Beautifully Brutal Doom ZD v8

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
User avatar
ForrestMarkX
Forum Regular
Posts: 128
Joined: Sat Jun 16, 2012 2:04 am
Location: Texas

Beautifully Brutal Doom ZD v8

#1

Post by ForrestMarkX » Fri May 10, 2013 10:04 pm

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
Last edited by ForrestMarkX on Wed May 22, 2013 8:17 pm, edited 1 time in total.

thebestmlTBM
Forum Regular
Posts: 118
Joined: Wed Jun 27, 2012 12:12 pm

RE: Beautiful Doom ZD v1.0

#2

Post by thebestmlTBM » Fri May 10, 2013 10:55 pm

Tried that on Zandronum and it worked. I've never played that wad since it was only for (G)ZDooM.
Image
Image
==============================================
I DON'T KNOW A DAMN WHHOOOAAAHHH! You are not driping ugly juice all over my new couch, shoes on and everything you trying to Rick James my s***? Ho... Oh lord please. WHHOOOOOHH!
~DashieXP
http://www.youtube.com/watch?feature=pl ... y3GE#t=22s

katZune
Forum Regular
Posts: 470
Joined: Mon Jun 04, 2012 9:41 pm
Location: Mexico! aka the hell gate

RE: Beautiful Doom ZD v1.0

#3

Post by katZune » Sat May 11, 2013 1:19 am

Long time not playing this! Good job bro
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote:Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

User avatar
ForrestMarkX
Forum Regular
Posts: 128
Joined: Sat Jun 16, 2012 2:04 am
Location: Texas

RE: Beautiful Doom ZD v1.0

#4

Post by ForrestMarkX » Sat May 11, 2013 3:40 am

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
Last edited by ForrestMarkX on Sat May 11, 2013 3:49 am, edited 1 time in total.

User avatar
ForrestMarkX
Forum Regular
Posts: 128
Joined: Sat Jun 16, 2012 2:04 am
Location: Texas

RE: Beautiful Doom ZD v1.1

#5

Post by ForrestMarkX » Sat May 11, 2013 9:17 am

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
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

wolf00
New User
Posts: 15
Joined: Wed Nov 28, 2012 7:11 pm

RE: Beautiful Doom ZD v1.3

#6

Post by wolf00 » Mon May 13, 2013 1:14 pm

i have dowloaded this wad,try to run witch rusian arsenal revisited but this combination is incompatible to run, i get error on start ...

User avatar
ForrestMarkX
Forum Regular
Posts: 128
Joined: Sat Jun 16, 2012 2:04 am
Location: Texas

RE: Beautiful Doom ZD v1.5

#7

Post by ForrestMarkX » Tue May 14, 2013 10:36 am

Updated

Changelog:
Fixed alot of things being client side only when they really shouldn't of
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

wolf00
New User
Posts: 15
Joined: Wed Nov 28, 2012 7:11 pm

RE: Beautiful Doom ZD v1.5

#8

Post by wolf00 » Tue May 14, 2013 6:59 pm

Image

i get this error on startup
edit: this is bdoom compatible ... on bd gen run on gzdoom witchout any problems ...
Last edited by wolf00 on Tue May 14, 2013 7:23 pm, edited 1 time in total.

User avatar
ForrestMarkX
Forum Regular
Posts: 128
Joined: Sat Jun 16, 2012 2:04 am
Location: Texas

RE: Beautiful Doom ZD v1.5

#9

Post by ForrestMarkX » Wed May 15, 2013 12:21 am

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?
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

User avatar
Bloax
Forum Regular
Posts: 411
Joined: Mon Jun 04, 2012 5:11 pm

RE: Beautiful Doom ZD v1.5

#10

Post by Bloax » Wed May 15, 2013 7:00 am

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
[quote="Kennon Conrad"]Dear LawCounsels,
To prove your compressor works, I suggest you try it on your posts and then post only the result.

We all know an ideal lossy compressor would output 0 bytes for your posts, so see if you can beat that.

Have a nice day.[/quote]

wolf00
New User
Posts: 15
Joined: Wed Nov 28, 2012 7:11 pm

RE: Beautiful Doom ZD v1.5

#11

Post by wolf00 » Wed May 15, 2013 7:46 pm

Last edited by wolf00 on Wed May 15, 2013 7:50 pm, edited 1 time in total.

User avatar
ForrestMarkX
Forum Regular
Posts: 128
Joined: Sat Jun 16, 2012 2:04 am
Location: Texas

RE: Beautiful Doom ZD v1.5

#12

Post by ForrestMarkX » Thu May 16, 2013 7:23 am

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)
Last edited by ForrestMarkX on Thu May 16, 2013 7:24 am, edited 1 time in total.
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

User avatar
ForrestMarkX
Forum Regular
Posts: 128
Joined: Sat Jun 16, 2012 2:04 am
Location: Texas

RE: Beautiful Doom ZD v1.5

#13

Post by ForrestMarkX » Fri May 17, 2013 9:18 am

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
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

thebestmlTBM
Forum Regular
Posts: 118
Joined: Wed Jun 27, 2012 12:12 pm

RE: Beautiful Doom ZD v1.7

#14

Post by thebestmlTBM » Sat May 18, 2013 2:39 am

Tell you what, If this wad reaches 2.0, I'll download it.
Image
Image
==============================================
I DON'T KNOW A DAMN WHHOOOAAAHHH! You are not driping ugly juice all over my new couch, shoes on and everything you trying to Rick James my s***? Ho... Oh lord please. WHHOOOOOHH!
~DashieXP
http://www.youtube.com/watch?feature=pl ... y3GE#t=22s

User avatar
ForrestMarkX
Forum Regular
Posts: 128
Joined: Sat Jun 16, 2012 2:04 am
Location: Texas

RE: Beautiful Doom ZD v1.7

#15

Post by ForrestMarkX » Mon May 20, 2013 4:28 pm

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
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

User avatar
ForrestMarkX
Forum Regular
Posts: 128
Joined: Sat Jun 16, 2012 2:04 am
Location: Texas

RE: Beautiful Doom ZD v1.7

#16

Post by ForrestMarkX » Tue May 21, 2013 1:56 pm

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
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

Oddbrother
 
Posts: 60
Joined: Fri Mar 22, 2013 4:07 pm
Location: United States

RE: Beautifully Brutal Doom ZD v5

#17

Post by Oddbrother » Wed May 22, 2013 2:25 am

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?

User avatar
ForrestMarkX
Forum Regular
Posts: 128
Joined: Sat Jun 16, 2012 2:04 am
Location: Texas

RE: Beautifully Brutal Doom ZD v5

#18

Post by ForrestMarkX » Wed May 22, 2013 12:10 pm

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
Last edited by ForrestMarkX on Wed May 22, 2013 3:29 pm, edited 1 time in total.
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

User avatar
ForrestMarkX
Forum Regular
Posts: 128
Joined: Sat Jun 16, 2012 2:04 am
Location: Texas

RE: Beautifully Brutal Doom ZD v5

#19

Post by ForrestMarkX » Wed May 22, 2013 3:34 pm

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
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

User avatar
Lord_of_D:
Posts a lot
Posts: 691
Joined: Sun Aug 26, 2012 5:31 am
Location: Mexico
Contact:

RE: Beautifully Brutal Doom ZD v7

#20

Post by Lord_of_D: » Wed May 22, 2013 5:27 pm

yaaaay, more fps drop than nevur!
Image

Post Reply