Beautiful Doom is the grandfather of total enhancement mods. First released back in 2008 this mod aims to improve each and every single object in Doom, making them smoother, more impressive visually and having better sounds while retaining the original Doom gameplay. However, for those, who like to spice things up there are 3 weapon sets to choose from and a number of features to tweak!

Report RSS Beautiful Doom 6.1.3 is out!

Beautiful Doom 6.1.3 is finally out after a long break.

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There's a new version out and also a new trailer!

Mind you, starting with this version there are two different versions of the mod, one for (G)ZDoom and another for Zandronum. Unfortunately, even the development version of Zandronum currently doesn't support some of the features used in the mod (although they're mostly cosmetic).

Please note, this version requires either GZDoom 2.1.1 or Zandronum 3.0. It won't work on older versions. (In fact, it never worked on non-development versions of Zandronum, and as for GZDoom, its 1.x generation is now officially discontinued by the developers.) I also do not guarantee that it'll work properly in ZDoom because it's not initially designed for it, but it should.

Here's a new trailer for you. (Well, it's not really new, rather an updated version of the old trailer, but still.)

And say hello to the kick: finally a decent alternative attack for Enhanced Fist!

Enhanced Fist alt. attack: kick

The basic HUD has been changed: the face is removed (as much as I liked it, it simply didn't work). But I added a fullscreen HUD that has a face as a health indicator.

Finally, all special effects now can be controlled in a special 'Beautiful Doom Settings' menu under Options.

Some effects have been adjusted or improved, there's been a couple of bug fixes.

Some animations have been adjusted, like this saw death:

Here's a full list of changes for Version 6.1.3:

VERSION 6.1.3 || January 9, 2017

  • CHANGED
    • (Zandronum) Added separate version for Zandronum because certain 6.1.3 features aren't supported even by its development builds
    • By popular demand the mod file naming convention is changed: it's now BDoom###.pk3,where ### refers to the version number (in this case 613)
      • (Zandronum) The Zandronum file is named BDznd###.pk3
    • Advanced effects are now controlled via 'Beautiful Doom Settings' menu under 'Options'; can also be changed via custom CVARs (starting with "bdoom_")
    • Changed normal statusbar: it no longer includes Doomguy's face (as much as I liked it, it looked weird and just blocked part of the weapon sprite)
    • Added fullscreen HUD (can be seen only if Alternative Hud is off): a simple hud similar to ZDoom's Alternative HUD but with a little more information and with Doomguy's face above health value
  • ADDED
    • The number of existing blood drops is now controlled via a corresponding option under 'Beautiful Doom Settings'; can also be changed via bdoom_bloodnum CVAR
    • The number of existing debris is now is now controlled via a corresponding option under 'Beautiful Doom Settings'; can also be changed via bdoom_debrisnum CVAR
    • Ricochet/chainsaw spark sounds can now be disabled under 'Beautiful Doom Settings' in case you find them annoying; doesn't affect animation
    • Replaced skull cursor in the main menu with a modified Lost Soul animation
    • Icon of Sin's spawn cubes now leave yellow fire trail behind them and have some additional fire effects on spawning monsters
    • Arachnotron now also has a black/smoky death (from fire/plasma damage)
  • IMPROVED/CHANGED
    • Enhanced Fist now has a different alternative attack: a kick. It's stronger than the punch but also slower, and is slows you down during the animation (because hard to walk while kicking). Knocks enemies back similar to Hexen's Disc of Repulsion (barefly affects big enemies, though). Kick speed, damage, and pushback effect increase with Berserk. Punching is still faster, easier and more reliable, but have fun playing King Leonidas!
      • (Zandronum) For technical reason, in Zandronum version the kick temporarily stops you instead of slowing you down
    • ((G)ZDoom) When a monster is resurrected, its gibs and most of its blood slowly fade out which gives a nicer effect and shows that the monster is alive again
    • Improved blooddrop sprites
    • Enemies leave less blood pools when shot (the amount of blood during gibbing is unchanged)
    • Light halos are now invisible when the player can't see the light source, which conserves resources
    • Particle fire is also invisible when outside the player's LOS, so multiple Lost Souls hidden behind walls won't slow down your computer too much. As an added bonus, this makes Lost Soul dynamic lights invisible when they're behind a wall, like in Doom 2 map 13
    • Pinky's head now has a smaller sprite (seemed too big before)
    • Enhanced Shotgun's alternative attack has been reworked and is now similar to the kick, but generally less effective than the latter; it is still effective as part of thepushback+shoot combo (works well on imps and zombies)
    • Enhcnaed Shotgun's attack timing has been adjusted, so that primary and secondary attacks can be more effectively cancelled into each other to allow a kind of simple combo
    • Fist hits the wall with a different, 'drier' sound
    • The halo of Plasma Railgun fades out more slowly for a nicer effect
    • Chainsaw initial puff sprites appear lower, closer to the position of the blade
    • Smoke effcts look slightly more varied (less like a straight line of sprites)
    • Smoke rising over weapon barrels is now less opaque
    • Adjusted Column (small floor lamp) sprite position to better align with the light halo (remember that using different sprite clipping modes can still offset the position of the sprites)
  • FIXED
    • The shotgun now has correct vanilla fire rate (used to be 3 tics faster because I screwed up)
    • Starting amount of bullets is now correctly 50 (was 70)
    • (Zandronum) Light halos no longer remain after a lamp is destroyed by explosions
    • All weapon sprites now have unique non-vanilla names, so if the mod is used along with another wad which replaces certain vanilla sprites, that wad won't draw its sprites over the mod's frames
    • Puffs now don't create solid terrain sounds when spawned on flats
    • Fixed a minor glitchy frame in the Fist animation following the hit
    • Slightly improved sprites in the chainsaw idle animation
    • Fixed a bug that could sometimes cause empty casings to spawn even if debris were disabled
    • Pinky/Spectre heads don't collide so much with actors
Post comment Comments
Blackmore1014
Blackmore1014 - - 1,210 comments

I cant run with GZDoom 1.8.10.

"Script error, "BDoom613.pk3:bdoom_objects.wad:TERRAIN" line 591:
Bad syntax."

I know recommended use v2.1+. But at my little notebook works fine only at 1.8.10.

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Agent_Ash Author
Agent_Ash - - 69 comments

There's nothing that can be done about that. Sorry. GZDoom 2.1.0 is not recommended, it's a requirement. The mod is incompatible with earlier versions. If for some reason newere versions of GZDoom don't work on your computer, you should submit it in their bugtracker Github.com or discuss this on ZDoom forum Forum.zdoom.org

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Blackmore1014
Blackmore1014 - - 1,210 comments

Ясно. Спасибо. Значит надо ставить GZDoom 2.2+. Вроде как есть же он с opengl 2.0.

Рад что развиваете Beautiful Doom). Поставлю новую версию и перейду на 6.1.3).

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Agent_Ash Author
Agent_Ash - - 69 comments

Можно начиная с 2.1.1. Но лучше поновее, конечно.

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Blackmore1014
Blackmore1014 - - 1,210 comments

Оки. Поставил 2.3.2 на маленький ноут. К сожалению фпс на нем ниже... Хотя выбрал opengl 2.0...Прийдется играть только на главном новом компе эх.

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