6.1.3.1 update for Beautiful Doom (GZDoom/ZDoom version, incompatible with Zandronum). Requires GZDoom 2.1.1.
VERSION 6.1.3.1 hotfix || January 12, 2017
- IMPROVED
- Reduced the frequency of checks for the number of existing blood pools which should reduce slowdowns on older systems
- Made the blood pool number checks less glitchy
- FIXED
- Fixed a bug that caused Zombieman to never drop an extra pistol when using Enhanced Guns
- Clip starting amount is now 50 (despite what previous version's changelog said, it was still incorrect)
- Arachnotron now also has BFG death (like Plasma death but with blood)
- Mancubus now doesn't skip initial frames of BFG death animation
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VERSION 6.1.3 || January 9, 2017
- CHANGED
- (Zandronum) Added separate version for Zandronum because certain 6.1.3 features aren't supported even by its development builds
- By popular demand the mod file naming convention is changed: it's now BDoom###.pk3,where ### refers to the version number (in this case 613)
- (Zandronum) The Zandronum file is named BDznd###.pk3
- Advanced effects are now controlled via 'Beautiful Doom Settings' menu under 'Options'; can also be changed via custom CVARs (starting with "bdoom_")
- Changed normal statusbar: it no longer includes Doomguy's face (as much as I liked it, it looked weird and just blocked part of the weapon sprite)
- Added fullscreen HUD (can be seen only if Alternative Hud is off): a simple hud similar to ZDoom's Alternative HUD but with a little more information and with Doomguy's face above health value
- ADDED
- The number of existing blood drops is now controlled via a corresponding option under 'Beautiful Doom Settings'; can also be changed via bdoom_bloodnum CVAR
- The number of existing debris is now is now controlled via a corresponding option under 'Beautiful Doom Settings'; can also be changed via bdoom_debrisnum CVAR
- Ricochet/chainsaw spark sounds can now be disabled under 'Beautiful Doom Settings' in case you find them annoying; doesn't affect animation
- Replaced skull cursor in the main menu with a modified Lost Soul animation
- Icon of Sin's spawn cubes now leave yellow fire trail behind them and have some additional fire effects on spawning monsters
- Arachnotron now also has a black/smoky death (from fire/plasma damage)
- IMPROVED/CHANGED
- Enhanced Fist now has a different alternative attack: a kick. It's stronger than the punch but also slower, and is slows you down during the animation (because hard to walk while kicking). Knocks enemies back similar to Hexen's Disc of Repulsion (barefly affects big enemies, though). Kick speed, damage, and pushback effect increase with Berserk. Punching is still faster, easier and more reliable, but have fun playing King Leonidas!
- (Zandronum) For technical reason, in Zandronum version the kick temporarily stops you instead of slowing you down
- ((G)ZDoom) When a monster is resurrected, its gibs and most of its blood slowly fade out which gives a nicer effect and shows that the monster is alive again
- Improved blooddrop sprites
- Enemies leave less blood pools when shot (the amount of blood during gibbing is unchanged)
- Light halos are now invisible when the player can't see the light source, which conserves resources
- Particle fire is also invisible when outside the player's LOS, so multiple Lost Souls hidden behind walls won't slow down your computer too much. As an added bonus, this makes Lost Soul dynamic lights invisible when they're behind a wall, like in Doom 2 map 13
- Pinky's head now has a smaller sprite (seemed too big before)
- Enhanced Shotgun's alternative attack has been reworked and is now similar to the kick, but generally less effective than the latter; it is still effective as part of thepushback+shoot combo (works well on imps and zombies)
- Enhcnaed Shotgun's attack timing has been adjusted, so that primary and secondary attacks can be more effectively cancelled into each other to allow a kind of simple combo
- Fist hits the wall with a different, 'drier' sound
- The halo of Plasma Railgun fades out more slowly for a nicer effect
- Chainsaw initial puff sprites appear lower, closer to the position of the blade
- Smoke effcts look slightly more varied (less like a straight line of sprites)
- Smoke rising over weapon barrels is now less opaque
- Adjusted Column (small floor lamp) sprite position to better align with the light halo (remember that using different sprite clipping modes can still offset the position of the sprites)
- FIXED
- The shotgun now has correct vanilla fire rate (used to be 3 tics faster because I screwed up)
- Starting amount of bullets is now correctly 50 (was 70)
- (Zandronum) Light halos no longer remain after a lamp is destroyed by explosions
- All weapon sprites now have unique non-vanilla names, so if the mod is used along with another wad which replaces certain vanilla sprites, that wad won't draw its sprites over the mod's frames
- Puffs now don't create solid terrain sounds when spawned on flats
- Fixed a minor glitchy frame in the Fist animation following the hit
- Slightly improved sprites in the chainsaw idle animation
- Fixed a bug that could sometimes cause empty casings to spawn even if debris were disabled
- Pinky/Spectre heads don't collide so much with actors
Wow! Finally! So glad new update!) Thanks dude!)
I cant run with GZDoom 1.8.10.
"Script error, "BDoom613.pk3:bdoom_objects.wad:TERRAIN" line 591:
Bad syntax."
I know recommended use v2.1+. But at my little notebook works fine only at 1.8.10.
Thanks very much for this!It IS beautiful! :D