Beautiful Doom 6.2.0 is out! Even prettier effects, even prettier blood, and lots of fixes and improvements.
VERSION 6.2.0 || 14 July, 2017
- CHANGED
- ZDoom is no longer officially supported due to the number of features that aren't (or are badly) compatible with it
- Enhanced BFG9000 has a completely new alternative attack. Now it's a powerful piercing short-range railgun/laser in a Shoop Da Whoop style that can be channeled for a few seconds. With some aiming in certain situations it may be even more effective than primary attack.
- Max number of blood pools, gibs and debris is now controlled by one CVAR (previously blood and debris were separate and gibs weren't limited at all). This value is ZDoom's standard Corpse Queue feature (sv_corpsequeuesize) rather than custom CVARs, which produces more stable behavior
- Enhanced Shotgun alternative attack now only pushes monsters horizontally and has the same range as a kick (longer than a punch). This way it's more consistent and more distinct from kick.
- The window to use primary attack after using melee attack of Enhanced Shotgun now begins earlier, so that you can combo them more effectively (especially against Shotgun Guys, Imps and Chaingun Guys)
- FIXED
- Added proper support for playing with PWADs that contain their own scripts that could mess up with weapons (you'll no longer end up with default weapons or screwed weapon slots)
- Blood, gibs and debris no longer collide with actors which could result in wrong animations, gibs coming to rest after landing on top of other actors or even possible crashes
- Plasma Railgun's ray origin point is no longer too low
- Shotgunguy's gibbed legs no longer show Zombieman's sprites
- Fixed an issue that made gibs only movable by splash damage instead of regular shooting
- Fixed missing/incorrect sprites for SS soldier gibs
- Fixed missing/incorrect sprites for Doom Marine gibs
- Revenant's and Arachnotron's crushed sprites are no longer blue
- Enhanced Shotgun's melee attack doesn't leave bullet decals anymore
- Whether Imp's fireballs spawn trails or not is now controlled by Advanced trails/debris option, not Advanced flames
- Fixed Arachnotron's plasmaballs not leaving decals
- Fixed incorrect pickup sound for Radiation Shielding Suit
- Fixed minor blood issues regarding falling into water and skipping some frames
- Fixed inconsistent frequency of decorative blood drops spawned by decorative dead bodies
- Bloody Twitch (hanging body with no legs) now continues to spawn decorative blood after being killed
- Removed outdated copies of sprites of certain light sources which could possibly cause visual bugs
- Rocket's smoke is no longer displayer when Enhanced Debris option is off
- ADDED/IMPROVED
- Blood pools are now flat sprites (new GZDoom feature) which properly spawn on the floor
- When a monster is resurrected, its gibs will move towards it during the resurrection animation
- If you step over a large amount of blood pools, you'll be leaving bloody footprints behind you for a short while (which then slowly fade out)
- If blood spurts high enough it can create temporary pools on the ceiling which drip down some blood and then fade out
- BFG ball is now much smaller (closer to vanilla size) and doesn't illuminate surroundings with huge green light, but it has more effects attached (including sparks coming out of it).
- Blood spurts (thick trails of blood) now look a little better and are only spawned by biggest gibs, torsoes and in some death animations. This results in more visually consistent gibbing sequences
- Decorative blood drops (spawned by hanging dead bodies, etc.) now have a better sprite and better animation
- Added a little more vertical momentum to sprayed blood
- Added a separate blood spray pattern for chainsaw attacks (blood spurts higher)
- Weapons now have custom raising animations (visual effect only)
- Gibbed marine bodies (map decoration) now have particle gibs and blood drops around them
- Small blood pools (map decoration) are now also flat sprites
- Beautiful Doom Settings menu is now properly defined so that it doesn't conflict with any other custom menus if present (e.g. when used alongside other mods)
- Added high resolution decals for bullets
- Shotgun/SSG shots now leave smaller decals than Pistol or Chaingun
- An extra pistol doesn't spawn too close to chainsaw anymore
- Removed unnecessary ACS and optimized code for greater stability
Очень здорово!
Amazing! downloading right now.
I have a problem:
Script error, "BDoom620.pk3:bdoom_main.wad:MENUDEF" line 2:
Unknown keyword 'AddOptionMenu'
Please how can i fix this?
You need a newer version of GZDoom (that is, if you're using GZDoom, which is currently the only port that can run it). "Unknown keyword" points to the fact that the source port version you're using is not new enough to know this function.