Almost the entire mod has been either re-written or overhauled. Fire looks ten times better than before but has extensive optimization tricks to prevent FPS murdering. Plasma blasts completely revamped to look much more impressive but also grounded in reality. Blood visuals improved while also including tricks to prevent overload. New liquid shaders for flats and falls (not in GLES though). New improvements for the fire wall textures to both animation and coloring.
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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...
05/06/23 - v2.00 to v2.05
- Blood can now leave splats on the ceiling and drip from them.
- Glowing red mist restored to the tall torches.
- Evil eye candle given the fancy treatment.
- Plasma brightened a bit.
05/02/23 - v1.101 to v2.00
- Almost the entire mod either re-written or overhauled.
- Fire looks ten times better than before but has extensive optimization tricks to prevent FPS murdering.
- Plasma blasts completely revamped to look much more impressive but also grounded in reality.
- Blood visuals improved while also including tricks to prevent overload.
- New liquid shaders for flats and falls (not in GLES though)
- New improvements for the fire wall textures to both animation and coloring
- Integration of the CBlood, BillBoarder, and DeathFlip ZScripts so that blood colors will always be correct,
sprites that should always face the camera will always face the camera, and corpses will be flipped on the
X-axis 50% of the time for added visual variety.
12/17/22 - v1.10 to v1.101
- Tiny hot-fix for an issue with plasma blasts not ending/fading properly
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
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)
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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 inspiratin 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:
- Nash Muhandes - Creator of Billboarder and CBlood
- Alexander Kromm (m8f) - Creator of Deathflip
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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wont work
Script error, "CodeFX.pk3:cvarinfo" line 3:
cvar 'df_alternate' already exists
lol nvm im dumb i already had it in my autoload
fireball sprites end up spinning at any angle other than direct.
I'm sorry but I don't understand what that means.
alright so, if a imp throws a fireball at you, the sprite ends up spinning in a circle every frame insted of staying on a horizontal plane
images here;
Ibb.co
Ibb.co
Ibb.co
If CodeFX is the only mod you load, does that still happen? If not, then add one mod at a time, testing each time, to find which mod is causing that to happen. Or give me a list of all your other mods and I'll see if anything stands out as being the likely culprit.
Sorry for the novel if you read this. Just basically a list of compliments on the changes with a minor suggestion.
I've been a huge fan of version 1 ever since you released it. This new version seems just as awesome, but does have improved performance as you stated.
- The new water looks extremely good. I'm not sure if it has reflection, or if the effect that you created for it just gives it that illusion. Either way, it looks awesome.
- The fire effects looks much better now, especially when using the better Fire FX addon mod you released. The actual flames look great, but I love how it looks like the fire is actually inside or surrounding the torches. I don't know if that makes sense, but you know what you did, and it's really cool.
- The improved flaming embers look amazing especially when using the BFG. Kind of miss them on the imps but I understand why you removed them. Nonetheless, excellent work.
- As for the weapon FX. You nailed every one of them. Honestly.
- I know it destroys performance, but I do miss the red fog being produced by the larger torches, but am glad you still have it on the small ones. (at least from what I can tell using Kinsie's Test Map).
My only suggestion would be to add an option menu that allows you to toggle certain effects if needed, such as turning off the fog fx if they're causing performance issues, and possibly do it by decoration and not as a whole.
Anyway, just wanted to say great job and thank you very much for the update. Seriously great work.
Also, I have no idea what Prime79 is talking about either as everything in the mod works completely fine.
Thanks for the kind words! No the loss of the red mist was a mistake actually. It is back in the new version I just uploaded, along with ceiling blood. :)
But yeah... about the option menu... I've always meant to add one for toggling every effect on or off, but man... it's just so not fun to make a menu. It's like math homework. I just can't get myself motivated enough to do it. :P
any chance for a new bulletpuff effect? maybe as an addon? feel like its the only thing missing from this mod tbh.
Hmmm... The bullet puffs never really stood out to me as having a lot of room for improvement... I know Smooth Doom adds a few more frames of animation to them... Anything you have in mind for them? I suppose I could make really tiny explosions and replace them with those?
Whoops. Had to do a quick little hotfix because imp fireballs and baron fireballs weren't making a sound when they hit something. That is fixed now.
doesnt load
"VM execution aborted; tried to read from address zero
Called from BillboarderHandler.Worldthingspawned at codef.pk3:zscript.billboarder. line 9
that's weird. any other mods loaded?
i did a look into it and found the issue
It conflicts to some degree with AI director. load order change fixed it, this mod needs to be higher up the order.
This actually brings up a good point on mod load order general rules. Always put your cosmetic mods higher up in your load list than gameplay mods. This way in case there's any sort of conflict, the gameplay mod's changes will take priority since it was loaded after the cosmetic one.
First of all, great work. All the effects work great and give it a whole new but familiar look and feel. The only real complaint I have is the flames don't seem to move with the torches and floats in the air spawning particles when on a lift. Other than that awesome work!
AH! Why didn't I think to account for that?? The candle flames move along with the candles when they are on a lift, but for some reason I must have been thinking "nah ain't no way anyone is putting a torch on a lift". I'll make sure that is fixed for the next update. :)