Beautiful Doom version 6.2.1.1 is out with bug fixes and updated features.
VERSION 6.2.1.1 || 07 August 2017
FIXED
- Decoratibe blood pools (spawned by dead bodies) won't appear on liquid surfaces (works only for default Doom liquid surfaces)
- Small debris produced by hitscan attacks no longer clips in the terrain and floats above the ground indefinitely
- Zombiemen now drop the proper amount of bullets instead of 1
VERSION 6.2.1 || 23 July 2017
CHANGED
- MAJOR: weapon types (Vanilla or Enhanced) are no longer bound to player classes. Instead they can be switched at any moment under Options > Beautiful Doom Settings > Player Weapons or using bdoom_weapons CVAR in console.
Reasons:
- No more restarts, just change on the fly. This also changes the weapon sounds that enemies make to correspond to your weapons
- Multiplayer compatibility: the host changes the variable and all players get corresponding weapons
- Easier to manage if for whatever reason I decide to add more weapon sets
- It makes both weapon sets properly available when you're playing with mods that introduce their own player classes (like Unloved)
- Enhanced BFG Heavy Laser doesn't push enemies away anymore (which allows to more easily make use of its piercing property to cut through enemies)
- Spectre now uses regular red blood. Reason: because of technical limitations it's impossible to create proper fuzzy effect for blood sprites, blood marks on planes and blood decals on walls AND also make them look proper depending on the fuzz style the player chooses in the game. Giving it black blood didn't look right either.
- (Spectre gibs are still properly fuzzy)
- Vanilla guns now have red (vanilla) muzzle flashes (while enhanced guns retain yellow flashes)
FIXED
- Fixed long-standing issue: Pain Elementals can no longer be resurrected by an Arch-Vile even if a death animation was used in which they leave behind a corpse (Thanks, Grigori)
- Removed references to now non-existent "Vanish" state in some actors. That should make certain debris properly disappear when Advanced Debris option is off, as well as remove some yellow errors upon startup. (Thanks, drfrag)
- Fixed a minor but ugly bug where blood drops would sometimes fly parallel to floor instead of falling
- Fixed a bug that made the level brighter after using BFG alternative attack (thanks MasterMind)
- Enhanced Chainsaw now uses a different sound during sawing (previously it mistakenly used the same sound as vanilla chainsaw)
- Sparks that come out of the BFG ball no longer leave BFG decals on walls (only the ball itself does)
- Removed unnecessary function that changed Thing ID of SS soldiers and Cacodemons on spawn which could potentially interfere with some custom scripts from other wads
- Hell Knight now isn't animated when it's not moving, like other monsters
- Removed unnecessary dynamic light definition for a currently removed version of BFG ball (produced yellow error on GZDoom startup)
- Shotgun casings no longer change size randomly upon spawning (Thanks, Grigori)
- If you're playing the mod with a map where a custom ACS direclty gives you a vanilla weapon, it gets replaced with a BD weapon (via a custom BD script) but previous you'd also get extra ammo; this is now fixed
(Also, if that happens, a BD weapon gets properly selected instead of returning to your previous weapon, although there's a slight delay)
ADDED/IMPROVED
- MAJOR (technical): after flying through the air for a while, gibs will stop rotating and spawning blood and come to rest even if they haven't fallen down yet. This prevents continuous blood spawning in case gibs somehow get stuck in walls or terrain.
- Chainsaw now has an alternative attack: kick (basically the same kick as with Enhanced Fist but a bit slower)
- Plasma Rifle's muzzle flash color is now closer to the color of new plasmaballs
- Added 'Explosion Shakes' option to Beautiful Doom Settings that allows toggling the shaking of explosions produced by BFG, barrels and boss deaths
- Added minor short shake for rocket explosions
- Boss Brain (John Romero's head) now explodes into blood when dying (although you normally can't see it)
- When Icon of Sin's spawn cubes spawn a monster, it's now accompanied by a temporary glowing rotating pentagram surrounded by flames
- Explosive barrel's explosion now shakes the ground immediately at exploding without a delay (in contrast to damage, which is dealt with a delay, as per vanilla barrel stats)
- Added high-quality decals for chainsaw, Berserk punch and kick, explosions and BFG ball
- Blood decals on walls now better match the color of blood pools on floors/ceilings (the match still isn't perfect because blood sprites and blood decals have to be drawn and shaded using different methods) (Thanks, TheCamaleonMaligno)
- Hell Knight's blood now has darker and deeper color
- You now only leave bloody footprints while you're pressing movement buttons, which results in a more consistent footprint pattern
- Explosive barrels may leave explosion decals on walls
- Enhanced Chainsaw now properly plays start and stop sounds at the beginning and end of sawing animation
- Added new more informative Help (F1) screen
- Added "Beautiful Doom Credits" menu above "Beautiful Doom Settings" where you can see some names who were involved in the making of the mod
- Decorative gibbed marine body now looks a bit better (gibs may spawn further) and doesn't make any noise at spawn (obvious at, for example, the beginning of E1M1 and E1M2 of Doom 1)
- Decorative dead bodies are now also surrounded by a few pools of blood to make them look more like actual killed monsters
No zandronum for this version?
As I wrote in the article, at this point too many features are used which are completely unsupported by Zandronum.
3.0 now exists, some will do support as i can tell, because Zandronum 3.0 uses some GZDoom stuff now.
Actually, 3.0 has existed for a while now. And it doesn't yet support a ton of current GZDoom features.
I was saying about the official build, but yeah, it existed as an unstable build however.
i found some bug on 6.2.1.1 version, when i play unloved mod. The weapon sprite disappear both vannila and Enhanced mode. But on pervious ver 6.2.1 its working well both of mode...
I checked and haven't noticed anything like that. I haven't really changed weapon code since 6.2.1. What sprite exactly is disappearing? Are you running any other mods? What version of GZDoom are you using?
Ohh nevermind, it work well both mode in gzdoom v301 until latest version :). The cause of bug because i load some sound effect mod.
Btw can you make beautiful doom work on playstation doom TC mod on next version?
Sorry, that's not really possible. Because of how ZDoom coding works, mods that contain their own weapon/monster code are incompatible with each other. Making Beautiful Doom compatible with one specific mod (Playstation TC) would be a lot of work and in the end it wouldn't work with anything else (or would, but with errors).
Does this mod work with Doom and Doom 2?
Any wad that doesn't contain its own monster/item/weapon replacements.
I don't know why many people complain about having graphic enhancements for Doom, no one's forcing you to use it anyway.
I'm always open for these kind of mods. Keep up the good work.
Nice, can you make it compatible with Brutal Doom?
How do you imagine that?
Вы не планируете в дальнейшем добавить звуки более высокого качества? Я имею ввиду Remastered.
pueden hacer una version en VANILLA porfa???????
Where to put the files in doomtouch When i choosr .PK its crashing
Does it work with Gzdoom v3.2.5??
Btw using delta touch
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