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Beautiful Doom 7.1.0

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@jekyllgrim jekyllgrim released this 27 Apr 22:48
· 96 commits to master since this release

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:
  1. '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
  2. 'Classic' — projectiles will use vanilla-style but smooth sprites and some extra lighting effects
  3. '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