Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

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zrrion the insect
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Re: Smooth Doom (SEVEN-SIX-TWO MILLIMETER!)

Post by zrrion the insect »

Doomguy's handedness is a detail I honestly don't notice.

However, do NOT flip the pistol. The lighting on the gun does not work when flipped. Flip the hand and leave the pistol alone.
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jdredalert
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Re: Smooth Doom (SEVEN-SIX-TWO MILLIMETER!)

Post by jdredalert »

What you mean it does not work? This is how i play for years and i don't have no problem at all. o.o


Edit - do you mean graphic-wise?
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wildweasel
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Re: Smooth Doom (SEVEN-SIX-TWO MILLIMETER!)

Post by wildweasel »

Yes, graphic-wise. All of Doom's weapons are drawn with the lighting (shiny parts) on the left side of the gun; flipping the entire sprite makes the pistol look wrong.
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Kostov
 
 
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Re: Smooth Doom (SEVEN-SIX-TWO MILLIMETER!)

Post by Kostov »

wildweasel wrote:Yes, graphic-wise. All of Doom's weapons are drawn with the lighting (shiny parts) on the left side of the gun; flipping the entire sprite makes the pistol look wrong.
All? I just checked the graphics, the lighting for the other weapons is centered. Heck, the SSG's lighting is to the right.
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Stormblade
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Re: Smooth Doom (SEVEN-SIX-TWO MILLIMETER!)

Post by Stormblade »

I wish I could make my rifle a bit more powerful and I wish I could center it a bit more so it isn't so tilted to the left.

Also, I will give credits to Mike12, as soon as I revise my rifle.... :P

I'd like to give it a bit more power like a shotgun or a super shotgun, but make it slower fire rate and more accurate. I mean it has huge kickback so it probably makes people that the rifle is powerful, but it's not. Which disappoints many people including myself.

In the next version (that's if I even know how to code some stuff. Which I practically don't. Sorry I wish I could learn but I just don't know where to start!) I will credit Mike12, hell I'll even credit him right now!

I credit Mike12 for the rifle sprites.

It's not mine, it's Mike12.

I don't want to be like Sargent_Mark IV who didn't give credit to anybody (despite Mike12, Nash, and a bunch of other people basically laying the groundwork for Brutal Doom).

I really love this mod, and hopefully soon we can have a Smooth Doom 64.
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Carbine Dioxide
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Re: Smooth Doom (SEVEN-SIX-TWO MILLIMETER!)

Post by Carbine Dioxide »

Recoil? I think that it shouldn't have recoil at all, just sprite recoil animations.
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Stormblade
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Re: Smooth Doom (SEVEN-SIX-TWO MILLIMETER!)

Post by Stormblade »

Recoil is kind of cool actually, it gives Doom a little enhancement kind of. But in a good way, not a bad way. :P

I mean if you shoot a gun in real-life there's bound to be some recoil right?
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Carbine Dioxide
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Re: Smooth Doom (SEVEN-SIX-TWO MILLIMETER!)

Post by Carbine Dioxide »

Yeah, but the other doom weapons don't have recoil. I just think it's weird because if I were to have recoil on a weapon of mine, all other weapons would have recoil. They just match, I guess.
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Stormblade
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Re: Smooth Doom (SEVEN-SIX-TWO MILLIMETER!)

Post by Stormblade »

I probably would have recoil on all my weapons too. Anyway, I think Gifty already has recoil for all the weapons. :P
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Captain J
 
 
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Re: Smooth Doom (SEVEN-SIX-TWO MILLIMETER!)

Post by Captain J »

yeah, but lil' bit. because doomguy recovers it really fast, despite of using super shotgun or bfg9000.
cronodevir
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Re: Smooth Doom (SEVEN-SIX-TWO MILLIMETER!)

Post by cronodevir »

Got one of these guys when running it with zdoom and gzdoom.

Code: Select all

Execution could not continue.

Script error, "SmoothDoom.pk3:deco/monsters/zombieman.txt" line 23:
Unexpected token string constant "CasingToggle"
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Gifty
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Re: Smooth Doom (SEVEN-SIX-TWO MILLIMETER!)

Post by Gifty »

Is your Zdoom/Gzdoom totally up to date?
cronodevir
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Re: Smooth Doom (SEVEN-SIX-TWO MILLIMETER!)

Post by cronodevir »

It was a week ago... heh. Does zDoom update that fast? I'll try getting the latest from the SVN.

Edit: Yep, my zdoom was out of date. Wow, it updates often.
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Gifty
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Re: Smooth Doom (SEVEN-SIX-TWO MILLIMETER!)

Post by Gifty »

Yeah, no kidding. I was wondering why Droplets wasn't working, turns out my Gzdoom was already out of date like a week after I redownloaded it.
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Rowsol
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Re: Smooth Doom (SEVEN-SIX-TWO MILLIMETER!)

Post by Rowsol »

I looked at the most recent update and I realized the... Ok I just took a piss and came back to realize I don't even know what I'm talking about fully. I looked at the code and sorta remembered what I was talking about; The a_playsound ("misc/gibbed") instead of just using a_xscream.

This may be just the beer talking, and I realize it really makes no sense, but I can't help but wonder what goes though your head when you do something like that. It's sorta like how you made a "A_JumpIfHealthLower(-30,"Gibdeath")" instead of just setting a GibHealth of 30 for the actor which would've done the same thing.

Again, I mean no disrespect but when I'm drunk I tend to talk more than I usually do, and I generally want to know what you are thinking about when you do some of these (amateur?) mistakes. (hell, maybe I'm the amateur!).

EDIT: I just went through and read of some of what I have wrote... I laughed. I hope you don't tale what I say hostile, but more of a guy who loves DOOM and really appreciates all the work that was done in making all the sprites in the extra animations. I've had to backspace nearly a hundred times on this X4 keyboard...goddamn I''m annoyed.
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