Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
3371-Alpha
Posts: 61
Joined: Wed Sep 28, 2016 9:52 pm
Location: Veldin Orbit

Re: Smooth Doom

Post by 3371-Alpha »

Is this pack compatible with the Doom Sprite Fixing Project?
User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom

Post by Gifty »

It's not, since both mods use different sprite naming conventions. However, a lot of the sprite fixes are incorporated into Smooth Doom, like the alignment fixes.
User avatar
3371-Alpha
Posts: 61
Joined: Wed Sep 28, 2016 9:52 pm
Location: Veldin Orbit

Re: Smooth Doom

Post by 3371-Alpha »

Does it contain the transparency fixes?
[Edit]: Also I seem to have encountered an error when using your smooth texture mod with Doom 1 (both classic & BFG).
I receive the codes "Unknown patch 'RW48_2' in texture 'NEWMESSA' " & "Unknown patch 'RW48_4' in texture 'NEWMESSC' " on startup.
User avatar
NullWire
Posts: 270
Joined: Fri Dec 18, 2015 4:48 pm

Re: Smooth Doom

Post by NullWire »

I think the BFG Cell and plasma cell needs to be smooth too, specially the big one.
User avatar
NeuralStunner
 
 
Posts: 12326
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: Smooth Doom

Post by NeuralStunner »

NullWire wrote:I think the BFG Cell and plasma cell needs to be smooth too, specially the big one.
Vanilla cells have no animation, so any at all is smoother than it was. :P
User avatar
MinerOfWorlds
Posts: 9
Joined: Sun Sep 25, 2016 2:12 pm

Re: Smooth Doom

Post by MinerOfWorlds »

Can you add the doom 64 weapons? (plasma rifle and bfg)
User avatar
NeuralStunner
 
 
Posts: 12326
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: Smooth Doom

Post by NeuralStunner »

It should already have them, unless I'm mistaken.
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: Smooth Doom

Post by Captain J »

Sadly Plasma rifle and BFG hasn't done yet, i did played it before.
User avatar
NullWire
Posts: 270
Joined: Fri Dec 18, 2015 4:48 pm

Re: Smooth Doom

Post by NullWire »

NeuralStunner wrote:
NullWire wrote:I think the BFG Cell and plasma cell needs to be smooth too, specially the big one.
Vanilla cells have no animation, so any at all is smoother than it was. :P

I know,
But the cells looks static without animation, an example smooth animation (If you don't want to create it) are the bfg pickup cells, and the cells itself from BD or Russian Overkill.
User avatar
Armaetus
Posts: 1255
Joined: Fri Mar 13, 2009 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10 Home
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: New York State
Contact:

Re: Smooth Doom

Post by Armaetus »

The cells are fine as is, they don't need animation.
User avatar
NullWire
Posts: 270
Joined: Fri Dec 18, 2015 4:48 pm

Re: Smooth Doom

Post by NullWire »

Well, the only thing that I see isn't smooth is the animation when you put ¨kill¨ in console.
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: Smooth Doom

Post by Captain J »

EDIT: Wait, come to think of it i don't think player has smooth xdeath sequence at all. Is it'll be needed especially for multiplayer?
User avatar
NullWire
Posts: 270
Joined: Fri Dec 18, 2015 4:48 pm

Re: Smooth Doom

Post by NullWire »

Captain J wrote:EDIT: Wait, come to think of it i don't think player has smooth xdeath sequence at all. Is it'll be needed especially for multiplayer?
Yes, and specially when you heave the ¨death camera¨ thing and that little non-smooth animation ruins the mod. :?
Also in the dynamic lights thing, the Megasphere, Invul and Partial Inv. they lights are missing.

¿There is any chance to add them?
User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom

Post by Gifty »

Hey! Letting you guys know that after a long hiatus I'm prepping another update. It's not a big one, expect some assorted fixes and a new death animation for the zombieman. I'm also working on a new variant for the chaingunner.
User avatar
Devianteist
Posts: 945
Joined: Wed Sep 24, 2014 4:07 pm
Location: Creating a SPACE HULK conversion!
Contact:

Re: Smooth Doom

Post by Devianteist »

Gifty wrote:Hey! Letting you guys know that after a long hiatus I'm prepping another update. It's not a big one, expect some assorted fixes and a new death animation for the zombieman. I'm also working on a new variant for the chaingunner.
YESSSSSSSSSSSSS
Post Reply

Return to “Gameplay Mods”