=========================================================================== Advanced engine needed : GZDoom 1.3.17 (older versions are not recommended) Primary purpose : No levels included =========================================================================== Title : Beautiful Doom (version 5.3) Filename : BDoom_*.wad (Weapons, Monsters, Objects) Release date : June 5, 2011 Author : Jekyll Grim Payne aka zer0 Email Address : jekyllgrim@gmail.com Other Files By Author : runngun2.wad, wizardr2.wad (aka wizard2.wad), equilibr.wad, painkill.wad, badguns.wad, virtus.wad, rusars.wad, rusarsR.wad Additional Credits : 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. Description : This is a new version of Beautiful Doom. Yeah, I know. 5.3 has very few additions compared to 5.0, but they are nice and seem rather essential to me. It now consists of 4 modules 'weapons', 'monsters' and 'objects' (stuff) plus separate 'lights' module with dynamic lights for all the objects in all of the three main wads. Modules are inside separate wads. "Beautiful Doom" is a mod that enhances Doom, makes it detailed, adds a lot of effects, complex interaction and at the same time introduces virtually no gameplay changes. See further description for details or just start playing right away. IMPORTANT NOTE : If you suffer from performance issues or don't like some of the new effects, you can use special functions defined in controls menu, which let you turn on and off advanced gibbing, blood, smoke and plasma trails and debris, weapon empty casings and weapon smoke. And this all can be toggled separately! =========================================================================== *** WHAT'S NEW IN 5.3 *** --------ADDITIONS-------- ADDED: MUCH BETTER GIBS: * better sounds, * more graphics, * thicker bloodtrails for flying gibs, * added TORSO GIBS (in addition to limb gibs), * added special gibs for bosses. ADDED: SPECIAL DEATHS: * black "smoky deaths" for monsters kileld with plasma weapons (except the strongest demons); * fire deaths for weak monsters killed by Imps' or Mancubi's fireballs ADDED: better PLASMA effects: * smaller plasmaballs, * better trails for plasmaballs, * lensflare effect for plasmaballs, * cooler plasma explosions, * huge green BFG ball fog ADDED: BERSERK FIST EFFECTS: * separate animation, sounds and SFX for Fist when used with Berserk ADDED: 'Advanced deaths toggle' function to replace 'Advanced gibbing toggle' which turns on/off not only gibbing, but also fire and smoky deaths. ADDED: new TITLEPIC ---------CORRECTIONS-------- FIXED: WEAPONS: * incorrect attackspeeds for Fist, * incorrect firespeed for SSG, * disappearing SSG alt attack delay between shots * missing Plasmaballs' dynamic lighting FIXED: MONSTERS: * GREEN BLOOD appearing instead of red * overpowered Spider Mastermind * Cyderdemon's head falling in weird positions FIXED: DECORATIONS: * missing dynamic lights for red and green TORCHES * brown splash for green mud/acid and green splash for brown mud * missing improved non-solid versions of decorative dead bodies * sprites of some decorative dead bodies * bleeding dead bodies spawning blood drops at the same time -------IMPROVEMENTS------ IMPROVED: each mod module now contains only the sounds and effects used within this module. Thus you can use BDoom_weapons.wad and BDoom_monsters wad in the following combinations: 1) Only BDoom_weapons.wad: your weapons have new sounds and special effects, monsters' weapons also have new sounds, but monsters do not show any special effects; 2) Only BDoom_monsters.wad: your weapons and monsters' weapons use standard sounds, monsters show special deaths, but do not spawn empty weapon casings; 3) BDoom_weapons.wad AND BDoom_monsters.wad: your AND monsters' weapons use new sounds and show special effects, monsters spawn empty weapon casings when shooting. IMPROVED: WEAPONS: * smaller PLASMABALLS and better Plasmaball's trail * BULLET PUFF effects -- added sparks, improved ricochet, smoke * CHAINSAW PUFF * PISTOL emits smoke only after you let go off the fire button * sprite for Rocket explosion IMPROVED: DECORATIONS: * Empty casings and various debris as well as blood drops now disappear after a while, but only when you don't see them * Blood drops, light halos and other SFX spawned by decorations are only shown when the player can see them (less RAM needed) * decorative dead bodies spawn blood more rarely and randomly * behaviour of several complex objects, like Heads On A Stick * improved texture animation definitions * explosive barrels don't spawn fragments when explode IMPROVED: MONSTERS: * better FIREBALLS for all monsters * different, less resource consuming (!) fire for LOST SOUL =========================================================================== * What is included * New levels : None Sounds : Yes Music : No Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : Decorate, Dynamic lights, Terrain effects Other files required : none * Play Information * Game : Doom Map # : any Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : Designed for Other game styles : None Difficulty Settings : Yes * Construction * Base : New from scratch with some resources: from Doom 3 (many weapon sounds) from Half-Life 2 (some pickupsounds and BFG charging) from Painkiller (secret finding sound and some others) from The House of the Dead 2 (some ricochet sounds) from GZDoom Advanced Weapons (something, maybe the idea) from somewhere (lens flare effect) from Zero Tolerance by Zero Prophet (barrel explosion) by perkristian (some of the new weapon sprites, e.g. chaingun) by alando1 (some additional deaths, e.g. Pinky) by Enjay (terrain effects) Build Time : months... with breaks Editor(s) used : XWE 1.16, Photoshop CS2 (a lot), Sound Forge 6.0 Known Bugs : blood drops sometimes slide along the floor for no reason, some additiona controls appear doubled if all modules are used May Not Run With... : other source ports, old source port versions and other wads which contain weapon/monster/decoration replacement (possible, but not guaranteed) * FAQ * Look at the end of the file. After the changelog. * Additional Description * 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. * CHANGELOG * (dates in format dd.mm.yy) --- VERSION 5.3 --- - fixed green blood appearing instead of red blood when using bdoom_monsters.wad only; - added +FORCEXYBILLBOARD to all round-shaped enemies; - added improved bulletpuff, bullet sparks; - blood vanishes on water; - debris and empty casings disappear after a while, but when out of sight; - fixed missing plasmaball dynamic lights; - added plasmadeath effects; - added firedeath effects; - fixed SSG firespeed; - added Advanced deaths toggle; - added green lensflare fog for BFGBall; - fixed Fist, added separate fistpuff for Berserked punch; - set shot smoke to spawn out of Pistol only when ReFire is not called (like Chaingun); - added smoke to Chainsaw puff; - added cooler thicker blood to flying gibs; - increased possible gibs flying distance and height; - made red blood decals brighter; - added additional body (torso) gibs for monsters; - added more sprites for lying body parts; - added better sounds for blood drops and gibs; - added better monster gibbing sound; - added special torso gibs for bosses; - fixed overpowered Spider Mastermind's attack; - added BloodSmear decals; - added Fist animation and effects for Berserk state; - added player landing sound; - fixed decorative dead bodies; - fixed SSG alt attack; - fixed missing green and red torches dynamic lights; - added 'optional' keyword to ANIMDEFS (works in Ultimate Doom now); - added random interval and variative spawning of blood drops to decorative dead bodies; - fixed the color of splashes for brown and green acid/mud; - fixed Float Skull not to spawn smoke when not seen by the player; - fixed blood drops spawned by Dead Stick and some other meats; - added better definitions of animated textures which don't require including textures; - improved blood spawning by decorative dead bodies; - fixed chainsaw attack properties (set to original); - improved some dynamic lights defitions; - fixed Caco spawning red blood in one of the death animations; - fixed falling sound of Lost Soul fragments; - fixed SpiderMastermind's attacksound (sounds original except the case when BD_Monsters and BD_Weapons wads are used together); - removed Explosive Barrel's fragments spawned when it explodes (it was too resource-consuming and looked weird); - removed bouncing of ricochet sparks (looked strange and consumed resources); - fixed crushed sprites of some gibs and made crushed sprite of Hell Knight/Baron green; - fixed Revenant's missile behaviour (set it back to original); - made all solid objects without SFX or animation non-shootable again (only projectiles can hit them); - added improved plasmaballs' explosions; - added new titlepic --- VERSION 5.0 --- - separated the wad into three modules; - removed Chainguy's additional death (sucked); - changed Complete Invisibility to Improved Invisibility (less buggy, less cheaty); - added correct HUD icon for the knuckle (Fist); 12.12.09 - fixed blood so that it doesn't slide away anymore. 11.12.09 - fixed footsteps so that they'd work in new GZDoom. 7.12.09 - greatly enhanced and improved Cyberdemon's death; - greatly enhanced and improved Spider Mastermind's death; - changed 'secret found' sound to the one from Painkiller; - fixed Spider Mastermind to be able to hit you with sv_smartaim 3; - fixed Plasma Rifle and Burning Barrel sprites; - simplified and improved script checking for sv_smartaim; - changed filename. 4.12.09 - increased amount of blood and improved the way it's shown when an enemy is hit. 2.12.09 - fixed and improved the code and behaviour of some debris; - fixed plasmaball original deathsound bug (now 48 instances of the sound may sound at once). 1.12.09 - added much better smoke for weapon smoke effects; - reduced time for BFGBall trail fading (as it obscured the view too much). 29.11.09 - fixed incorrect Arachnotron's plasma decals (from blue to green); - totally remade the behaviour of gibs (now they slide when hit and don't bounce around so much and are spawned differently); - improved empty casings (now their first frame is always different, which looks better). --- VERSION 4.6 --- 14.08.09 - fixed incorrect Plasmagun firerate. How could I not notice it?! 13.08.09 - added original-looking SSG; - added better plasmaball's sprite; - added melted debris to the point of plasmaball's death; - applied plasmaball's new sprite to Arachatron's plasma; - fixed HeartColumn's animation. 12.08.09 - fixed footsteps: now sound on liquid floor as well; - removed Dual Pistols; - returned originally colored gloves for weapons; - added better and original-looking (still right-handed) fist; - returned original-looking Pistol and added smooth animation; - returned original Chainsaw power; - added slight bobbing to Chainsaw when sawing; - fixed Chainsaw's puff spawn height; - added more smoothly animated and original-looking Chaingun; - added original-looking Shotgun which is leaned to right when pumped; - fixed Chaingun's 2ndary attack; - added spinning animation after Chaingun's primary attack (which doesn't prevent from shooting again right away); - fixed Chainsaw sound bug (when the player died sawing, the sound didn't stop). 9.08.09 - "Enhanced fire effects toggle" function now affects lens flares of tech lamps too. 8.08.09 - improved player's code to be more stable (mostly to make Complete Invisibility work more stable); - changed particle fire effects for torches, candles, etc. to smooth sprite animation: less memory consuming; - fixed halos to be not square when Invulnerability mode-palette is active (but they are still non-translucent -- engine issues, not mine). --- VERSION 4.4 --- 08.06.09 - changed Changelog order from top-down to bottom-up; - added SMGGuy to BDSmg.wad as ChaingunGuy replacement (uses different sprites and sounds, apart from that the same) 1.06.09 - fixed warped liquid walls and removed 'warp' from DBRAIN* textures so there won't be conflicts with Plutonia 25.05.09 - changed footstep/landing sound for flat MFLR8_3 from soft carpet sound to rock sound, because it's a rock texture; - fixed incorrect spawn height of a smoke over rocketlauncher barrel after shooting; - changed sprites of player's plasmaballs back to original ones (but plasmatrail is still present); - changed Cacodemon's blue ball to a different one, but still blue; - corrected mistake in instructions: you have to use sv_smartaim 3, not 2 in order not to shoot gibs; - added sprites of crushed bodies from Nashgore; - again added 'warp' to liquid wall and made their flowing animation twice smoother. 24.05.09 - added "Timer toggle" feature (default O) that activates global playtime timer and level playtime timer in the top right corner of the screen; - added sprite smoketrails to little smoking pieces instead of particle rockettrail; - recolored Cacodemon ball to blue and added non-smoke trail to it (seems logical, as it seems to be not a fireball, but something like electroball); - changed Baron ball sprite to a similar, but better one; - fixed misprints in readme and added new questions to FAQ section. 23.05.09 - added animation of rotation of gibs flying in the air; - united the script which turn off weapon smoke and casings and the script which turns off trails, ricochet and debris into one script, because they toggle objets of the same time: additional objects of little importance; thus now there's one function: "Weapon effects and debris toggle" - added different and not 'warped' animation of liquid walls (i.e. water/blood/acid falls). 18.05.09 - finally made it possible to keep your settings on advanced blood, gibs, etc. through levels: if you turn something on or off, it stays like this! --- Version 4.0 --- 27.11.08 Replaced blood drop sprite by the one from Nashgore and modified the bloodrop so that it disappears after flying for some time without hitting anything. Thus blooddrops won't take CPU memory when flying down some high pit after you gibbed an enemy somewhere on top of it (it doesn't just disappear, it's animated). 16.12.08 Changed fire effects renderstyle to a better one. 17.05.09 - fixed the cases when A_Jump is used (e.g. to create the variations of how a piece of debris will look on the ground, e.g. a monster head or an empty casing) so that now when there are more than 2 variants, the chance for every variant to happen is equal (it hasn't been before now), also simplified the code. 12.01.09 - fixed incorrect Imp's classic extreme death (with advanced gibbing off). 11.01.09 - changed Spectre blood decals to darker ones; - fixed warped liquid wall textures and changed warp effect type; - fixed incorrect blood spawned by Caco's and Spectre's gibs when hit (now these gibs spawn correct blood: blue and fuzzy correspondingly). 9.01.09 - added different pickupsounds for stimpack and medikit; - added Allmap pickupsound; - added Infrared (goggles) pickupsound; - added +FORCEXYBILLBOARD to spherical powerups; - added new Berserk pickupsound; - fixed incorrect pickupmessage for RedSkullKey; - fixed missing dynamic lighting for Lost Souls. 8.01.09 - made bulletspread for SSG alt. attack a LITTLE lower than for its primary attack; - added +FORCEXYBILLBOARD to plasmaballs and BFGBalls. 4.01.09 - added 'warp' effect to liquid wall textures; - changed footstep and landing sound for MFLR8_2 flat from 'metal' to 'hard', because this flat looks like rock, not metal; 3.01.09 - corrected mistakes and misprints in the txt, - changed weapon attacks to exactly equivalent of original ones (removed vertical bulletspread too) - fixed incorrect Dual Pistols secondary attack (it had lower bulletspread than original attack, now it has larger), - BFG decal is now larger and stays longer, - added -ACTIVATEPCROSS to all the new debris, - improved Megasphere sprite and rose it up (for better floatbobbing effect), - improved BFGBall trail, - added mass 99999 back to the objects with +NODAMAGETHRUST (shootable decorations), so that they can't be moved at all (neither by bullets, nor by explosive waves, etc.) - reduced ricochet chance. 2.01.09 - Fixed chainsaw: now its attack also spawns enhanced blood from enemies; - changed obutiary message for Revenant's missiles from " couldn't evade Revenant's fireball" to " couldn't evade Revenant's missile" (seroiusly, this is not a fireball); - added enhanced rocket smoke trail to Revenant's missiles instead of original smoke (which consisted of many bulletpuffs); - added new BFG charging sound; - added local harmless earthquakes to the moment when BFG shoots and to the BFGBall explosion; - fixed missing BFGBall dynamic lighting; - changed plasma and BFG balls renderstyle to ADD (special fiery bright); - added new variative decal for plasmaball; - enhanced BFGBall decal; - BFGBall plasmatrail now stays longer in mid-air; - enhanced bulletpuff now replaces all the bulletpuffs (including monsters'); - improved blooddrops: now they immediately disappear and create a decal when they hit a wall (earlier they spawned a pool of blood which fell on the ground, which looked unnatural); - added chainsaw puff different from bulletpuff; - removed smoke spawning from bulletpuff (now it only spawns surface debris and ricochet); - added Backpack pickupsound; - added AntiRadSuit pickupsound; - added new armor pickupsounds. 31.12.08 - Fixed some monsters which didn't spawn enhanced blood. Now enhanced blood replaces any blood in game, regardless of object that spawns it. Except for special objects which spawn coloured blood. 30.12.08 - Added additional death for ChaingunGuy; - Made Spectre completely fuzzy, including its gibs, blood and blood decals (considering it logical, that Spectre is a completely invisible/fuzzy creature); - Fixed bleeding decorations spurting blood always in one and the same direction (now they act as monsters - spurt blood towards the shooter); - Added two types of hands and legs for every monster which has them: one rotating clockwise when monster's ripped apart, and one rotating couter-clockwise; - Fixed bug with chaingun spinning sound not stopping when player's out of chaingun ammo and automatically selects different weapon (now it stops); - Improved footsteps so that now no more than one footstep sound sounds at a time (i.e. if you take one step you hear one step, if you move from one flat texture to other while running, every footstep indicates it, not every two ones); - Finally completely fixed optimised light sources behavior! They are really not lit if player doesn't see them! - Added colored halos to enhanced fire effects (very beautiful); - Fixed incorrect Candelabra radius; - Added +NODAMAGETHRUST to shootable decorations (instead of mass 99999); - Enhanced bulletpuff and ricochet: debris fly off the wall, ricochet bullets may bounce of walls before they disappear (can't damage anyone) - Added menu deactivating sound, - Added keytry sound. 29.12.08 - Changed blooddrops, added even better animation for sprites. Now they they are much more beautiful. - Reduced the logical amount of blooddrops (using the advance of new sprites which show several blooddrops each). - Fixed Spectre, now it spawns its own fuzzy gibs, not visible Pinky's. 16.11.08 - added -ACTIVATEPCROSS to debris (gibs, pieces, blooddrops, etc.) 11.11.08 - returned missing cardkeys and skullkeys dynamic lighting 09.11.08 - added new weapon SMG which replaces Chaingun in case additional BDsmg.wad is added to command line: it fires one bullet at one trigger press and has slightly less bulletspread than Chaingun, - reduced the amount of blood spawned by monsters two times. --- Version 3.5 --- 07.11.09 - returned Chaingun alternative attack, - fixed buggy rocket explosion and plasmagun attack sounds (thanks to Enjay), - changed SpiderMastermind's firing animation and speed: he fires 1 bullet per tic, (while in original Doom he fires 3 bullets simultaneously every 4 tics, dealing damage slower than with my mod but covering wider area), the balance remained generally original, and he can bring the player down approximately in the same amout of time as in original Doom, - made bulletspread for SSG alternative attack practically the same as for primary attack, so that single shots won't be used as a low-spread variant of dual shot; the only reason to use this alternative attack now is to save ammo when shooting some weak enemy with SSG in close combat, - added unique pickupsounds for skullkeys and cardkeys, - added animated blood decals showing blood streaming down the walls, - changed the behavior of enemy blood: it is spawned only if "blood type" is Sprites or Sprites&Particles (see Options -> Display Options), - increased bloodrops' fading out time one and a half time, - removed blood from Revenant, - increased shotgun kickback two times and SSG kickback three times, - added secret finding sound, - changed menu sounds. 06.11.08 - Added enhanced function "Advanced gibbing toggle" which removes all the gibs from the level and turns off advanced gibbing in addition returning usual sprite gibbing animation for all the enemies, as well as usual death animation for bosses. Say goodbye to GIBSFREE.WAD! - fixed "Casings and weapon smoke toggle" so that it also removes all the empty casings present in the level at the moment, - rechecked SSG and BFG firespeed and now I'm sure they're completely like original, - added functions "Enhanced fire effects toggle" which lets you toggle between standard and enhanced particle fire anytime! It affects torches, candles, burning barrels and even Arch-Vile's and Lost Soul's fire effects, - added a little FAQ to the txt, - added function that makes rockets fly out right from Cyber's gun, not from his belly, - changed Complete Invisibility: now it lasts for 30 seconds and still makes you completely invisible, but at the moment you attack with any weapon you'll reveal yourself for about 2 seconds; this way this powerup is less cheaty and is more effective when it comes to running away rather than combat, - added lens flare effect to floor lamps, - included 7 new ricochet sounds instead of old ones, - added slight harmless earthquakes to the explosions of the explosive barrel, cyberdemon, spider mastermind and Icon of Sin (the latter one shakes the whole level). 05.31.08 - returned missing Arch-Vile's fire dynamic lighting, - removed multiple DECORATE lumps and added various lumps with different names instead, - removed BFG9000 secondary attack - made weapon selecting (raising) animation slower, like in original game, while leaving lowering animation twice faster (except for Fist, which is raised quickly as well as lowered, and BFG, which is both raised and lowered slowly), - added sprite smoke trails for rocket and explosive barrel debris, made smoke trail for enemies' fireballs more translucent, - added "Trails and debris toggle" (turns on/off smoke and plasma trails, ricochet effects and glass and barrel debris) and "Casings and weapon smoke toggle" options (default buttons U and I), which can be used in case of serious slowdowns - changed default binds for "Blood toggle" and "Gibs toggle" to T and Y, - added functions which removes any original weapons from player's inventory if present (e.g. in case of using "give all" or "give weapons" cheat). Fixed Berserk. 02.11.08 Fixed incorrect color for blood spurting out of hell knight, baron of hell and cacodemon. Changed blood spurting angle. 31.10.08 Lowered Chaingun sprite, removed secondary attack, now primary attack is just like original one. In addition returned ChaingunGuy attack original firespeed. 30.10.08 Fixed non-solid hanging bodies: they are non-shootable anymore. 27.10.08 Removed player gibbing which crashed the port. --- Version 3.0 --- 25.30.08 - modified behavior of blooddrops flying from limbs: now it flies not in all direction but is left like a trail behind - painted two additional deaths for Cacodemon - fixed incorrect visual scaling for decorative heads from shootable HeadsOnAPole - added zoom feature (default button - middile mouse button) - added feature of turning bloodrops on and off (default button - 'y') - added feature of turning gibs on and off (default button - 'u') - big gibs (spawned by bosses) are now smaller - fixed incorrect gore part of the code - added sound for picking up the ArmorBonus - added pickupsound of BlueArmor different from the one for GreenArmor 24.10.08 (later) - fixed CacoEye gib - optimised behavior of various decorative hanging bodies, etc. 24.10.08 - changed gibs sprites and added more sprites by Nash - changed behavior of blooddrops and now they stay for a while - changed behavior of some gibs, most of them now fly not so far - modified some sprites of imp's, pinky's, cyber's, spider's, chainguy's and nazi's gibs - added stuff: nazi's cap flying away and a horn flying off cyber's head - monsters now stay immovable before they see the player for the first time (left only one frame for monsters' Spawn states) - fixed incorrect elements and simplified the code of GIBSFREE.wad - fixed incorrect nazi's empty casings spawn offset 22.10.08 (later) Corrected additional credits. 22.10.08 - Additional LS's death fixes, - added new blooddecals from ww-diaz by WildWeasel (originally by Nash), - slightly changed blooddrops, - added new Zombieman sprites, - added smoke to plasmaball death sequence, - added better footsteps which don't sound anymore when player's stopped, - slightly improved LostSoul's fire, - fixed incorrect too aggressive LostSoul's behavior, - fixed memory-saving fire effects behavior so that they are always not shown if player is not around (it worked not fully correct before), - additionally fixed and enhanced Candlestick and Candelabra by changing their sprites slightly, - prolonged the existence of empty casings 5 times, - visually enhanced ArchVile's fire attack, - added some effects to ricochet, - added +FORCEXYBILLBOARD to empty casings and gibs. 21.10.08 - Fixed misprints in code and added better Lost Soul death, - fixed enhanced EvilEye and FloatingSkull, - removed Brains at all, as it seems illogical to have brains spawned along with monster's head when it's ripped apart, - fixed BFG decals. 20.10.08 Fixed bug in bosses' death sequences which lead to impossibility to complete the final levels of E2 and E3 in Doom 1. 17.10.08 - Additionally fixed candles' fire, - fixed Lost Soul's fire - and added +NOTDMATCH flag (appear not in Deathmatch) to plasmatrails, smoke, casings and similar stuff. 16.10.08 - Fixed candlestick functions checking for player being around. Now works all right. - Candles fire now looks much more like candle fire, not like small torch. - Added new titlepic with the number of the version in a corner. - Fixed wrong Cyber's gibs. - Fixed GIBSFREE.WAD. 15.10.08 - Modified behavior of Spiderdemon's and Cyberdemon's gibs, - reduced influence of some objects on CPU memory, - Plasmagun now shoots only one ball at one push of attack button (like in original Doom), - enhanced torches visually, solved massive slowdowns problem. Now all the objects with fire effects (except for Lost Souls) don't show any fire if the player is not around. If you turn around the corner or just use NOTARGET cheat, the torches and candles which don't see you (yes, they can see you) stop burning. This saves extreme amount of memory. 13.10.08 - Fixed some bugs with gibs; - fixed weapon selection order so now usual weapons are never selected even if you have them; - boosted BFG firespeed to be more like original (though BFG is still slower and more powerful than original); - fixed SSG bug being able to make dual shot with only one shell left; - fixed with SSG animation bug after doing single-shot and switching to other weapon and then switching back without reloading one barrel first; - fixed footsteps so they don't sound when player moves in mid-air; - added working new extreme death animation for players, similar to monsters' extreme deaths, but gibs are unfortunately always green regardless player color; - fixed missing dynamic lights; - fixed some misprints in readme. --- Version 1.0 --- 03.08.08 Final critical balance fix, animation and other updates. 31.07.08 (later) Added unique pickup sounds. 31.07.08 Less blood, reworked Cyber death, fixes with SSG and Chainguy. 30.07.08 (later) Added footsteps. 30.07.08 Improved blood wall decals. 29.07.08 (later) Gibs don't vanish and are interactive. Recolored LSs. 29.07.08 (later) Blood drops, gibs and casings vanish. 29.07.08 (later) Gibs and casings don't stay when platform under them moves. 29.07.08 First release. Worse Lost Souls, worse balance, only water splashes, no 'warp' effects, gibs and casings don't vanish. Loads to do. * FAQ * Q: Why doesn't the mod work? A: Be sure that you use correct version of the port, correct game and OS and also that you turned your PC on. Really, the practice shows that the users happen to be idiots much more often than the authors. And if you can't use the proper version (which happens to most people who say "it doesn't work"), you should know, you have serious problems. And I don't mean to offend you. If you do everything correctly and can't get it to work, mail me, 'cause I'll be happy to find out the reason and help you, really. Q: WTF is wrong with autoaim? I hit shootable decorations and gibs instead of monsters! PLEASE, use sv_smartaim 3. It'll make your weapons aim ONLY at monsters and nothing else. It'll also make monsters aim only at you and nothing else. Q: Is there any difference between new weapons and original ones in their firepower, bulletspread, etc.? A: If you didn't read the first part of the txt, I'll explain again. Fist is silent and has a little faster attackspeed, Pistol has faster firerate, Chaingun has alternative attack with slightly larger spread and additional slight vertical spread (original Doom weapons don't have vertical spread, except for SSG), and SSG now can shoot barrels separately. Apart from that all weapons have absolutely original performance characteristics. Q: Why did you make Fist silent and faster? A: Because otherwise it is completely useless, you can't even kill yourself with it. And surely, this doesn't make the game much easier, does it? Q: Why did you remove Dual Pistols? It was funnier this way! A: Because I didn't like the looks and because it's too non-original. However, I increased Pistol's firespeed by a couple of tics. Q: What did you do to Pistol? A: Its firerate is a couple of tics faster. You know. So it won't be a completely useless shit. Q: Why black gloves? Why NO black gloves since 4.6? A: Look at the TITLEPIC. Or look at Doom Ultimate end picture. See Flynn Taggard with BLACK gloves on his hands? That's the reason. ...All right, yes, I'm joking. I just like black gloves and I again don't give a damn if you don't. Why did I change it after all? Well, I decided to be even more original. Besides, Bad Guns mod presents black gloves. Let it be the feature of that mod. Q: Why did you make weapons attacks completely original? (they had vertical bulletspread in earlier versions) A: I decided that this vertical spread resulted in certain gameplay changes and made shooting in some way more difficult than in original Doom. And I want it all to be original, you remember. Q: Why didn't you include such stuff as reloading for example? A: My idea is "Still Doomy, just better". Reload is TOO much, you know. Not for this mod. No way. Q: Why did you change plasmagun's look? A: Because original plasmagun looks like an accordeon. I want it to look like a gun. Q: Why did you make the doomguy higher and switched the attack height? A: Because I don't want to feel like a dwarf having my eyes somewhere on the level of zombieman's belly. And I DO want my bullets and projectiles to fly exactly where my crosshair points, not lower, like with default (G)ZDoom configuration. Q: Shootable gibs prevent me from playing normally with autoaim! They also eat some of the BFG charge! A: Look attentively on the screen. There's a big red message saying, that you have to set smartaim to 'Only monsters' (sv_smartaim 3). It won't affect your game, it'll just remove this bug. Q: Shootable gibs are cool, but why didn't you make destructible corpses? A: Why not ask Mr. Arch-Vile what he thinks about corpses that can be destroyed beyond resurrection? Oh, I'm afraid he thinks not much of this idea. As a matter of fact, he's already pissed off that he can't resurrect gibbed monsters in my mod, so let us leave him and his interests alone. Q: Why don't gibs bounce around anymore? A: First, it was ridiculous. Second, they kept spawning more and more blood everytime, that's why I had to make blood disappear in earlier versions and that's why I can leave it to be now. Third, they were really buggy. Q: The gibs and/or torches and candles and/or destructible decorations and/or bloodspurts and/or [put what you like here as many times as you like] are shit! A: Well, you are free not to play it, honestly. But really, I included functions which let your turn any of this stuff on and off anytime. Check "Beautiful Controls" in "customize controls" option. Q: Why is weapon deselecting animation twice faster than in original Doom? A: Well, in Doom weapon selection/deselection is very slow, slower than in modern games, and it's explainable when it comes to raising weapon, which may be heavy, but why the hell should we remove weapon so slowly? Besides, not all the weapons can be removed quickly, BFG can't for example. While Fist and Pistols are always removed as well as raised quickly. Q: Weapons firepower/bulletspread/[put anything else] is different from original! A: NO IT IS NOT! And I don't want to hear anything else about it. Apart for moments I mentioned (Fist, SSG alt.attack, Chaingun alt.attack), EVERYTHING is original. Weapons' firespeed, firepower and bulletspread ARE ORIGINAL. Specially for you I made accurate calculations and compared everything frame by frame, tic by tic. Even with more frames, even with sometimes different animation my weapons still keep the same firepower, firespeed and bulletspread and if you don't like something about it, please, quietly commit suicide, because I don't give a damn! For Dual Pistol, new Fist, SSG and Chaingun check other answers above. Q: Why did you change the invisibility powerup? A: 'cause I'm sick of original Doom invisibility, which can only make monsters shoot projectiles in various unexpected directions, which is not helpful at all. This is not invisibility at all. My powerup makes you invisible and lets you do what Invisibility should let you do: it helps you to move unnoticed, flee or dodge enemies. Q: Why did you change Complete Invisibility powerup since earlier versions? (it lasted for 20 seconds and made you completely invisible for these 20 seconds) A: It was too cheaty, in some way could be more effective than Invulnerability. I decided to prolong its duration, because 20 seconds is too few, but make player reveal himself when using weapons, this way greatly reducing the effectiveness of the powerup in combat. I'd like to create a powerup that makes you invisible but makes monsters notice you and attack back if you shoot them, but unfortunately it is impossible with present version of (G)ZDoom. And believe me, I worked a lot and was very close to create it, but no way for now. Q: Why monsters roar endlessly when you have Complete Invisibility? A: They panic. Q: Can ricochet bullets hurt you? A: No. Q: Why the hell did you remove Chaingun secondary attack which was present in earlier versions?! And why the hell did you get back Chaingun secondary attack in 3.5 ?!! A: Because when my Chaingun had 2 attacks, primary was slower than in original Doom, while secondary was much faster. Therefore I changed ChaingunGuys to make their firespeed correspond to your Chaingun's primary attack firespeed. But then I suddenly realized that this way ChaingunGuys became helpless suckers which couldn't deal any serious damage, and they are pretty frightening in original Doom. So I changed them back. At this point it seemed illogical and unfair that your Chaingun had slower primary attack than theirs. I got original attack back, and at that moment secondary attack turned to be generally useless. But I know you loved it. I decided to leave it as a special feature. The ones who don't like it are free not to use it. Q: Why did you increase spread for SSG secondary attack? (it was lower than primary attack spread in earlier versions) A: I made it as primary attack spread (still a little smaller) because it was cheaty. In original Doom you can't use SSG as an accurate weapon and you shouldn't be able to do it with this mod. However, I slightly decreased it again in new version, just to make it look logical. Alt.spread is only a little lower than primary, though. * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors