A launcher to start GZDoom, LZDoom and ZDoom. Features: • Automatically downloads GZDoom, LZDoom and ZDoom. • Automatically detects IWADs and PWADs • Gameplay, Audio, Multiplayer and other settings • Export and import settings functionality
New, big, and (probably, aside from bug fixes) final update! 07/18/23 - v2.05 to v2.55 - Better candle flames. Pulsating lock indicator door lights. Nukage, slime, and lava blood splats implemented. Better blood splats on walls. Better plasma effects with residual crackles of electricity. Better smoke. Revised nukage barrel splashes. Splashes in liquid flats. Occasionally sparks from bullets. Killable zombies on sticks.
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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...
07/18/23 - v2.52 to v2.55
- Nukage droplets no longer get stuck on top of barrels
- "Burnt rubble" (debris from exploding missiles) appearance improved
- Bullet puffs improved (15% chance of generating sparks now)
- "Live stick" (impaled still wiggling) zombies now make the default zombieman pain sound when hit, bleed, and can be killed. This also means if you're using Universal Gibs then they can be gibbed.
07/14/23 - v2.50 to v2.52
- Better candle flames
- Nukage, slime, and lava blood splats implemented
- Nukage barrel splashes decreased
07/13/23 - v2.05 to v2.50
- Better blood splats on walls
- Lock indicator lights now pulsate ala Doom 64
- Better plasma effects with residual crackles of electricity
- Better smoke
- Revised nukage barrel splashes
- Splashes in liquid flats
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...
- Enjay for the liquid terrain splashes mine evolved from.
- 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:
- 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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Hail to the king baby 👑
07/18/23 - v2.52 to v2.55 update - Nukage droplets no longer get stuck on top of barrels. "Burnt rubble" (debris from exploding missiles) appearance improved. Bullet puffs improved (15% chance of generating sparks now). "Live stick" (impaled still wiggling) zombies now make the default zombieman pain sound when hit, bleed, and can be killed. This also means if you're using Universal Gibs then they can be gibbed.
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