Beautiful Doom 7.1.6 (June 2nd, 2021)

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SyntherAugustus
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Re: Beautiful Doom 7.1.0 (April 28th, 2021)

Post by SyntherAugustus »

Beautiful Doom greets you with this crash with GZdoom 4.6.0

Code: Select all

Script error, "fdhud.pk3:fontdefs" line 14:
STTSLASH: Unable to find texture in font definition for STATUSFONT
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Beautiful_Doom_710.pk3:z_bdoom/bd_menu.zc, line 43: Function isGrayed attempts to override parent function without 'override' qualifier
1 errors, 0 warnings while compiling Beautiful_Doom_710.pk3:zscript.zc
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Korell
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Re: Beautiful Doom 7.1.0 (April 28th, 2021)

Post by Korell »

Can't say I really understand this, but I managed to get it to load up in GZDoom 4.6.0 by changing line 43 of the bd_menu.zc file to override bool isGrayed() by using Slade to navigate to the file and line given by the error message. There is a later line (line 83) that has another virtual bool isGrayed() definition, but changing this too would create a different error, so leave that one as it is.
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Jekyll Grim Payne
 
 
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Re: Beautiful Doom 7.1.5 (June 2nd, 2021)

Post by Jekyll Grim Payne »

Version 7.1.6 (June 2nd, 2021): Download on GitHub

Mostly a maintenance release so that it works properly on GZDoom 4.6.0.

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.
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StraightWhiteMan
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by StraightWhiteMan »

Thanks for the update, much appreciated as always. This has been one of my favorite mods for a couple years now, and it just keeps getting better and better. Also, thanks for letting me know that GZDoom 4.6.0 is out too, which somehow slipped by me.
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BrettBotTheCryonaut
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by BrettBotTheCryonaut »

*EDIT: Neeeeeevermind. I had "Classic transparency" on and that was causing it.

For some reason the "Add" render style for plasma projectiles seems to be getting ignored for me... I wonder if anyone else is having this issue or if there's something messed up about my game causing it. Using GZDoom 4.6.0
Screenshot_Doom_20210623_104615.jpg
Screenshot_Doom_20210623_104613.jpg
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ClessxAlghazanth
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by ClessxAlghazanth »

Is there a chance of LZDoom compatibility soon ?
What is latest version that is compatible with LZDoom ?
Thanks

Edit: I got to run the 7.1.6 version to run with latest LZDoom without issues

The menu explanation text on the upside seems to get cut on various occasions , is it normal ?
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Flaoc
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by Flaoc »

id like to report the spread on the vanilla beautiful ssg far too wide severely reducing the range/accuracy of the ssg meanwhile if you disable beautiful weapons the spread returns to how its supposed to act

testing by firing ssg 25 times at this wall in well of souls.. 1st image is the ssg with beautiful weapons disabled while 2nd image is beautiful weapons on with player weapons set to vanilla.. so something must be up if the spread is that much worse on the beautiful vanilla ssg

https://i.imgur.com/lAa7jhO.png

https://i.imgur.com/NbaNByH.png
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kalensar
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by kalensar »

Flaoc wrote:id like to report the spread on the vanilla beautiful ssg far too wide severely reducing the range/accuracy of the ssg meanwhile if you disable beautiful weapons the spread returns to how its supposed to act

testing by firing ssg 25 times at this wall in well of souls.. 1st image is the ssg with beautiful weapons disabled while 2nd image is beautiful weapons on with player weapons set to vanilla.. so something must be up if the spread is that much worse on the beautiful vanilla ssg

https://i.imgur.com/lAa7jhO.png

https://i.imgur.com/NbaNByH.png
I just checked the code and the Vanilla style Beautiful Doom SSG spread parameters are perfectly normal. 12.7 x-axis by 7.1 y-axis spread is the normal numbers. How it renders out is determined by the RNG afterward.
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Jekyll Grim Payne
 
 
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by Jekyll Grim Payne »

Flaoc wrote: id like to report the spread on the vanilla beautiful ssg far too wide severely reducing the range/accuracy of the ssg meanwhile if you disable beautiful weapons the spread returns to how its supposed to act
testing by firing ssg 25 times at this wall in well of souls.. 1st image is the ssg with beautiful weapons disabled while 2nd image is beautiful weapons on with player weapons set to vanilla.. so something must be up if the spread is that much worse on the beautiful vanilla ssg
The basic values are the same as in vanilla. Here are my screenshots after firing about 100 times from Beautiful and vanilla SSGs:



However, you seem to be right to a degree. All this time I trusted the wiki, but in fact the information about A_FireShotgun2() function is wildly innacurate. It doesn't even call A_FireBullets, and while the general accuracy in Beautiful Doom is the same, the RNG is different enough for the spread pattern being the same size but of different shape.

When I get the chance, I'll see if I can make it more precise.
Last edited by Jekyll Grim Payne on Tue Aug 03, 2021 11:18 am, edited 3 times in total.
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Jekyll Grim Payne
 
 
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by Jekyll Grim Payne »

ClessxAlghazanth wrote:Is there a chance of LZDoom compatibility soon ?
What is latest version that is compatible with LZDoom ?
Thanks

Edit: I got to run the 7.1.6 version to run with latest LZDoom without issues

The menu explanation text on the upside seems to get cut on various occasions , is it normal ?
It's a bit difficult for me to say since LZDoom has been getting new overlay functions, but it also doesn't support some screen flags used by StatusBarScreen library in the mod, and I'm not sure how to handle that. I'll try to think of something when I get the time.
Flaoc
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by Flaoc »

Jekyll Grim Payne wrote:
Flaoc wrote: id like to report the spread on the vanilla beautiful ssg far too wide severely reducing the range/accuracy of the ssg meanwhile if you disable beautiful weapons the spread returns to how its supposed to act
testing by firing ssg 25 times at this wall in well of souls.. 1st image is the ssg with beautiful weapons disabled while 2nd image is beautiful weapons on with player weapons set to vanilla.. so something must be up if the spread is that much worse on the beautiful vanilla ssg
The basic values are the same as in vanilla. Here are my screenshots after firing about 100 times from Beautiful and vanilla SSGs:



However, you seem to be right to a degree. All this time I trusted the wiki, but in fact the information about A_FireShotgun2() function is wildly innacurate. It doesn't even call A_FireBullets, and while the general accuracy in Beautiful Doom is the same, the RNG is different enough for the spread pattern being the same size but of different shape.

When I get the chance, I'll see if I can make it more precise.
ah.. well anyway take your time and thanks in advance
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NullWire
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by NullWire »

I've noticed if you choose the dark gloves at the beginning of a new game the sprites textures of the pistol quickly flicks changing from brown to black on the pistol.
Besides some monsters like the Cacodemon lacking of its respective melee attack / bite sound effect.
Kzer-Za
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by Kzer-Za »

NullWire wrote:Besides some monsters like the Cacodemon lacking of its respective melee attack / bite sound effect.
That's actually an issue of vanilla Doom.

However, I did visit this topic today to (among other things) ask Jekyll Grim Payne if he planned to make an improvement in this regard :) So, I'm asking now :)

Payne, your mod already improves Doom in so many ways, so maybe you could also give Caco's melee attack some kind of chomping sound?
Kzer-Za
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by Kzer-Za »

I also wanted to ask several other things.

I have been looking through the code, to learn from that (and have already learned some things — fantastic mod, by the way!)

So I noticed that for former humans firing bullets in the modern variant, you use not A_SpawnProjectile (with aim error added by angle and pitch parameters) but rather A_CustomBulletAttack (with aim error added by spread, and firing projectiles at puffs). What is the reason that you decided that A_CustomBulletAttack was better? I'm (slowly) working on a mod for Heretic, and where I wanted to convert hitscan attacks to projectiles I replaced them with A_SpawnProjectile. Now I think that maybe I don't know something.
Kzer-Za
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by Kzer-Za »

Another thing I wanted to ask about is BD_BaronOfHell. It has separate Missile and Melee states and these states have a different period between the last moment when he calls A_FaceTarget and the attack. In Missile this period is 8 tics, like in vanilla:

Code: Select all

#### A 0 A_FaceTarget;
#### CCDD 2 {...}
#### A 0 A_BruisAttack;/
But in Melee it's 12 tics:

Code: Select all

#### a 4 a_facetarget;
#### bcde 3;
#### f 8 A_BruisAttack;
It's a small discrepancy, but still. Is it intentional?

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