Releases: jekyllgrim/Beautiful-Doom
Beautiful Doom 7.1.5 + 7.1.6 hotfix
This release is compatible both with GZDoom 4.6.0 and 4.5.0. GZDoom 4.5.0 is the minimum requirement.
Download GZDoom here.
7.1.6 Hotfix changelog
- 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
7.1.5 Changelog
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
- 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.
How to play
Download Beautiful_Doom_716.pk3 below. Don't unpack! Run it as you would run any mod:
gzdoom.exe -file Beautiful_Doom_716.pk3
Beautiful Doom 7.1.0
NOTE: This release is not compatible with GZDoom 4.6.0. Please use 7.1.6.
GZDoom 4.5.0 required for this release.
LZDoom is currently not supported because of a few functions in the mod that aren't supported by OpenGL 2.x. This will hopefully change soon when LZDoom figures out a way to filter out specific things, or I'll add an LZDoom-compatible release (thankfully, it shouldn't take too much effort).
At this time I'm considering this release feature-complete and planning to only make new ones for maintenance reasons (bugfixes). For now I'm going to dedicate my time to other projects.
Changelog
New Features
- Added a "Projectile's Style" option to Beautiful Doom settings. The option defines the look of player AND monster projectiles. There are 3 options:
- 'Don't Replace' — vanilla projectiles will spawn without any replacement from Beautiful Doom; you can use this with another mod that defines its own projectile replacements
- 'Classic' — projectiles will use vanilla-style but smooth sprites and some extra lighting effects
- 'Enhanced' — the default value: more effects, debris, particles, sometimes different look
Fixes
- Monster behavior changes that occur while setting Player Weapons to 'Modern' will no longer persist if you disable Beautiful Doom Weapons after that.
- Fixed Modern SSG not piercing enemies.
- Enhanced Guns: extra Pistols can now be picked up for ammo, like Clips, even if you have two Pistols already.
- Fixed Enhanced Chaingun having perfect accuracy with Altfire.
- I removed a bunch of restrictions on spawning actors that would prevent them from being replacable by personal submods. You will now be able to properly create submods that replace Beautiful Doom's blood, gibs, animated blood pools and some other objects in all instances.
- Floor/ceiling bullet decals will now be properly aligned with the plane instead of hanging in front of it.
- Explosive Barrel remains will no longer float in mid-air.
- Revenant and Mancubus projectiles will now spawn some debris upon exploding.
Improvements
- Beautiful Doom Weapons option can now be toggled on the fly, i.e. you can enable or disable modded weapons while mid-game.
- Added some extra checks to make sure your starting weapons are always correct and that you never get duplicate weapons. This means that, if you have Beautiful Weapons enabled, you will now never receive vanilla Doom weapons (even if you use a 'give' console cheat, IDKFA, or an ACS script that gives weapons directly). Similarly, if you have Beautiful Doom Weapons disabled, you will never get the mod's weapons.
- Beautiful Doom is now compatible with Gearbox; it should also be compatible with any other similar mod as long as it uses the
inventory.icon
value of the weapon. - Previously Plasma and BFG orbs would cause massive FPS drops if fired above moving floors or below moving ceilings; now, if fired in a moving sector, they will spawn simplified particle effects and will not cause any performance overhead.
- Spider Mastermind's brightmaps have been colorized and overall improved a lot.
- Bouncing debris will stop bouncing after a fixed number of bounces; this will make sure they won't spawn endlessly on platforms moving slowly downward.
How to play
Download Beautiful_Doom_710.pk3 below. Don't unpack! Run it as you would run any mod:
gzdoom.exe -file Beautiful_Doom_710.pk3
Beautiful Doom 7.0.0
Finally, I believe I've done enough to warrant a proper 7.0.0 release. It's likely that it's going to receive a minor updates in the nearest future, as people fish out new bugs and inconsistencies, but the main bulk of the work is done.
Here's a more or less detailed overview of what has changed since the last fully-fledged release in June 2020).
Changelog
New Features
- There's now a "Show Weapon Help" key (G by default) that shows detailed information on the screen about the currently selected weapon. It works for Enhanced and Modern guns only, since Vanilla guns are identical in their stats to the vanilla Doom weapons.
- Liquid textures applied to floors (or ceilings) will have a "warped" effect
- Liquid textures applied to walls will have a nice waterfall shader applied to them.
- "Enhanced Liquid Textures" is now added in Beautiful Doom Settings, which allows turning those liquid effects on and off at any moment. You may need to disable them on some custom maps, such as Plutonia 2.
- Added more detailed liquid splashes.
- Added high-quality textures depicting decorative victims, corpses, etc., to match the new gore sprites. Added "Enhanced Gore Textures" option that allows switching between vanilla and enhanced gore textures.
- Footsteps have received a number of tweaks:
- they'll be more performance effiicent;
- their frequency will change based on how fast you move (plus you can tweak frequency further with an option);
- their volume and frequency sliders now actually work;
- footsteps are only heard locally and won't potentially cause desyncs in MP.
- Enhanced Chaingun's altfire has been reworked. It now works similarly to the minigun used by Heavy in Team Fortress 2: you can hold down Alt Fire to start spinning the barrels, and at any moment you can press Primary Fire to start firing (while still holding Alt Fire). The spin speed will gradually incerease as you're holding down Alt Fire. The barrels will visually heat up as you're firing; overheating the chaingun will block firing for a while. (Spinning without firing doesn't heat up (or cool down) the barrels.)
- Recoil and vertical camera movement in weapons is now disabled if the player is not using mouselook (freelook CVAR is false) or if mouselook is disabled via MAPINFO or sv_nomouselook CVAR. Note that the player's personal settings are only checked in singleplayer; in multiplayer the mod will only check for the global settings (MAPINFO and sv_nofreelook CVAR), so that in MP everyone is on equal terms.
- Enhanced blood now features two options: "Enhanced particles and pools" and "Enhanced particles (no pools)". With the second option you will still get animated blood particles, but they will not create 3D blood pools on the floors/ceilings, and there won't be any blood pools spawned under dead bodies, decorations, etc.
- "Bullet tracers" option is no longer ignored with Modern Weapons—you can disable modern tracers as well. Notice, that in contrast to Vanilla/Enhanced Guns, where tracers are just visual but the bullets are still instant hitscans, Modern Guns use projectile-based bullets that have travel time; that won't change if you disable tracers, you'll just have a harder time seeing the bullets fly. As such, I personally don't recommend doing that, but the option is there.
Changes/Fixes
- Beautiful Doom Settings is now available also via Main Menu. If playing with a custom Main Menu, it'll still be visible but the color of the option may be different from the rest of the menu.
- Fixed an error referring to BD_BaseFlare as an abstract class.
- Fixed gun recoil sometimes causing jerky camera movements.
- All debris should now properly interact with 3D floors instead of falling through them.
- Debris, including weapon casings, will no longer bounce off non-blocking lines when sliding on the floor. They will also properly bounce off walls underwater.
- Fixed placeable monster corpses not moving with floors.
- Shootable decorative bodies will now bleed a cheaper blood that doesn't leave blood pools.
- Some objects won't spawn certain effects when outside of player LOS: Floating Skull particles, decorative victim's blood, explosive barrel debris.
- Gibs should no longer hover over the floor. This used to happen with gibs that got stuck to the ceiling first and then fell down.
- Modern Berserk will now retain some of its functionality throughout the whole level, akin to classic berserk: after picking it up, for the whole level you'll deal increased damage with your fists and you'll have an ability to deal a charged-up heavy punch by holding down Alt Fire. The main bulk of effects (increased attack rate, regeneration, higher movement speed, guaranteed stunlock and reduced incoming damage) are still limited by 40 seconds after picking it up.
- Fixed a bug that where Modern BFG orb wouldn't target all the enemies hidden behind a corner while firing from around it; it'll now focus on all the targets around it correctly.
- A lot of actor classes have been renamed to avoid generic names like SmallDebris, which might help with compatibility and generally makes the naming convention more streamlined.
- Various weapon/balance adjustments:
- Homing rocket from Enhanced Rocket Launcher now has a 10-tic delay before starting to home. It should prevent it from ramming into corners/ledges when you attempt to fire it around them.
- Assault Rifle (Modern Chaingun replacement) now has increased firing speed, and in ADS mode (secondary attack) it fires in 3-round bursts instead of single shots.
- Modenr Pistol reload and Modert Shotgun dry reload are a bit faster now.
- Plasma Rifle will now gain heat a bit more slowly and dissipate it passively a bit more quickly
- You will now be able to properly use Quick Kick while reloading the modern SSG
Monsters
- The gibs flying away from monsters will now fan out more, and some gibs may fly in random directions to make the gibbing pattern more varied.
- There's now a blood rain effect when a monster blows up.
- In fire death animations enemies will quickly transition from bright to black, since it's been pointed out to me that the body shouldn't appear to be glowing when engulfed in flames. Burning bodies will also make burning sounds now.
- Gibs and blood physics has been improved further. Blood should no longer stick out of water when underwater. Gibs should no longer teleport to the edge of a water pool when hitting a wall underwater.
- Fixed Lost Soul flaming shards sliding along the floor.
- Fixed Pain Elemental flaming shards lingering for too long on the floor.
- Fixed big blood sprays spawned by Pain Elemental and the bosses weirdly scaling down vertically after spawning.
- Spectres will now fade in after being killed. After fully fading in, their corpse is still visibly darker and has a dark-blue hue to distinguish it from regular pinkies.
- Cyberdemon will now fire the rocket rocket type based on the current weapons:
- if Weapon Set is "Vanilla", he'll fire Beautiful Doom rockets (only different in looks from vanilla);
- if Weapon Set is "Enhanced", he'll still fire Beautiful Doom rockets, but they will come out of his gun rather than the center of his sprite;
- if Weapon Set is "Modern", he'll fire Modern Rockets (faster velocity and slight velocity increase during flight, different visuals), also out of his gun rather than the center of his sprite.
(if Beautiful Doom Weapons are disabled, the weapon set option will still affect monster behavior, i.e. the Cyberdemon will still choose a rocket based on the weapon set option.)
Visuals and audio
- All muzzle smoke and other muzzle effects are now drawn in the screen rather than being spawned as actors in the world. This makes effects cheaper and more consistent (especially noticeable with something like Modern BFG).
- Bullet tracers and bullet puffs will spawn bubbles when fired underwater.
- New debris added for Modern Rocket explosion.
- When a Modern weapon has been reloaded in the background, alongside the " reloaded" message you will now hear a reload sound.
- When Modern Berserk's main effect is running out, the overlay will flash to indicate that.
- New effects for Revenant tracers: dimmer red trails for non-homing ones, brighter fiery ones for homing ones.
- New effects for Mancubus fireballs: brighter yellow fire effects.
- Metal debris spawned by explosive barrels and by dying bosses will now leave fiery/smoke trails.
How to play
Download Beautiful_Doom_700.pk3 below. Don't unpack! Run it as you would run any mod:
gzdoom.exe -file Beautiful_Doom_700.pk3
Pre-7 development release 12.06.2020
GZDoom 4.4.1 required. Warning: this version of GZDoom has some notable issues.
This is a sort of an "open beta" release. There are only a couple of planned features to wrap up and playtesting to do. Once I'm done with that and once a new GZDoom is released (considering the current version is a bit buggy due to significant engine updates), expect a 7.0.0 release.
Changelog
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: https://forum.zdoom.org/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.
How to play
Download BeautifulDoom200612.pk3 below. Don't unpack! Run it as you would run any mod:
gzdoom.exe -file BeautifulDoom200612.pk3
Pre-7 development release 27.01.2020
A few quick fixes. No, not 7.0.0 yet. Yes, I know my naming convention is getting silly at this point.
Changelog
Features & Fixes
- Fixed a critical Chaingun bug that could cause hard crash with "Beautiful Doom Weapons" options disabled. Now the mod is indeed compatible with other weapon mods. You still can't toggle this option on the fly without buggs, however.
- Added missing Weapon Help popups.
- Fixed SSG sprite names overlapping with sprite name of the Stalagmite.
- Removed a line in Modern Fist code that caused some debug information to show up on the screen.
Visuals
- Added Live Stick replacement with brand-new sprites, sounds and interactions.
How to play
Download the "source code .zip" below. Don't unpack! Run it as you'd run any .wad or .pk3:
gzdoom.exe -file Beautiful-Doom.zip
(Optional) Rename .zip to .pk3 to remember you don't need to unpack it.
Pre-7 development release 16.01.2020
As I'm struggling to finish all the finishing touches, here's an almost complete release of the mod. Next — 7.0.0!
Changelog
Features & Fixes
- Most classes now get precached when the mod is loaded. This results in slower initial startup but less stuttering as you play and new resources get loaded.
- Beautiful Doom Settings can now be reached both via GZdoom options menu and from the main menu as "Beautiful Settings". Please note, if you run it with another mod that also contains a main menu replacement, you will not be able to see "Beautiful Settings" in the main menu, but you can still reach it via Options menu > Beautiful Doom Settings.
- Added "Gibs pushable by explosion" option to Beautiful Doom Settings. Disabling it will make gibs non-interactive and (hopefully) lighter on your CPU. (Large amounts of gibs will still cause framerate drops. There's only so many actors GZDoom can handle.)
- Added "Beautiful Doom Decorations" option that allows to disable replaced decorations from Beautiful Doom (same as other toggle options for weapons, monsters, etc.).
- Added "Shootable Decorations" option: if Beautiful Doom decorations are used and this option is enabled, some decorations will be shootable by hitscan attacks (whereas in vanilla Doom decorations can only block projectiles) and some will react to being shot (for example, decorative victims can be killed, hanging bodies will swing around, etc.). Non-solid decorations will not be affected.
- Icon of Sin replacement can now be disabled, just like any other monster, in the Per-monster replacement settings menu. This will disable enhanced spawn cube visuals, death effects including the earthquake triggered by its death.
- Players and objects will no longer appear partly submerged into liquid surfaces such as acid or water: while the effect was nice, it prevented some maps from being easily completed due to attack-activated switches positioned carefully at a specific height.
- Added "Show Weapon Help" button under Beautiful Doom Settings (default bind: G). With Enhanced and Modern weapon sets pressing it will show a graphic popup with some weapon information.
- Removed old Help screen (F1)
Fixes
- Fixed Modern Super Shotgun being able to reload when you're out of shells, essentially having infinite ammo. (Thanks tototo)
- Fixed blood sprays overhang on ceilings
- Fixed Enhanced Second Pistol being visible and pickupable even when it shouldn't be
Visuals
- Reworked and improved Enhanced muzzle flashes: they now have higher resolution, more detailed highlights on the gun sprite, fade-out animation, and leave smoke when firing.
- New chainsaw deaths for Zombieman and Chaingunguy
- Vanilla (red) muzzle flashes now use additive rendering which makes them more vivid without altering the classic look.
- Added some missing frames for the Vanilla muzzle flashes.
- Assault Rifle (Modern Guns) can now use Vanilla muzzle flashes.
- Improved bullet effects on hitting various surfaces: they now spawn more consistently, and bullets will leave holes on floors and ceilings, just like they do on walls.
- Blood pools and drops on the ground now have materials attached: they will reflect dynamic lights, such as torches, explosions, etc.
- Chaingun Guy will now use different sprites (holding a rifle) when you're using Modern Guns, to match the fact that the chaingun is replaced by a rifle.
- Drew brand-new quality animations for chainsaw deaths for Zombieman, Chaingun Guy
- Added brand-new quality sprites and animations for Bloody Twitch (decorative person with cut-off legs hanged ona chain). Will react to being shot; can be killed. After killing will react to being shot like dead bodies: by slightly swinging on the chain.
- Added brand-new quality sprites for impaled dead body, hanging torso without leg, and hanging leg.
- Reworked smoke appearing over gun barrels: instead of wonky plume you'll now see more realistic fainter clouds, but they will only spawn if Enhanced muzzle flashes are used.
- Modern Guns now don't stop bobbing when being fired or reloaded; it's a relatively subtle effect but makes them feel a bit more natural.
- Modern Guns recoil slightly changes screen zoom for greater effect.
- Vanilla and Enhanced Super Shotgun will now gib enemies based on how many pellets hit them instead of a randomized chance
- Improved bullet tracers (and bullets in Modern Guns) so that they look more like they're fired from the gun rather than directly from the player's body.
- Enhanced Pistol has slightly smoother animation when dual-wielding.
- Modern Shotgun has a new firing animation, with a nicer and smoother short pump.
- Arch-Vile fire now has updated sound and visual effects when exploding under your feet.
- Arch-Vile flame seeker now properly won't spawn if bdoom_flames is set to false.
- Arch-Vile seeker flames show additional particle effects when they dissipate.
- Icon of Sin death sequence now uses new explosions, and blood will gush out from its forehead. It will only work if Icon of Sin is placed at the correct coordinates, predetermined by Doom 2. (This is actually true for all Icon of Sin effects, even in vanilla Doom 2.)
- Modern BFG orb now has much more impressive visuals, with additional beams, particle effects and sprite alterations.
- Improved BFG decals and added glow
- Improved Plasma Rifle decals and added glow
- Vanilla/Enhanced BFG orb has additional lightning and particle effects when exploding.
- Pieces of meat spawned by gibbed enemies can now temporarily stick to walls and ceiling.
- Better swinging for decorative hanging torsos and bodies (thanks Gutawer and kodi).
- Added normal and specular maps to blood
- Added new shader effects for liquid textures
- Added the updated versiou of bloody footprints that will appear if you've stepped over a lot of blood
Gameplay
- Reworked Modern BFG9000: The orb will now emit visual beams at its targets before firing. The orb gradually slows down after being fired, so, it can't fly very far. (This way you won't be able to just hurl it at remote ends of the map and destroy lots of enemies.) There are still 8 levels of charge, which determine how much ammo is used, as well as the orb's initial speed, size, maximum number of targets, range of beams, and size and power of explosion.
- Modern Fist can now be comboed slightly faster. When using Berserk, isntead of being very fast it simply becomes much stronger and has a larger combo window, making it easier to string longer comboes. Also, with Berserk the light left punch never resolves into a light finisher and has autofire, so you can just hold down primary Fire and pcun away.
- Modern Launcher grenades can now realistically slide along the floor instead of stopping dead as soon as they stop bouncing.
- Modern Plasma Rifle now has a slight recoil effect.
TO-DO LIST
- Finish the rest of Weapon Help popups: Modern Fists, Chainsaw
- Add black gloves
- Add red vingette effect to Modern Berserk
- Add a selection sound for Modern Chainsaw
- Draw new sprites for Live Stick, Head on a Stick, Heads on a Stick
- (Possible) Incorporate varied monster sounds as an option
Known Issues
This version hasn't been fully playtested and can contain bugs.
Modern Assault Rifle uses incorrect muzzle flashes.
Not all decorative blood and corpses have been implemented.
Doomguy doesn't use any special gore effects.
How to play
Download the "source code .zip" below. Don't unpack! Run it as you'd run any .wad or .pk3:
gzdoom.exe -file Beautiful-Doom.zip
(Optional) Rename .zip to .pk3 to remember you don't need to unpack it.
Pre-7 development release 11.06.2019
Changelog
- This version should be compatible with Delta Touch (ZScript version lowered to 3.7.2) but I haven't tested
- Added a range of entirely new hand-drawn sprites for hanging bodies and torsos
- Hanging bodies and torsos now swing about when shot
- Arch-Vile attack is updated with more sound effects and a new visual effect that clearly shows how the attack is tracking you (thanks Gutawer and kodi)
- The maximum amounts of gibs, blood, flames and debris can now be adjusted separately and are not tied to the native GZDoom corpse queue
- Updated Beautiful Doom Settings with more options: you can now enable/disable monter replacements per monster, and there are separate sliders to adjust the maximum amount of gibs, blood and other debris
- Sprite shadows slider now moves in 128-unit increments for much faster adjustment
- Introduced a number of optimizations that should make gibs and blood less resource-intensive
- Added a "Per-monster replacement settings" submenu which allows to toggle replacements for specific monsters. This is intended to get a better expericence with mods that only replace a few monstrers, such as Eviternity (which only replaces Wolfenstein Soldier and Baron of Hell)
- Pinky Demons will spawn some gibs in their extreme death animation
- Fixed Enhanced SSG showing only one muzzle flash on primary fire
How to play
Download the "source code .zip" below. Don't unpack! Run it as you'd run any .wad or .pk3:
gzdoom.exe -file Beautiful-Doom.zip
(Optional) Rename .zip to .pk3 to remember you don't need to unpack it.
Pre-7 development release
Changelog
- Fixed incorrect Clip amount at game start
- Fixed Modern Guns not shooting bullets if bullet tracers were disabled in the options
- Fixed Invisibility Sphere looking incorrect with certain translucency settings
- Optimized BFG Ball light trail
- Optimized Modern Plasmaball light trail
- Added new lightning effect for BFG orb that arcs towards floors and ceilings
- Added a vastly improved set of sprites with detailed animation for Heart Column (green column with a beatin heart on it)
- Big brown trees now occasionally shed leaves
- Updated Cacodemon orb with new looks and special effects to make it look more like "ball lightning" (as it's described in the official Doom manual)
- Added missing dynamic lights for rockets, BFG attacks, Modern rocket and grenade explosions, and some other effects
- Ricochet sparks and debris produced by bullets will now slide along the floor while fading out instead of disappearing immediatelly upon hitting the floor
- Destructible decorative corpses aren't available in this version due to being in the process of transition to zscript
Pre-7 development release 05.20.2019
How to play instructions at the bottom.
Chanelog
- Fixed Health Bonus showing "test" message on pickup (thanks @Latin00032)
- Fixed Vanilla/Enhanced bullet weapons not using ammo when tracers are disabled (thanks dontpokethebear3893)
- Updated Fire and Green Fire death animations with new effects and smooth color transitions (thanks kodi)
- Updated Plasma death animation with smooth color transition (thanks kodi)
- Added smooth long red trail to Revenant missiles
- Converted to ZScript and updated all light sources and Explosive Barrel (other decorations WIP)
- Updated sprites, halos and dynamic lights for torches, candle and candelabras, as well as lamps (performance should be somewhat updated as well)
- New explosive barrel sprites showing bubbles. A broken piece of a barrel is left when it's exploded. Added new sound to differentiate from vanilla Doom explosions
- Objects/decorations can't be enabled/disabled yet but this will be added
How to play
Download the "source code .zip" below. Don't unpack! Run it as you'd run any .wad or .pk3:
gzdoom.exe -file Beautiful-Doom.zip
(Optional) Rename .zip to .pk3 to remember you don't need to unpack it.
Pre-7 development release cdf699f
Since I'm still rather far from making a full-blown version 7.0.0 release, I decided to switch to making proper development releases instead of just updating the repository. You can still download the repository but it can be unstable. The releases tend to be more stable versions.
How to play
Download the "source code .zip" below. Don't unpack! Run it as you'd run any .wad or .pk3:
gzdoom.exe -file Beautiful-Doom.zip
(Optional) Rename .zip to .pk3 to remember you don't need to unpack it.
Changes in the latest update
- Fixed certain monsters not calling special map scripts (such as Mancubi and Arachnotrons on Doom 2 Map 07). Thanks to @marcinmarcinmarcin for reporting and @MarisaKirisame for helping with the fix.
- Added "Background weapon reload" option: if enabled (while using Modern Guns), weapons will automatically reload their magazines if they have been unselected for a while. The duration after which the automatic reload happens is about x2 of the weapon's normal reload animation duration.
- Adjusted the volume of some weapons.
New features of the current Beautiful Doom compared to 6.4 release
If it's the first time you've come across this version, here's a general ovewview of new features:
- Added a full third weapon set: Modern Guns. They are characterized by various features more typical for modern FPS games: bullet travel time and damage falloff, magazines and reload, recoil, a Quick Kick and other changes. Overall they're more powerful but trickier to use. See readme on the main page for detailed description.
- Revamped blood and gibs graphics, physics and sounds. They look, behave and sound better. Resurrection of gibbed monsters also looks cooler.
- Updated a bunch of weapon effects. Casings now have smoother flying animations and more varied resting positions. Smooth smoke appears over barrels after shooting a weapon. Bullets produce more detailed bullet puffs that create various effects depending on which kind of a texture was hit (an imitation of materials).
- Added a bunch of new special effects, such as new torch sprites, flame particles for Arch-Vile, updated visuals for monster fireballs, and a lot more.
- Mod mostly moved to the new language of ZScript which allowed for a multitude of optimizations.
- Mod now has built-in "modules": using Beautiful Doom Settings, players can toggle weapon, monster and item replacements. Disabling one of those modules allows partial compatibility with other mods: for example, by disabling monsters you can play Beautiful Doom along side monster mods, such as Colorful Hell.
The whole previous dev update log
(click to expand)
30.04.2019
- Reverted the slight nerf of the Modern Plasma Rifle
- Added altered behavior for the Chaingun Guy when using Modern Weapons, just like other zombies (projectile bullets, has to reload)
- Slightly nerfed zombies when using Modern Guns: they now have a chance to stop attacking and continue moving
- Increased the SS soldier firing speed when using Modern Guns
- Changed Enhanced Shotgun melee sound when hitting wall and visual effects
- It's now possible to disable item replacements, just like weapon and monster replacements
- Re-added enhanced Baron fireball
29.04.2019
- Refactored some of the weapon code
- Enhanced Chaingun's overheat redness is now applied and removed more smoothly
- Fixed some potential issues in the Chaingun/Assault Rifle code
- Added varied vanilla muzzle flashes to the Vanilla/Enhanced Chaingun
- Added vanilla muzzle flashes to the Assault Rifle (WIP, colors require fixing)
- Fixed/slightly nerfed Modern Plasma Rifle: accumulated heat now only decays while NOT firing it (previously decay happened while firing too, effectively slowing down accumulation)
- Fixed a mistake that allowed to fire Modern Plasma Rifle immediately, skipping selection animation (this also used to disable heat indicator)
- Buffed Modern Rocket Launcher: magazine size increased from 6 to 8; reload time slightly reduced
- Rockets fired by Cyberdemon will now produce a sound when playing with Modern Guns
- Fixed Assault Rifle's spread not increasing while firing in full automatic
- Increased vertical recoil of the Modern SSG sprite (not the actual camera recoil)
24.04.2019
- Fixed a big issue that made some monsters or their SFX freeze at unintentended times
22.04.2019
- Added "Allow Beautiful Doom Weapons" and "Allow Beautiful Doom Monsters" options under Beautiful Doom Settings. They allow to completely remove modded weapons and monsters from the game. (Requires level restart.)
- I'm in the process of updating how Modern Fist functions when Berserk is active. The jump attack is removed. With Berserk active you now can hold primary attack to punch continuously.
16.04.2019
- Converted Spider Mastermind to zscript and updated her death animation.
07.04.2019
- Updated gib/blood sounds
- Minor bug fixes
06.04.2019
- Fixed an oversight that caused Modern Guns bullets to have zero spread when firing at enemies at certain (rather close) distances.
- Converted Cyberdemon to zscript.
- Updated Cyberdemon death animation and sprites.
- Boss gibs menu option has been renamed to Force vanilla boss deaths. The effect is appropriately reversed: when true, bosses will show vanilla deaths even if enhanced gibbing is enabled. The related CVAR is now "bdoom_nobossgibs". False by default.
01.04.2019
- Added a chance to gib smaller enemies with a Super Shotgun, I know this has been requested for a long time.
- Converted all mosnters except bosses to ZScript.
- Added nice particle effects for Arch-Vile. (Not very optimized for now.)
- Added and optimized halos for all monster projectiles.
- Various optimizations.
- No April Fools! Everything is true.
19.03.2019
- Converted Arachnotron and Revenant to zscript
- Added halo for Revenant fireball
- Arachnotron shoots faster plasma orbs when Modern Guns are used (similarly to Modern Plasma Rifle)
- Modern rockets and grenades now deal explosive damage to bosses (otherwise their direct impact damage was too low)
- Shortened the delay before reload when trying to fire with dry magazine on some weapons
- Updated heat gauge on Modern Plasma Rifle
16.03.2019
- Assault Rifle in ADS mode is now positioned higher and regular crosshair is disabled while using ADS
- Added missing weapon pickup sprites
- Added brightmaps to plasma rifle and BFG pickup sprites
- Added missing brightmaps for Modern Pistol (night sights)
- Added Quick Kick for Modern Guns
- Removed texture brightmaps for now. Textures will likely be made into a separate addon, to avoid possible compatibility issues.
13.03.2019
- Updated Assault Rifle sprites with the spriting help from lumbo7332
- Fixed Quick Kick always causing pain on monsters
12.03.2019
- Fixed Modern BFG9000 being able to hurt you with its rails. Now it shouldn't happen at any range (unless you overcharge it, obviously).
- Added Quick Kick attack (default: Q) usable while any Modern weapon is equipped, except Chainsaw and BFG9000.
10.03.2019
- Ran most graphics through PNG optimization reducing size.
- Implemented Modern BFG9000. In contrast to classic BFG9000 this can be charged to achieve various levels of power, and secondary rays strike from the projectile, not the player.
You can overcharge Modern BFG9000 for a couple of seconds; it does NOT increase the power and simply lets you hold off the shot.
Beyond a couple of seconds of overcharge the orb will explode in your face. In case of normal shots neither orb nor the rays can hurt the shooter. - Modern Rocket Launcher's beeping sound can now be heard from further away.
- Modern Plasma is now green, like the BFG. (Arachnotron Plasma will eventually have a different color when using Modern Guns.)
02.03.2019
- New torches with cooler, smoother animations and particle effects
- Modern Plasma Rifle is now yellow, faster, has randomized spread, different firing sounds and a different look
- Modern Plasma Rifle's heat indicator optimized and is a bit more consistent now
- Modern Rocket Launcher's grenade now properly makes a bouncing sound when landing; it also beeps a few times before exploding (if it landed on the floor without hitting anyone)
23.01.2019:
Minor optimizations. Gibs will now properly land on terrain water. Improved animation of blood landing on water.
The Modern Shotgun reloading animation was sliiighly slowed down in preparation of my plans to try out a more traditional SSG replacement instead of Riot Gun.
Modern Shotgun now has a new set of sprites: darkened, longer barrel, night sights. Still very similar to original.
22.01.2019:
Added gibs for all zombies (including Wolf SS soldiers), Imp and Pinky/Spectre. (Pinkies don't really have gibs but there are some animations where they lose a hand or a head.)
Just for fun, added glowing night sights on the Modern Pistol. Maybe I'll add them on other weapons too, to emphasize their modern look.
Added thick, slowly dissipating smoke for modern Rockets, as well as a smoke trail for modern Grenades (instead of previous light trail). (Thanks to Arctangent for explaining the math behind the function that allowed me to do that properly.)
17.01.2019:
Thanks to Gutawer, finally implemented proper resurrection animation. Look at them gibs fly.
Also updated readme to clearly state how I view permissions.
Also earlier: texture-dependent puffs and much better smoke over gun barrels.
07.01.2019:
Added the new gibbing code which will be soon used for all monsters. For now it's only implemented for zombieman.
Updated casing animations.
Better BFG ball lightning.
Slightly updated smoke used by modern rockets.
Temporarily implemented a test smoke coming out of walls when shot. Will be removed/reworked later since it doesn't look that great yet.
Repo is here!
** De...