dec 30, 2016 3:43 pm

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

Post by CasualChris »

It seems like using this in conjunction with NashGore (with enhanced blood and gibs/deaths turned off in BD Settings to make NashGore's effects render properly) completely removes the blood effects when enemies are hit with hitscans, though the effects still happen successfully when the player is hit with hitscans.
Artman2004
Posts: 181
Joined: Sat Aug 31, 2019 11:59 pm

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

Post by Artman2004 »

I think the blood pools look like complete ass. They don't really mash with the pixelated environments that well.
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wildweasel
Moderator Team Lead
Posts: 21590
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Win10 22H2, Win11 22H2, macOS 11.7
Graphics Processor: nVidia with Vulkan support

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

Post by wildweasel »

Artman2004 wrote:I think the blood pools look like complete ass. They don't really mash with the pixelated environments that well.
I don't suppose there's a more constructive way you could phrase that? Do you have suggestions for how the author could get them to mesh better with the rest of the visuals? Because I'm not sure saying they "look like ass" is necessarily going to get you what you want.
Artman2004
Posts: 181
Joined: Sat Aug 31, 2019 11:59 pm

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

Post by Artman2004 »

I mean, the blood pools look too HD, like they were a stock image the author took from google. Perhaps they could replace the sprite with something more pixelated to better fit with the Doom levels.
rileymartin
Posts: 40
Joined: Wed Jan 27, 2016 7:10 am

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

Post by rileymartin »

I like the blood pools. They look fancy, just like a lot of the new particle effects.
popguy12
Posts: 42
Joined: Fri Jan 19, 2018 1:44 pm
Location: Planet SOPHIA

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

Post by popguy12 »

I cant seem to get the mod working, im not sure if its just because im using LZDooM but its giving me this error

Script error, "Beautiful-Doom-20200127.zip:animdefs.txt" line 55:
Unknown texture FWATER01
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TheEternalStruggler
Posts: 49
Joined: Sun Dec 03, 2017 10:44 am
Location: Elfhelm... waiting for potatoes to get sane again.

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

Post by TheEternalStruggler »

I don't mean to be a necromancer;

But I have just a few suggestions.

For the modern shotgun, I was thinking a slam-fire would be a great secondary fire for clearing out a room of enemies.

For the chaingun/assault rifle, I was thinking it'd be neat if you could still have the chaingun in the Modern class, albeit it'd look more like a minigun and function differently than the rifle (as well as use different ammunition, and chew through ammo extremely fast, which would make it a powerful but rare weapon to use; if that makes sense.)

As for the chainsaw, while I like the cleaning off the weapon secondary fire, I kept trying to slash with the secondary fire and died a few times admittedly (I'm stupid, I know. lol)

I really love the mod and I've been playing it with PSX Doom. It's great! I'm sure the next update will be worth the wait. I just wish I knew how to code it so that the chaingun co-exists with the rifle, because I like both of them for different reasons. ^_^

EDIT: Just remembered two more suggestions.

A grenade that is throwable. It'd be kinda handy for certain areas, and could be obtained through backpacks.

A CQC tactical knife for the secondary fire for the pistol.
catenaro82
Posts: 2
Joined: Sun Aug 04, 2019 9:52 am

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

Post by catenaro82 »

I play the pre-7 build 0ff3255 (January 27, 2020) with some wads (Lunatic, Violence, Japanese Community Project) and i found some bugs:

- sometimes the framerate suddenly (and apparently without reason) drops to 10-15fps and remains at this very low level, the framerate returns to normal level only if i restart GZDoom (4.3.3) (NOTE: i've a 8700k so the fps drops are not related to CPU, i use Vulkan API)
- in some wads (for example Japanese Community Project) the waterfall doesn't work (appears static)

these bugs doesn't happen with the 20190611 build

Sorry for poor english
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A_D_M_E_R_A_L
Posts: 262
Joined: Sun Apr 16, 2017 2:55 am

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

Post by A_D_M_E_R_A_L »

Latest git build doesn't like the latest GZD
Spoiler:
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3saster
Posts: 199
Joined: Fri May 11, 2018 2:39 pm
Location: Canada

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

Post by 3saster »

A_D_M_E_R_A_L wrote:Latest git build doesn't like the latest GZD
You'll need later than latest GZDoom, if you catch my drift ;)
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4page
Posts: 118
Joined: Tue Aug 06, 2019 5:08 pm
Location: American Pacific Northwest

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

Post by 4page »

So, don't know if this is a known thing, but whenever I look at outdoor sectors my framerate tanks. I don't see anything going on in the outdoor sectors, but whatever it is, my computer don't like it.

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