Beautiful Doom 7.1.6 (June 2nd, 2021)

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Vcred
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Joined: Tue Jan 10, 2023 2:57 pm
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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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Joined: Mon Jul 21, 2008 4:08 am
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Graphics Processor: nVidia (Modern GZDoom)

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
Posts: 22
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Graphics Processor: nVidia (Modern GZDoom)
Location: Argentina

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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Graphics Processor: nVidia (Modern GZDoom)

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
Posts: 22
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Graphics Processor: nVidia (Modern GZDoom)
Location: Argentina

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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Location: California

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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Graphics Processor: nVidia (Modern GZDoom)

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.

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