GZDoom 4.5.0 required.
Finally, I believe I've done enough to warrant a proper 7.0.0 release. It's likely that it's going to receive a minor updates in the nearest future, as people fish out new bugs and inconsistencies, but the main bulk of the work is done.
Changelog
New Features
- There's now a "Show Weapon Help" key (G by default) that shows detailed information on the screen about the currently selected weapon. It works for Enhanced and Modern guns only, since Vanilla guns are identical in their stats to the vanilla Doom weapons.
- Liquid textures applied to floors (or ceilings) will have a "warped" effect
- Liquid textures applied to walls will have a nice waterfall shader applied to them.
- "Enhanced Liquid Textures" is now added in Beautiful Doom Settings, which allows turning those liquid effects on and off at any moment. You may need to disable them on some custom maps, such as Plutonia 2.
- Added more detailed liquid splashes.
- Added high-quality textures depicting decorative victims, corpses, etc., to match the new gore sprites. Added "Enhanced Gore Textures" option that allows switching between vanilla and enhanced gore textures.
- Footsteps have received a number of tweaks:
- they'll be more performance effiicent;
- their frequency will change based on how fast you move (plus you can tweak frequency further with an option);
- their volume and frequency sliders now actually work;
- footsteps are only heard locally and won't potentially cause desyncs in MP.
- Enhanced Chaingun's altfire has been reworked. It now works similarly to the minigun used by Heavy in Team Fortress 2: you can hold down Alt Fire to start spinning the barrels, and at any moment you can press Primary Fire to start firing (while still holding Alt Fire). The spin speed will gradually incerease as you're holding down Alt Fire. The barrels will visually heat up as you're firing; overheating the chaingun will block firing for a while. (Spinning without firing doesn't heat up (or cool down) the barrels.)
- Recoil and vertical camera movement in weapons is now disabled if the player is not using mouselook (freelook CVAR is false) or if mouselook is disabled via MAPINFO or sv_nomouselook CVAR. Note that the player's personal settings are only checked in singleplayer; in multiplayer the mod will only check for the global settings (MAPINFO and sv_nofreelook CVAR), so that in MP everyone is on equal terms.
- Enhanced blood now features two options: "Enhanced particles and pools" and "Enhanced particles (no pools)". With the second option you will still get animated blood particles, but they will not create 3D blood pools on the floors/ceilings, and there won't be any blood pools spawned under dead bodies, decorations, etc.
- "Bullet tracers" option is no longer ignored with Modern Weapons—you can disable modern tracers as well. Notice, that in contrast to Vanilla/Enhanced Guns, where tracers are just visual but the bullets are still instant hitscans, Modern Guns use projectile-based bullets that have travel time; that won't change if you disable tracers, you'll just have a harder time seeing the bullets fly. As such, I personally don't recommend doing that, but the option is there.
Changes/Fixes
- Beautiful Doom Settings is now available also via Main Menu. If playing with a custom Main Menu, it'll still be visible but the color of the option may be different from the rest of the menu.
- Fixed an error referring to BD_BaseFlare as an abstract class.
- Fixed gun recoil sometimes causing jerky camera movements.
- All debris should now properly interact with 3D floors instead of falling through them.
- Debris, including weapon casings, will no longer bounce off non-blocking lines when sliding on the floor. They will also properly bounce off walls underwater.
- Fixed placeable monster corpses not moving with floors.
- Shootable decorative bodies will now bleed a cheaper blood that doesn't leave blood pools.
- Some objects won't spawn certain effects when outside of player LOS: Floating Skull particles, decorative victim's blood, explosive barrel debris.
- Gibs should no longer hover over the floor. This used to happen with gibs that got stuck to the ceiling first and then fell down.
- Modern Berserk will now retain some of its functionality throughout the whole level, akin to classic berserk: after picking it up, for the whole level you'll deal increased damage with your fists and you'll have an ability to deal a charged-up heavy punch by holding down Alt Fire. The main bulk of effects (increased attack rate, regeneration, higher movement speed, guaranteed stunlock and reduced incoming damage) are still limited by 40 seconds after picking it up.
- Fixed a bug that where Modern BFG orb wouldn't target all the enemies hidden behind a corner while firing from around it; it'll now focus on all the targets around it correctly.
- A lot of actor classes have been renamed to avoid generic names like SmallDebris, which might help with compatibility and generally makes the naming convention more streamlined.
- Various weapon/balance adjustments:
- Homing rocket from Enhanced Rocket Launcher now has a 10-tic delay before starting to home. It should prevent it from ramming into corners/ledges when you attempt to fire it around them.
- Assault Rifle (Modern Chaingun replacement) now has increased firing speed, and in ADS mode (secondary attack) it fires in 3-round bursts instead of single shots.
- Modenr Pistol reload and Modert Shotgun dry reload are a bit faster now.
- Plasma Rifle will now gain heat a bit more slowly and dissipate it passively a bit more quickly
- You will now be able to properly use Quick Kick while reloading the modern SSG
Monsters
- The gibs flying away from monsters will now fan out more, and some gibs may fly in random directions to make the gibbing pattern more varied.
- There's now a blood rain effect when a monster blows up.
- In fire death animations enemies will quickly transition from bright to black, since it's been pointed out to me that the body shouldn't appear to be glowing when engulfed in flames. Burning bodies will also make burning sounds now.
- Gibs and blood physics has been improved further. Blood should no longer stick out of water when underwater. Gibs should no longer teleport to the edge of a water pool when hitting a wall underwater.
- Fixed Lost Soul flaming shards sliding along the floor.
- Fixed Pain Elemental flaming shards lingering for too long on the floor.
- Fixed big blood sprays spawned by Pain Elemental and the bosses weirdly scaling down vertically after spawning.
- Spectres will now fade in after being killed. After fully fading in, their corpse is still visibly darker and has a dark-blue hue to distinguish it from regular pinkies.
- Cyberdemon will now fire the rocket rocket type based on the current weapons:
- if Weapon Set is "Vanilla", he'll fire Beautiful Doom rockets (only different in looks from vanilla);
- if Weapon Set is "Enhanced", he'll still fire Beautiful Doom rockets, but they will come out of his gun rather than the center of his sprite;
- if Weapon Set is "Modern", he'll fire Modern Rockets (faster velocity and slight velocity increase during flight, different visuals), also out of his gun rather than the center of his sprite.
(if Beautiful Doom Weapons are disabled, the weapon set option will still affect monster behavior, i.e. the Cyberdemon will still choose a rocket based on the weapon set option.)
Visuals and audio
- All muzzle smoke and other muzzle effects are now drawn in the screen rather than being spawned as actors in the world. This makes effects cheaper and more consistent (especially noticeable with something like Modern BFG).
- Bullet tracers and bullet puffs will spawn bubbles when fired underwater.
- New debris added for Modern Rocket explosion.
- When a Modern weapon has been reloaded in the background, alongside the " reloaded" message you will now hear a reload sound.
- When Modern Berserk's main effect is running out, the overlay will flash to indicate that.
- New effects for Revenant tracers: dimmer red trails for non-homing ones, brighter fiery ones for homing ones.
- New effects for Mancubus fireballs: brighter yellow fire effects.
- Metal debris spawned by explosive barrels and by dying bosses will now leave fiery/smoke trails.
finally! :D
<3
no work with lzdoom
Well, the mod is for GZDoom, so, unfortunately, it doesn't work for LZDoom. I think as soon as LZDoom updates to have the new overlay functions, it'll work fine. I can' say when exactly that'll happen but hopefully soon.
This comment is currently awaiting admin approval, join now to view.
• Is there any way to visually remove that second pistol to the left in Enhanced Weapons? It's the only weapon for which the Enhanced model is very different.
• Or any way to increase the opacity of the HUD?
• Or to use the vanilla HUD?
• Or disable fancy new enemy projectiles specifically? I mean no offense, but some of them look a little tacky.
• Also, I may be going crazy, but is there a slight problem with the vertical autoaim of the shotgun? There were certain situations when other weapons would manage the high upward angle, but the shotgun would just shoot horizontally.
> Is there any way to visually remove that second pistol to the left in Enhanced Weapons? It's the only weapon for which the Enhanced model is very different.
The pistol to the left means you've picked up a second pistol and can fire both of them using Alt Fire. I'm planning to keep it as is, since most users agree that having dual pistols is a nice early-game boost, and it gets replaced by Chaingun very soon anyway.
> Or any way to increase the opacity of the HUD?
Not at the moment, but I'm planning a few HUD adjustments for a later minor release, and I'll take this into account. The current HUD is still in SBARINFO but if I port it to zscript, adding a transparency slider won't be a problem.
> Or to use the vanilla HUD?
Again, due to the fact that it uses SBARINFO, there's no way to do it; implementing toggleable HUDs in GZDoom is, unfortunately, rather complcicated. But it'll likely be added in a later version. For now I suggest using GZDoom's "Alternate HUD", it'll override any custom HUD.
Do note that there TWO huds in the mod: the "statusbar" version and the fullscreen version. You can switch between them as usual, by pressing +/-. Arguably, my fullscreen version is more flexible that gzdoom's built in fullscreen hud, since it gives more information. Otherwise Alternate HUD may be a good solution.
> Or disable fancy new enemy projectiles specifically? I mean no offense, but some of them look a little tacky.
Not at the moment, but this will likely be added as well. As an alternative you can play Beautiful Doom with Smooth Doom that adds its own enemies that look closer to vanilla; as long as "Beautiful Doom Monsters" option is disabled, Smooth Doom's monsters will take their place, i.e. mods should be compatible.
> Also, I may be going crazy, but is there a slight problem with the vertical autoaim of the shotgun? There were certain situations when other weapons would manage the high upward angle, but the shotgun would just shoot horizontally.
I couldn't reproduce that; shotgun uses the same firing function as any other weapon. It's possible that it's the pellet tracers that go off target, not the actual hitscans (they're separate things, so, it's possible). I'll be on the lookout for other reports concerning this, thanks.
Thanks for the reply.
• To clarify, I've no problem with the enhanced Pistol's dual-wielding feature, I just mean that the dual pistol sprite is... kinda ugly... I would love the option hide the left-hand pistol part of the sprite. Still use it, but just not see it when not using it. Just if you ever felt the urge to do me a personal favour.
• I really like the BD monster sprites, it's just that I find some of their BD projectiles mess with my eyeballs and disorient me. It's very hard to gauge their distance and dodge them in intense situations.
• About the HUD, this is just a random idea, but it'd be cool to have the option to make the background colour of the health/armour elements, kind of “drain” right-to-left, or top-to-bottom, Diablo style, to represent how much health or armour is left. Not opaque of course, just a light translucent blue or green tint.
• I'll try to make a video of the shotgun vertical aim thing. I really noticed it in Map 13: Downtown.
Thanks again.
The second pistol is actually using one of the sprites used in the classic pistol firing animation, so, while I can agree it's not the prettiest, I don't think it's much uglier than the Doom pistol is in general; I actually quite prefer this stance to typical dual-wield stances.
The HUD may change in various ways once I get down to actualy re-coding it.
For bugreports, it may be more efficient if you submit them via the mod's GitHub or my Discord server, both links are on the mod's summary page. I rarely visit modDB, so things tend to escape my attention here.
What's the load order if I want to run this with another gameplay mod?
Usually it's preferable to load another mod last (so, after Beautiful Doom in the load order), since whatever is loaded last will take precedence. However, there are things that are unrelated to load order, so, it's more important to remember to disable parts of Beautiful Doom that you don't want intruding on the other mod. I.e. if you play it with a weapon mod, you need to disable Beautiful Doom Weapons regardless of the load order.
ist his for every doom wad?
As long as you play under GZDoom 4.5.0 or newer, it should be compatible with more or less any map pack or even other mods. But for some specific cases you may need to tweak compatbility settings under Beautiful Settings in the main menu. For example, if you want to play with a map pack that defines its own monster replacements, you'll need to disable Beautiful Doom Monsters option. (I may write a separate instruction article on this later.)
thx for your reply.
Jekyll, you should add a global warning that this mod causes a brutal and almost unplayable amount of slowdown in the secret map of "Master Levels for Doom II", more specifically "Bad Dream". Only saying this because Master Levels is an official campaign.
The global warning here is that some maps that cram a bunch of stuff together won't work well with mods by default, so Bad Dream falls under that warning. There's not much I can do to make it playable out of the box, but there are options you can use. I recommend disabling debris and gibs to play something like this, it'll work fine. The issues mostly result from how bouncing debris interact with moving planes, and trust me, it'll occur in basically any mod with debris. Having performance options is the best I can do for extreme cases like this.
HRRP (HD weapons and sprites decorations) was included? Any chance hd monsters version in future?
Sorry, no. Aside from not willing to blow up the filesize and not being a fan of HD stuff, the amount of work that would be required to implmenet all additional effects, extra animations, deaths, etc. in HD is not something I can manage, especially in my spare time. The original spritework I'd put in the mod already took way too much of my time. Also, this engine is not great at handling HD assets of any kind because it can't dynamically load and unload them, in contrast to modern games, so HD graphics will eat through the user's VRAM very quickly, and the resulting performance likely won't be great, considering all the other effects.
Also, I consider Beautiful Doom to be feature-complete. All further updates will deal with bug fixes, optimizations and maybe minor changes. I have other exciting projects to work on :)
Very good!!! I was waiting for this new version!!!
Hooooooo boy... lemme tell you, this ain't the final version.
There are a BUNCH of 'beauty' issues in this pack, mostly on the weapons side of things.
Pretty much any modern weapon has some severe spriting or coding errors, and so do the enhanced ones, let alone the help menu.
I recommend you playtest it yourself, you'll find a bunch of stuff pretty much immediately.
Feel free to join my Discord, we have a dedicated bug reports channel. It may be very helpful.
This comment is currently awaiting admin approval, join now to view.
Will the magazines for reloadable weapons show up on the Alternative HUD in modern mode?
This comment is currently awaiting admin approval, join now to view.
Please, make an option to turn off the custom HUD. I just want some better looking sprites to play with classic WADs, a lot of which have custom mug and status bar (like Eternal Doom or Memento Mori).
It's not possible to create toggleable HUDs in GZDoom, unfortunately. I may remove the HUD altogether in a later update. For now you can use SLADE (or another archive manager) to open the mod and delete the SBARINFO file at its root to get rid of the hud.
GzDoom 4.6.0 Error:
beautiful_doom_700.pk3:z_bdoom/bd_menu.zc, line 43: Function isGrayed attempts to override parent function without 'override' qualifier
Execution could not continue.
1 errors, 0 warnings while compiling beautiful_doom_700.pk3:zscript.zc
A new version will be released today that contains a fix.
=(
beautiful_doom_700.pk3:z_bdoom/bd_menu.zc, line 43: Function isGrayed attempts to override parent function without 'override' qualifier
Execution could not continue.
1 errors, 0 warnings while compiling beautiful_doom_700.pk3:zscript.zc
A new version will be released today that contains a fix.
THANK YOU!!! Looking forward!!
im using gzdoom and doesnt work
Trying to run this using ZDL and getting this error beautiful_doom_700.pk3:z_bdoom/bd_menu.zc, line 43: Function isGrayed attempts to override parent function without 'override' qualifier
Execution could not continue.
1 errors, 0 warnings while compiling beautiful_doom_700.pk3:zscript.zc