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@jekyllgrim jekyllgrim released this 04 May 16:36

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!

** Dev updates log (dd.mm.yyyy) **
03.05.2019

  • 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

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!