Pre-7 development release 92446d5. I started making pre-7 releases on GitHub and thought it's probably a good idea to upload them here, since some people follow this thing on ModDB, and I've kinda neglected it. Sorry!
I started making pre-7 releases on GitHub and thought it's probably a good idea to upload them here, since some people follow this thing on ModDB, and I've kinda neglected it. Sorry!
GitHub link to this release: Github.com
Changes between build 92446d5 and earlier releases
- Fixed Health Bonus showing "test" message on pickup (thanks Latin00032)
- Fixed Vanilla/Enhanced bullet weapons not using ammo when tracers are disabled (thanks dontpokethebear3893)
- Updated Fire and Green Fire death animations with new effects and smooth color transitions (thanks kodi)
- Updated Plasma death animation with smooth color transition (thanks kodi)
- Added smooth long red trail to Revenant missiles
- Converted to ZScript and updated all light sources and Explosive Barrel (other decorations WIP)
- Updated sprites, halos and dynamic lights for torches, candle and candelabras, as well as lamps (performance should be somewhat updated as well)
- New explosive barrel sprites showing bubbles. A broken piece of a barrel is left when it's exploded. Added new sound to differentiate from vanilla Doom explosions
- Objects/decorations can't be enabled/disabled yet but this will be added
- Fixed certain monsters not calling special map scripts (such as Mancubi and Arachnotrons on Doom 2 Map 07). Thanks to marcinmarcinmarcin for reporting and MarisaKirisame for helping with the fix.
- Added "Background weapon reload" option: if enabled (while using Modern Guns), weapons will automatically reload their magazines if they have been unselected for a while. The duration after which the automatic reload happens is about x2 of the weapon's normal reload animation duration.
- Adjusted the volume of some weapons.
New features of the current Beautiful Doom compared to 6.4 release
If it's the first time you've come across this version, here's a general ovewview of new features:
- Added a full third weapon set: Modern Guns. They are characterized by various features more typical for modern FPS games: bullet travel time and damage falloff, magazines and reload, recoil, a Quick Kick and other changes. Overall they're more powerful but trickier to use. See readme on the main page for detailed description.
- Revamped blood and gibs graphics, physics and sounds. They look, behave and sound better. Resurrection of gibbed monsters also looks cooler.
- Updated a bunch of weapon effects. Casings now have smoother flying animations and more varied resting positions. Smooth smoke appears over barrels after shooting a weapon. Bullets produce more detailed bullet puffs that create various effects depending on which kind of a texture was hit (an imitation of materials).
- Added a bunch of new special effects, such as new torch sprites, flame particles for Arch-Vile, updated visuals for monster fireballs, and a lot more.
- Mod mostly moved to the new language of ZScript which allowed for a multitude of optimizations.
- Mod now has built-in "modules": using Beautiful Doom Settings, players can toggle weapon, monster and item replacements. Disabling one of those modules allows partial compatibility with other mods: for example, by disabling monsters you can play Beautiful Doom along side monster mods, such as Colorful Hell.
Im using the latest version of gzdoom ) had to update it to get this working) and i noticed that blood effects wont stay on the floor, and when i kill enemies they skip their death animation and just disappear out of existence.
Something is wrong on your end. Perhaps... Check Options > Beautiful Doom Settings > Maximum Blood/Gibs/Debris and make sure the number is set to something sensible like 1000 or 3000. You can also do this by using sv_corpsequeuesize console command.
If the number is too low, that's the reason. I'm currently using built-in corpse queue feature to limit the amount of gibs/debris/blood, but eventually they'll get their own separate values in the settings; this is a leftover from DECORATE times.
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Not sure if you know of this bug. The head, after being shot or forced off the gore spike, is spinning infinitely on the floor and causing decals to spawn infinitely as well. Could cause issues with performance if this happens without the user's knowing. I.imgur.com
Thanks for letting me know. Decorative bodies haven't been refactored and transferred to new code yet, so they'll be remade and fixed soon. I'm uploading a new update right now that temporarily disables them.
You can make a versión for zandronium or for android i like the mod but i only have play the 6.4.1
Ps: i am uruguayan sorry for my bad english
Zandronum is completely impossible to support, I'm afraid.
As far as I know, new versions of Doom Touch should work (but I haven't tested personally).
Какая версия GZDoom требуется для pre-версий? 4.1+?
Должно работать с 3.8.0, но чем новее, тем лучше.
Спасибо. И спасибо что не забрашиваешь мод. Мод сохраняющий 100% оригинальный геймплей очень нужен).
Хотя честно скажу, меня обескураживает что мод который так близко привержен классике требует последние версии Гоззы.