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Pre-7 development release 16.01.2020

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@jekyllgrim jekyllgrim released this 16 Jan 14:34
· 653 commits to master since this release

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.