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Beautiful Doom 7.0.0

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@jekyllgrim jekyllgrim released this 18 Mar 18:24
· 137 commits to master since this release

GZDoom 4.5.0 required.

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:
  1. they'll be more performance effiicent;
  2. their frequency will change based on how fast you move (plus you can tweak frequency further with an option);
  3. their volume and frequency sliders now actually work;
  4. 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:
  1. 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.
  2. 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.
  3. Modenr Pistol reload and Modert Shotgun dry reload are a bit faster now.
  4. Plasma Rifle will now gain heat a bit more slowly and dissipate it passively a bit more quickly
  5. 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:
  1. if Weapon Set is "Vanilla", he'll fire Beautiful Doom rockets (only different in looks from vanilla);
  2. 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;
  3. 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