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Beautifully Brutal Doom ZD v8

Posted: Fri May 10, 2013 10:04 pm
by ForrestMarkX
UPDATE: Since the old system of Beautiful doom was super strict I have now made it basically a addon for Brutal Doom that replaces it's weapons with Beautiful Dooms, still keeps that Doom feel and makes those who are accustomed to Brutal Doom happy

This is a port of what I think is Brutal Dooms cousin from being GZDoom only to being Zandronum compatible, it has all it's default features from it's GZDoom version, Multiplayer also works rather well. I did this conversion to get myself situated with what is compatible with Zandronum and what isn't since I can't find anything anywhere that tells what version of ZDoom it uses.

I have gotten permission from Jekyll Grim Payne to do this port as long as I don't add anything. If I do then I must rename it to something else other then Beautiful Doom.

What exactly is this?
[spoiler]Another mod which should enhance Doom. Actually, there're many such mods,
but I decided to pay more attention to moments which are often forgotten:
smooth weapon animation, new sounds, etc. I slightly enhanced weapons,
but I tried to follow the idea "still Doomy, just better".

The mod, however, consists of three separate modules: WEAPONS,
MONSTERS and OBJECTS. They can be used together or separately or in
partial combinations with other mods and wads. What is inteteresting is that
these effects mostly can be turned on/off any moment with included script
functions bound to buttons (check OPTIONS to see them).

WEAPONS (BDoom_Weapons.wad) contains reworked weapons: they have smooth
animation, new sounds, new graphics for Plasmagun and Chainsaw, empty
casings, smoke, enhanced bulletpuffs with ricochet and four slight
modifications:
1. Fist doesn't alert enemies.
2. Pistol firerate is faster (1 shot per 12 tics instead of 14 tics).
3. SuperShotgun makes dual shot with primary attack and single shot
with secondary attack (if one barrel is empty, primary attack reloads it).
4. Chaingun has an alternative attack with twice as fast firespeed, but it
requires spinning at first and cooling after.
There some other enhancing effects. In addition ammo is replaced to add new
pickup sounds.
Player is also changed: he's higher (normally in Doom the player is too small).
Berserk replacement is included, because it's necessary for the new Fist.
This wad also contains enhanced blood.

MONSTERS (BDoom_Monsters.wad) contains enhanced monsters and effects. There
is extremely enhanced blood and animated blood decals, extreme gore effects
that allow minor monsters to be ripped apart, and these pieces can be
thrown around. There are enhanced projectiles with different sprites and smoke
trails for most monsters, ArchVile's and Lost Soul's fire is made of particles.
Monsters with guns drop empty casings, some of the monsters have additional
death animations.
Most of these effects, however, can't be seen if you try to use this wad with
some other mods that contain new monsters.

OBJECTS (BDoom_Objects.wad) contains all the additional effects: new decorations,
extremely enhanced light sources, breakable lamps, cool explosion for explosive
barrels, splashes for liquid floors, cool animation for liquid textures, landing
sounds and many many more. Virutally all the objects in Doom were remade. It also
includes item replacements, like enhanced Invisibility, and new pickup sounds for
them. There are also new sounds for switches and buttons, and, if you use this
wad along with WEAPONS, you'll hear actual footsteps, different for evey surface.

In the third module Partial Invisibility is replaced with Improved Invisibility:
this invisibility is noticeably more effective, monsters react not much when
you are invisible, and seeking missiles of Revenants can't seek you. It, however,
only lasts for 40 seconds.[/spoiler]

Pictures:
Image
Image
Image
Image

Credits:
Jekyll Grim Payne aka zer0 - Creator
Enjay - for new switches and splashes, advice about footsteps and about sound bugs;
WildWeasel - for cool ww-diaz.wad, better variant of footsteps and ricochet sprite;
Nash - for nice blood decals and gibs' sprites(Nashgore rocks!);
perkristian - for Smooth Weapon Animation mod, some sprites from which I used for the latest version of the mod;
alando1 - for some of the additional death sprites.
Xtife - suggestions about texture animation.
BurningCadavre - lots of useful bug reports.
Changelog:
[spoiler]v8:
Fixed no pain sound with marines
Added some of Brutal Dooms deaths (Plasma Death, Fire Death, XDeath)
Added the blood that shows on the screen when taking damage

v7:
Fixed most of the monsters projectiles to how it was in Beautiful Doom
Zombieman fixed to have a pistol instead of a rifle like he was in Beautiful Doom
SSG no longer reloads when out of ammo
Most monster tracers now use the EnBulletPuff instead of Brutal Dooms bullet puff
Fixed the Chaingun and Rocket Launcher pickup sprites being Brutal Dooms[/spoiler]

Download:
http://www.mediafire.com/?k8xaiqdiw7twcvv

Old Version:
http://www.mediafire.com/download/sxbdw ... mZD1.7.zip

Optional Patches:
[Replacer] (Used in-case if the Brutal Doom weapons are showing up even if the wad is loaded after Brutal Doom)

Since May 21, 2013 I have made this only work when loaded after Brutal Doom, since then Brutal Doom is now a requirement for this mod

RE: Beautiful Doom ZD v1.0

Posted: Fri May 10, 2013 10:55 pm
by thebestmlTBM
Tried that on Zandronum and it worked. I've never played that wad since it was only for (G)ZDooM.

RE: Beautiful Doom ZD v1.0

Posted: Sat May 11, 2013 1:19 am
by katZune
Long time not playing this! Good job bro

RE: Beautiful Doom ZD v1.0

Posted: Sat May 11, 2013 3:40 am
by ForrestMarkX
Update:

Added Marine Skins by Ghastly (Was allowed by the creator of Beautiful Doom since it doesn't change anything gameplay wise, crouching also doesn't work right, no matter what I tried it would not work. If someone can help get them working that would be of great help)

Removed AutoAim from most of the weapons to prevent them from hitting actors such as gibs and decorations

RE: Beautiful Doom ZD v1.1

Posted: Sat May 11, 2013 9:17 am
by ForrestMarkX
Another update

Changelog:
Fixed the crouch sprites not being swapped to when crouching
Fixed a loadacs error that would cause random crashes
Made several actors clientside only to stop a server desync

RE: Beautiful Doom ZD v1.3

Posted: Mon May 13, 2013 1:14 pm
by wolf00
i have dowloaded this wad,try to run witch rusian arsenal revisited but this combination is incompatible to run, i get error on start ...

RE: Beautiful Doom ZD v1.5

Posted: Tue May 14, 2013 10:36 am
by ForrestMarkX
Updated

Changelog:
Fixed alot of things being client side only when they really shouldn't of

RE: Beautiful Doom ZD v1.5

Posted: Tue May 14, 2013 6:59 pm
by wolf00
Image

i get this error on startup
edit: this is bdoom compatible ... on bd gen run on gzdoom witchout any problems ...

RE: Beautiful Doom ZD v1.5

Posted: Wed May 15, 2013 12:21 am
by ForrestMarkX
wolf00 wrote: i get this error on startup
edit: this is bdoom compatible ... on bd gen run on gzdoom witchout any problems ...
Ever thought that the mod you are using itself is not Zandronum compatible?

RE: Beautiful Doom ZD v1.5

Posted: Wed May 15, 2013 7:00 am
by Bloax
So now we have ZD as ZDoom, ZDaemon and ZanDronum, apparently.

For some reason I thought this was going to be a ZDaemon mod. i don't even know anymore

RE: Beautiful Doom ZD v1.5

Posted: Wed May 15, 2013 7:46 pm
by wolf00

RE: Beautiful Doom ZD v1.5

Posted: Thu May 16, 2013 7:23 am
by ForrestMarkX
wolf00 wrote: this is bad news...

http://www.doomworld.com/idgames/?id=16336

Code: Select all

Advanced engine needed  : GZDoom 1.3.17 (older versions are not recommended)

RE: Beautiful Doom ZD v1.5

Posted: Fri May 17, 2013 9:18 am
by ForrestMarkX
Update

Changelog:
Keys no longer disappear in multiplayer games when you pick them up
Footsteps now work correctly
Improved network performance by adding the +CLIENTSIDEONLY flag to a few actors

RE: Beautiful Doom ZD v1.7

Posted: Sat May 18, 2013 2:39 am
by thebestmlTBM
Tell you what, If this wad reaches 2.0, I'll download it.

RE: Beautiful Doom ZD v1.7

Posted: Mon May 20, 2013 4:28 pm
by ForrestMarkX
Stopped working on this, the system is way to incredibly strict with what I do. For example if I change simple value such as adding +CLIENTSIDEONLY to shell casings in the weapons all gibbing and flame deaths stop working

RE: Beautiful Doom ZD v1.7

Posted: Tue May 21, 2013 1:56 pm
by ForrestMarkX
I did a work around for all this and since Brutal Doom is almost the same as this one, I've made a small wad that gives beautiful doom weapons with Brutal Doom effects, monsters and objects, but to keep it original to what Beautiful Doom wanted to be like I removed all the extra stuff like fatalities, kicking, and other things. All you need is the current version of Brutal Doom and make sure you load it before you load this wad or else nothing will happen

RE: Beautifully Brutal Doom ZD v5

Posted: Wed May 22, 2013 2:25 am
by Oddbrother
Well, that sucks. But I suppose it was less tedious for you to block out Brutal Doom content than it was to not need the pack at all, huh?

RE: Beautifully Brutal Doom ZD v5

Posted: Wed May 22, 2013 12:10 pm
by ForrestMarkX
Oddbrother wrote: Well, that sucks. But I suppose it was less tedious for you to block out Brutal Doom content than it was to not need the pack at all, huh?
The original author stated, he wanted this to be more doom like, and fatalities, reloading, kicking, and other things are not really original doom like. Not sure if that was the appropriate response cause I'm unsure how exactly to responde

RE: Beautifully Brutal Doom ZD v5

Posted: Wed May 22, 2013 3:34 pm
by ForrestMarkX
Updated to v7

Changelog:
Fixed most of the monsters projectiles to how it was in Beautiful Doom
Zombieman fixed to have a pistol instead of a rifle like he was in Beautiful Doom
SSG no longer reloads when out of ammo
Most monster tracers now use the EnBulletPuff instead of Brutal Dooms bullet puff
Fixed the Chaingun and Rocket Launcher pickup sprites being Brutal Dooms

RE: Beautifully Brutal Doom ZD v7

Posted: Wed May 22, 2013 5:27 pm
by Lord_of_D:
yaaaay, more fps drop than nevur!