Beautiful Doom 7.1.6 (June 2nd, 2021)

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

Post by Vcred »

Hi Jekyll, would like to suggest a toggle for weapons casing, sometimes I just want to go "more vanilla".

Right now I just changed something myself, but I'm sure you can make it an option.

Code: Select all

action actor A_Eject(class<Actor> itemtype, double xofs = 0, double yofs = 0, double zofs = 0, double xvel = 0, double yvel = 0, double zvel = 0) {
		if (!player || !player.mo || bdoom_weapons != 2)
			return null;
		PlayerInfo plr = player;
		PlayerPawn pmo = player.mo;
		Vector3 ofs = pmo.pos+(0,0,plr.viewheight-GetFloorTerrain().footclip);
		Vector3 x, y, z;
		[x, y, z] = Matrix4.getaxes(pmo.pitch,pmo.angle,pmo.roll);
		let targofs = ofs+x*xofs+y*yofs-z*zofs;
		if (!Level.IsPointInLevel(targofs))
			return null;
		let c = Spawn(itemtype,targofs);
		if (c) {
			c.vel = x*xvel+y*yvel+z*zvel;
			c.target = self;
			c.angle = angle;
			return c;
		}
		return null;
	}
Thx and congratulations on your great mod, I'm using it for years.
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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 »

Vcred wrote: Tue Jan 10, 2023 3:17 pm Hi Jekyll, would like to suggest a toggle for weapons casing, sometimes I just want to go "more vanilla".

Right now I just changed something myself, but I'm sure you can make it an option.
The casings are currently a part of the "smoke, trails, casings, debris" package. I don't think I'm going to introduce a separate option just for the casings, because I'm wary of option bloat (there's a bit too many as it is, IMO). I may separate FX spawned by the monsters and by the player into separate options, though.
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Vcred
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by Vcred »

Fair enough, thanks anyways, keep up the good work!
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Nimlouth
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by Nimlouth »

This has become an "always in loadoarder" for me these days! tysm for the hard work put into this! <3

Btw, is there any way to manually restore the sink-into-liquids effect back? I know it caused issues, but I'm very jealous of the doom retro sourceport liquid effects and I really miss that tiny detail in gzdoom. I could live with a case-by-case toggle :p

tysm again for the amazing mod! keep it up!
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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 »

Nimlouth wrote: Tue Jan 24, 2023 3:37 am This has become an "always in loadoarder" for me these days! tysm for the hard work put into this! <3
Thank you!
Nimlouth wrote: Tue Jan 24, 2023 3:37 amBtw, is there any way to manually restore the sink-into-liquids effect back? I know it caused issues, but I'm very jealous of the doom retro sourceport liquid effects and I really miss that tiny detail in gzdoom. I could live with a case-by-case toggle :p
In the TERRAIN lump at the root of the archive look for lines that contain footclip 0 and change 0 to a greater value, such as 8.
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Nimlouth
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by Nimlouth »

Jekyll Grim Payne wrote: Thu Feb 02, 2023 11:53 am
Nimlouth wrote: Tue Jan 24, 2023 3:37 am This has become an "always in loadoarder" for me these days! tysm for the hard work put into this! <3
Thank you!
Nimlouth wrote: Tue Jan 24, 2023 3:37 amBtw, is there any way to manually restore the sink-into-liquids effect back? I know it caused issues, but I'm very jealous of the doom retro sourceport liquid effects and I really miss that tiny detail in gzdoom. I could live with a case-by-case toggle :p
In the TERRAIN lump at the root of the archive look for lines that contain footclip 0 and change 0 to a greater value, such as 8.
It worked like a charm!!! tysm! <3 it was actually really easy to make a "patch" in slade just replacing the terrain lump with a "footclip 8" version and then just use a launcher (I use doom runner) to toggle it on or off in the loadorder
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Fireseth
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by Fireseth »

Does anyone know how to revert the Beautiful Doom split HUD back to the original DOOM status bar? I've been trying to search for methods to do so but I haven't found any helpful results. I'm not too tech-savvy so I don't know what to change in the .pk3 file with Slade or anything of that sort.
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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 »

Fireseth wrote: Sun Apr 07, 2024 5:51 pm Does anyone know how to revert the Beautiful Doom split HUD back to the original DOOM status bar? I've been trying to search for methods to do so but I haven't found any helpful results. I'm not too tech-savvy so I don't know what to change in the .pk3 file with Slade or anything of that sort.
Delete the SBARINFO file from the PK3 to remove Beautiful Doom's HUD. If I ever get around making a new version, it likely won't include a HUD at all for compatibility reasons.
rhyrhygogo
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by rhyrhygogo »

Jekyll Grim Payne wrote: Fri Apr 19, 2024 2:46 pm
Fireseth wrote: Sun Apr 07, 2024 5:51 pm Does anyone know how to revert the Beautiful Doom split HUD back to the original DOOM status bar? I've been trying to search for methods to do so but I haven't found any helpful results. I'm not too tech-savvy so I don't know what to change in the .pk3 file with Slade or anything of that sort.
Delete the SBARINFO file from the PK3 to remove Beautiful Doom's HUD. If I ever get around making a new version, it likely won't include a HUD at all for compatibility reasons.
Would it be possible to be toggleable instead? The HUD for Beautiful Doom does fit it and I love playing beautiful Doom with it since it adds to the overall theme of Polishness and cleanliness.
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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 »

rhyrhygogo wrote: Mon Apr 22, 2024 8:51 am Would it be possible to be toggleable instead? The HUD for Beautiful Doom does fit it and I love playing beautiful Doom with it since it adds to the overall theme of Polishness and cleanliness.
Unfortunately, no. GZDoom can only load one HUD at a time, so the only way to toggle between multiple HUDs is to include all of them into the main HUD—which wouldn't be great for compatibility. Personally, I recommend just finding a dedicated HUD mod that you like and adding it to your load order after Beautiful Doom, so it overrides it.

Incidentally, I have my own HUD mod called FlexiHUD which non-intrusively draws on top of any existing HUD can be used as a full or partial replacement. Of course, it also doesn't feature a classic statusbar.

For a more classic look, you may want to check out the Fullscreen Statusbar Mod which looks more like classic statusbar and offers several options, including split, non-split, and others.
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Gorec
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by Gorec »

Playing through Anomaly Report with your mod, i noticed a crash on GZDoom 4.13.1(happened on previous versions also) when using pistol start option in gameplay options. I only tried Vanilla setting for weapons
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Gorec
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by Gorec »

OK these things were here for a while but i never said anything since i stopped using your mod for a year - Cacodemons attack animation is faster, when using shotgun and ssg with autoaim and the enemy is above(or below) me, only pellets that would kill the target will hit it, and the spare ones will hit the wall in front of me, this is probably some calculation thing
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ArchDoomer
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by ArchDoomer »

Now I have to say something about this mod. First of all: if there's one mod that everyone who has anything to do with Doom should have played at least once, it's Beautiful Doom! For me, this mod is the "foundation" of any gameplay, and without Beautiful Doom, the Doom world would be a great deal poorer.
One question that's been bothering me is whether Beautiful Doom is still being worked on, or whether the recently released version is the last and final version? I would definitely be—who would have thought it—overwhelmed!
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Nathonius
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by Nathonius »

Mr Gold wrote:
> Now I have to say something about this mod. First of all: if there's one
> mod that everyone who has anything to do with Doom should have played at
> least once, it's Beautiful Doom! For me, this mod is the
> "foundation" of any gameplay, and without Beautiful Doom, the
> Doom world would be a great deal poorer.
> One question that's been bothering me is whether Beautiful Doom is still
> being worked on, or whether the recently released version is the last and
> final version? I would definitely be—who would have thought it—overwhelmed!
> Best regards

On the discord, the developer stated he's not actively working on it, instead focused on other projects. Apparently the code isn't in great shape and would need some significant rewrites to continue developing.
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ArchDoomer
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Re: Beautiful Doom 7.1.6 (June 2nd, 2021)

Post by ArchDoomer »

Then I'll interpret your answer as "no, the mod won't be developed further (for now)." That's a real shame... 😢

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