Version 6.3.0 features smooth monster animations adapted from Gifty's Smooth Doom, as well as a slew of new special effects, a number of bug fixes and a few new features.
- CHANGED
- Removed HD item sprites. Many people pointed out that they stood out and that they didn't really add anything to the mod. You find those HD sprites by downloading NAHDS project which contains these sprites from here: Dropbox.com The current version of the mod, however, now uses a different set of sprites with new animations and effects, so it's largely not compatible with NAHDS.
- The mod's file is now a proper PK3 with directories, which essentially removes its modular features (that weren't popular anyway). Doesn't really affect anything from player's perspective, although improves maitenance and may improve memory use.
- If you wish to disable specific features, you can comment certain lines in the DECORATE file (instead of using only specific wad files as before)
- Enhanced Chaingun Alt Attack felt a little overpowered. Now it has overheating mechanic that doesn't let you fire more than 50 bullets without letting go of the trigger. If you fire 50, it'll need to cool off for a bit (this cooldown is slightly longer than if you let go of the trigger earlier). After you've fired 25 bullets in a row the barrels will become slightly red, warning you of overheating.
- Enhanced BFG Ray (alt.attack) no longer makes enemies bleed (which reduces memory consumption and adds consistency, as none of the other plasma attacks in the mod produce blood)
- Arachnotron's and player's plasma orbs now have a less jittery light halo and new sprites
- Arachnotron's plasma orbs no longer have a trail behind them (it always looks jittery and makes them look bigger which may hamper dodging)
- ADDED/IMPROVED
- Added smooth animations for all monsters and a number of objects. Most of animations are taken from Smooth Doom with some additions by me (some new death and idle animations mostly).
- Most of the death animations are the same as used in Beautiful Doom before, but improved to match the smoothness of the updated animations.
- Certain old animations were redrawn (such as Chaingun Guy's saw death, Cacodemon's gib-puking death and some others).
- Bullet weapons (both player's and monsters') now create bullet tracers when firing, which can be clearly seen (and heard if they whizz right next to you). It's just an effect without any change to weapon performance (bullets are still hitscan).
- Added "Bullet Tracers" option under Beautiful Doom Settings that allows enabling/disabling tracers
- Ricochetting bullets now also use tracer model and are now produced by tracers (if those are enabled; otherwise produced by bullet puffs like before)
- Added flies that start circling over enemy corpses after 2-4 minutes. The number of flies can increase over time.
- Added "Corpse flies" option under Beautiful Doom Settings that allows disabling/enabling flies over corpses. When reenabled, flies will start spawning again.
- Added "Muzzle Flashes" option under Beautiful Doom Settings. When set to Enhanced, bullet weapons use more realistic muzzle flash sprites with more frame variations. When set to Vanilla, vanilla red muzzle flashes are used. Any type of flashes can be used with either vanilla or enhanced weapons.
- Power-up spheres (soulsphere, invisibility, invulnerability, megasphere) now have light halos and more consistent bobbing effect
- Explosive Barrels now have a light halo, similarly to other light sources
- In Revenant's attack animation only one of his guns lights up, to coincide with the fact that they shoot only 1 missile at a time
- Various explosions now use new and better sprites
- Key cards are now animated, and skull keys have visible shafts to look more like keys; they also have different pickup sounds
- Most of monster projectiles now have better effects and light halos
- Idle (non-alerted) Cacodemon now floats up and down a bit and blinks (blinks faster when alerted)
- The spawn pentagram produced by Icon of Sin's spawn cubes is now accompanied by more elegant floating particles instead of 8 fire flashes. The pentagram now also uses a better sprite.
- Added a new spawning sound to Icon of Sin's spawn cube
- Arch-Vile's ressurrection creates a temporary pentagram under the body, akin to Icon of Sin's spawn cubes effect
- FIXED
- Demon/Spectre now properly moves twice as fast on Nightmare as in vanilla Doom (previously moved at normal speed)
- Removed pause in animation when alternating between primary and secondary attacks of the Enhanced Super Shotgun
- Removed pause in animation when switching from secondary to primary attack of the Enhanced Rocket Launcher
- Empty casings won't eternally float horizontally if they get stuck on a horizontal surface (e.g. when landing on top of a moving elevator)
- Blood drops will no longer sometimes fly along the ground
- Pain Elemental's and Player's severed hand sprites no longer share the same names (which could cause one spawn instead of the other)
- Picking up a second pistol no longer forces you to select Dual Pistols (which could result in selecting pistols while already wielding a superior weapon)
- Fixed a missing frame in Cacodemon's gibs
- Fixed Shotgun Guy's walking frames being a little longer than vanilla which could result in slower enemy tracking
- Blood sprays created by a beating heart on a column no longer produce blood pools on the ground (it looked bad and also could cause monster blood to despawn)
- Shotgun can no longer be selected when you have 0 shells. Previously it was possible because Enhanced Shotgun has a melee attack, but it seems pointless because with Enhanced weapons you can always use kick instead; plus with Vanilla weapons being able to select it made no sense (and it's impossible to make it available for selection with 0 ammo only while using Enhanced version and not Vanilla)
Dude, this is such a coincidence! New version released in the same day i decided to play Doom again. Actually, you posted this 5 minutes before i googled Beautiful Doom. Thanks! This mod is great.
By the way, i got an error while trying to launch it with GZDOOM:
"Script error, "BDoom630.pk3:decorate/bd_monst.txt" line 106:
'@property@floatbobstrength' is an unknown actor property"
The 6.21 version (for which i have a backup on Google Drive) is working fine tho
You need to get a more recent version of GZDoom. The floatbob strength property is a relatively new addition in it (hence it wasn't used in the previous version).
Thanks for the reply, i'll try it! Didn't know my GZDoom was so outdated.
Edit: downloaded a new version, everything's working fine now. Btw, the muzzle flashes look great. Thanks!
Thank you, have fun!
does it work with zandronum 3.0
sadly, no.
Loving the mod, easily the best vanilla doom experience I have had by far. Have a question: Was something about the super shotgun changed at all (aside from the alternate fire of one shot each)? I use to never use the thing in vanilla doom, but here it seems like all the time I use it now (love it by the way).
Nice...
IMAGINE:
weapons that melee attack when you right mouse click
thats the only flaw i see.. other than that its a perfect mod for vanilla dificulty lovers
Your work is really appreciated, man! This is on my favorite Doom mods list. :)
Excelent work!
The feeling is that it could have been implemented in the original game without exaggerations of other mods combined.
Keep updating this mod has a solid and fun base
One suggestion is to work on this one version mod with all sprites in hd, in my opinion, it would be the definitive version of the improved classic doom.
To this day, more than 20 years after Doom release, not a single HD sprite project has been completed :) The amount of work is so insane that everybody drops it at some point. There are a couple of those going on, but incorporating any of those is so far way beyond the time available to me, there's no chance I'll ever get there. Including Smooth Doom animations is, I think, as far as I can go with this in terms of looks.
Amazing work as usual. This is by far my favorite mod. I can't play Doom without it. Looking forward to your future updates.
"Removed HD item sprites"
Damn... I love HD item sprites :(
Thanks for update.
You can install the HD pack.
I wonder if you could release a monster only?
If you have SLADE3, you can easily edit the contents of the pk3 file. Edit the DECORATE file to comment out all the strings that are not related to monsters, and you'll get a monsters-only version because the rest of the code will be ignored.
Actually FYI, this method is not fully supported now but it will be in soon-to-be-released 6.3.2.
Nice update
I wonder if you can make a Ragdoll effects
Uh... Doom doesn't support any body physics. Plus everything in it is sprites. Sprites can't have ragdoll.
hey can you make this but a new one for Zandronum with the smooth ****
Is there any way to remove the custom HUD?
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