![]() ![]() With Enhanced and Modern weapon sets pressing it will show a graphic popup with some weapon information. Added "Show Weapon Help" button under Beautiful Doom Settings (default bind: G).Players and objects will no longer appear partly submerged into liquid surfaces such as acid or water: while the effect was nice, it prevented some maps from being easily completed due to attack-activated switches positioned carefully at a specific height.This will disable enhanced spawn cube visuals, death effects including the earthquake triggered by its death. Icon of Sin replacement can now be disabled, just like any other monster, in the Per-monster replacement settings menu.Non-solid decorations will not be affected. Added "Shootable Decorations" option: if Beautiful Doom decorations are used and this option is enabled, some decorations will be shootable by hitscan attacks (whereas in vanilla Doom decorations can only block projectiles) and some will react to being shot (for example, decorative victims can be killed, hanging bodies will swing around, etc.).Added "Beautiful Doom Decorations" option that allows to disable replaced decorations from Beautiful Doom (same as other toggle options for weapons, monsters, etc.).There's only so many actors GZDoom can handle.) (Large amounts of gibs will still cause framerate drops. Disabling it will make gibs non-interactive and (hopefully) lighter on your CPU. Added "Gibs pushable by explosion" option to Beautiful Doom Settings.Please note, if you run it with another mod that also contains a main menu replacement, you will not be able to see "Beautiful Settings" in the main menu, but you can still reach it via Options menu > Beautiful Doom Settings. Beautiful Doom Settings can now be reached both via GZdoom options menu and from the main menu as "Beautiful Settings".This results in slower initial startup but less stuttering as you play and new resources get loaded. Most classes now get precached when the mod is loaded.Pre-7 build c0d410c (January 16, 2020): DOWNLOAD on GitHub ![]() Sometimes they hear you and other times you need to fire a pistol or something at a wall to alert enemies by way of normal sound propagation.Īll experience with vanilla settings in the options. This can be seen in something like Scythe map23 where Imps and Barons are unable to attack Revenants behind short barricades while standing in the blood.ģ) Punching the air does not always alert enemies like shooting does. Turning off the fancy death animation option appears to fix this.Ģ) The "deep water" effect causes some enemies to not be able to fire projectiles over barriers they otherwise can in vanilla. I haven't noticed this issue with any other monsters or gibs and it only happens with that particular death animation. I tried this mod again after going all purist for a while and noticed a few issues conflicting with regular GZDoom behaviour:Ī few of the corpses, such as the lying Zombieman under the crosshair above, block the player when playing in (strict) compat or just with infinite height on in general. ![]()
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