Version 1.10 - The Blood and Smoke update! CodeFX is a collection of basically every single trick in the book for adding enhanced visuals to Doom, without a single new graphic of any kind being used. This is composed entirely of GZDoom text lumps, such as decorate, gldefs, texture defs, and terrain defs. The v1.10 update introduces new blood effects, ambient fog/smoke, new revenant missiles, and improves flames, projectiles, etc...
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Advanced engine needed: GZDoom
Primary purpose: Visual FX (no levels included)
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Title: The Code-Based Visual FX Suite for GZDoom (or "CodeFX" for short)
Filename: CodeFX.pk3
Release date: 4/20/22
Author: Cryonaut
Email Address: brettsaltzer@gmail.com
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DESCRIPTION...
This is a collection of basically every single trick in the book for adding enhanced visuals to Doom,
without a single new graphic of any kind being used. This is composed entirely of GZDoom text lumps, such as decorate, gldefs, texture defs, and terrain defs.
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DETAILS...
The following new visual enhancements are included:
- Enhanced particle effects for explosive barrels, featuring smoke rising, nukage splashing, and green flames
- Enhanced particle effects for rocket explosions, featuring sparks, smoke, and burnt chunks of debris
- Enhanced particle effects for fireballs, featuring smoke, trailing flames, and explosive fiery impacts
- Enhanced particle effects for plasma blasts, featuring crackling electricity mixed with brightly color smoke
- Deep liquid (floor clipping) for water, nukage, blood, mud/slime, and lava
- Smoothed out animations for all flat liquid plus warp effects
- Smoothed out multi-layered animations for all liquid falls (including lava falls for megawads that use them)
- Randomized frame speeds for animated textures that feature fire or liquids dripping
- Smoothed animations for the glowing red rock wall textures
- Certain textures are now brightmapped by using themselves as their own brightmaps
- FIREBLU iS nOw PsYcHeDeLiC!
- Glow settings for many flats to simulate things like light fixtures casting light, liquids giving off light, and certain environments just having their own coloration similar to Playstation Doom.
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CHANGE HISTORY...
6/15/22 - v1 to v1.03
- flames improved (better coloration for imp fireball flames, more realistic physics, better sizes, more
randomization in duration and size)
- imp fireballs improved (no more particles spawning ahead of the actual fireball)
- plasma blasts given a whiter light compared to the projectiles leading up to them
- water improved (two additional subtle layers added moving in opposite directions)
12/14/22 - v1.03 to v1.10
- BLOOD: new addition! Blood particles can be seen shooting from enemies now when they are hurt, and
blood splats now appear on the floor.
- FOG / SMOKE: new addition! Ambient creepy fog/smoke will now appear throughout levels, spawned by
various decorative/environmental objects. Also, barrels will leave green gas behind after exploding.
- Revenant missiles: new versions of these projectiles now have the appearance of small ghostly red lost souls
- Realistic embers: embers now have different shapes and have a chance of getting caught on the wind to fly
around in random directions before fading away, making them look extremely realistic
- Flames: improvements to shading and how color tinting affects them
- Flames: quantity slightly decreased for imp fireballs
- Imp & baron fireballs: trails improved a little
- Explosions: the burnt chunks that are used as a visual effect have been made a bit more obvious to make
rocket explosions more dramatic, but they have been removed from imp, baron, and mancubus
fireballs to improve performance and decrease visual clutter
- Explosions: line-of-site check and distance check added to the barrel explosions to increase performance
12/17/22 - v1.10 to v1.101
- Tiny hot-fix for an issue with plasma blasts not ending/fading properly
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SPECIAL THANKS TO...
- Z86 for his "Particle Fire Enhancer" mod, which taught me about spawning particles in all sorts of different
ways to achieve different visual effects.
- Kazudra & Gifty for Smooth Textures, which was instrumental in providing a jumping off point for some parts of this mod and inspiration for others.
- Kazudra & Jakie for their "Subtle Lighting" and "More Lights" mods, which I learned about texture glows from.
- Rachael for her "Smooth Liquids" resource post, which taught me about creating custom animated textures
and also gave me the idea to see how much I could do without the need for new graphics, thus
inspiring this whole mod in the first place.
- The ZDoom Wiki, which I've spent so much time on it probably constitutes half of the time I spent working on this.
Additional Credits:
Anyone who has ever created a resource for GZDoom, written a forum post explaining
something over on the ZDoom forums,, or worked on an article in the ZDoom wiki. I studied and learned from countless others in the process of making this, and am extremely appreciative to all of them.
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Awesome enhancements, you're a tweaks wizard ! The best VFX mod.
Doom but better!
This is super sweet! Is there any way to deactivate the fog/smoke tho? It kinda f*$@s my poyayo pc fps lmfao.
Thanks! Well I've implemented FPS-saving measures on the fog/smoke in the form of limiting the number of generators that can be active at a time and adding distance & line of sight checks, so those will be in the next version. Hopefully those will be enough for you to not have to deactivate it, but if not then I am also working on an options menu so you can toggle different effects on and off.
looking forward to it!