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.

Description

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.

Preview
CodeFX v2.0
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Guest
Guest - - 689,770 comments

wont work

Script error, "CodeFX.pk3:cvarinfo" line 3:
cvar 'df_alternate' already exists

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Guest
Guest - - 689,770 comments

lol nvm im dumb i already had it in my autoload

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prime79
prime79 - - 611 comments

fireball sprites end up spinning at any angle other than direct.

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Cryonaut Author
Cryonaut - - 73 comments

I'm sorry but I don't understand what that means.

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prime79
prime79 - - 611 comments

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

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Cryonaut Author
Cryonaut - - 73 comments

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.

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Shulbocka
Shulbocka - - 73 comments

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.

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Cryonaut Author
Cryonaut - - 73 comments

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. :)

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Cryonaut Author
Cryonaut - - 73 comments

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

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Guest
Guest - - 689,770 comments

any chance for a new bulletpuff effect? maybe as an addon? feel like its the only thing missing from this mod tbh.

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Cryonaut Author
Cryonaut - - 73 comments

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?

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Cryonaut Author
Cryonaut - - 73 comments

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.

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Skynetv666
Skynetv666 - - 2 comments

doesnt load

"VM execution aborted; tried to read from address zero
Called from BillboarderHandler.Worldthingspawned at codef.pk3:zscript.billboarder. line 9

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Cryonaut Author
Cryonaut - - 73 comments

that's weird. any other mods loaded?

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Skynetv666
Skynetv666 - - 2 comments

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.

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Cryonaut Author
Cryonaut - - 73 comments

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.

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Guest
Guest - - 689,770 comments

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!

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Cryonaut Author
Cryonaut - - 73 comments

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. :)

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