Jekyll Grim Payne
Junior Member
Posts: 240
Registered: 09-07 |
Hi, people. Here's Beautiful Doom 5.3. It's going to be in /incoming soon.
It's GZDoom-only. ZDoom-support is not intended and if it's there, that's purely accidental.
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I was often uploading new mini-versions of 5.2. Now it's completed and it's 5.3.
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Sorry I'm creating a new topic, I couldn't find the original one (maybe it's lost already, there were too many posts about older versions anyway).
************LINK TO THE FILE************
https://sites.google.com/site/jekyl...redirects=0&d=1 (normal Zip archive)
************LINK TO THE FILE************
It's not that much different from 5.0. Gibs look noticeably different and much more emphasized.
Also some of the incorrect weapon firespeed is fixed. Also made some things look a bit better and added a couple of effects
Of course I fixed the annoying green blood bug.
5.3 compared to 5.2.9 has only three changes: non-shootable objects like trees now have original behavior (bullets fly through, projectiles don't), plasmaballs have better looks and trails, a new titlepic.
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*** WHAT'S NEW IN 5.3 COMPARED TO 5.0 ***
--------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
Last edited by Jekyll Grim Payne on 06-07-11 at 11:23
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