Beautiful Doom version 6.1.4.1 for Zandronum
Requires Zandronum 3.0, will NOT work on stable builds
VERSION 6.1.4.1 || January 24, 2017
- IMPROVED
- Reduced Imp's fireball size and length of its fire tail, because it seemeed a little too over the top
- Added new and unique deploy sounds for pistol, shotgun and SSG (as before, heard only when using Enhanced Guns)
- FIXED
- Brought back the liquid splashes that I accidentally deleted in the previous update
- Explosives barrels now explode after a 15-tic delay, like in vanilla (thanks Someone64)
VERSION 6.1.4
- FIXED
- Picked-up weapons now give the correct amount of ammo (I was able to track down the issue that was causing ammo errors, thanks Someone64)
- Destructible decorations (lamps, victims, hanging bodies) can no longer be pushed by kicks or Enhanced Shotgun's alt. attack
- IMPROVED/SFX
- Added new smoother sprite flames for torches, candles and candelabras
- Candles and candelabras now have a different flame from torches
- Replaced light halos with smoother ones (with less obvious edges)
- Arachnotron's plasmaballs now has a yellowish-green hue instead of pure green. It's more similar to vanilla and also harder to confuse with Baron's fireballs.
- Plasmaballs now have shorter trail and smaller halo so they don't obstruct vision too much
- Small generic pieces of meat now spawn smaller blood while limbs spawn bigger blood
- Objects falling on hard surfaces (like guns dropped by enemies) no longer produce unnecessary hard terrain sounds (they still produce liquid splashes)
- Added special death animations for monsters when they're telefragged or killed via console. Previously they just spawned lots of gibs without any momentum which then fell down; now they show basic gibbing animation and spawn blood spurts, which looks better and doesn't cause that much slowdowns when using 'kill monstes'.
- IMPROVED/OPTIMIZATION
- Adjusted light halos and light sources code so that it consumes less memory
- Plasma Railgun's ray is now surrounded with blue halo only for a limited part of its length, so that it consumes less memory when firing over very long distances
- Similarly to blood pools change in previous update, reduced the frequency of checks for the state of Gibs Toggle option which should reduce slowdowns cause by multiple gibs on older systems
What am I doing wrong?
I launch Zandronum by dragging bdoom614.pk3 onto zandronum.exe (v 2.1.2) and it crashes with:
"BDznd614.pk3:bdoom_objects.wad:TEXTURES" line 1:
Expected ',', got 'SOULA0'.
Edit: Nevermind, I figured it out. Needs dev build as per Moddb.com
Yup. Unfortunately about half of GZDoom features are unsupported by stable Zandronum builds, only Zanodrnum 3.0 can run it.
should make GZandronum is a Zandronum with GZDoom?
i wish the latest version of beautiful doom had a zandronum support