Smooth Doom [UPDATE 9/25/19]

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR 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.

Re: Smooth Doom [UPDATE 9/25/19]

Postby Takuat » Mon Feb 10, 2020 6:59 pm

Just wanted to say thank you so much for the mod. I've been playing around with a bunch of "smooth" animation sets and yours seems to be the best blend of features and being lightweight, though Dead Marine was definitely a personal favourite. I was actually trying to port over the sounds and HUD from Dead Marine but being pretty new to actual modding it seemed to just break Smooth Doom so I guess I'll be waiting (and praying) for if you get those Dead Marine parts ported over. Thanks again!
Takuat
 
Joined: 11 Feb 2020

Re: Smooth Doom [UPDATE 9/25/19]

Postby Gifty » Tue Feb 11, 2020 1:43 am

Yeah! I've wanted to add in the sounds from Dead Marine for ages, cause I worked harder on that than probably any other aspect of the mod (a lot of it was custom sound work), I'm just trying to find a way to do it modularly enough where people can switch it off if they don't like it.
User avatar
Gifty
Recon'ize that smell?
 
Joined: 16 Jun 2013

Re: Smooth Doom [UPDATE 9/25/19]

Postby VGA » Tue Feb 11, 2020 6:25 am

Do it the way Doom 64 Retribution does its options.
User avatar
VGA
 
Joined: 28 Mar 2011

Re: Smooth Doom [UPDATE 9/25/19]

Postby CyborgParrot » Thu Feb 27, 2020 7:12 pm

I really love this Mod, it's such a nice break from all those hectic in your face adrenaline rushing Gameplay Mods for Doom I usually play.

Dunno if other people have asked you this before but have you thought about making something like this for Heretic/Hexen or Strife?
User avatar
CyborgParrot
 
Joined: 07 Feb 2015

Re: Smooth Doom [UPDATE 9/25/19]

Postby Gifty » Fri Feb 28, 2020 2:38 pm

CyborgParrot wrote:I really love this Mod, it's such a nice break from all those hectic in your face adrenaline rushing Gameplay Mods for Doom I usually play.

Dunno if other people have asked you this before but have you thought about making something like this for Heretic/Hexen or Strife?

I've worked a fair bit on smooth weapons for Heretic, but nothing that's ever reached completion. Doing an entire new game would be way too much work for me, but I think the idea of finishing just the weapons would be fun.
User avatar
Gifty
Recon'ize that smell?
 
Joined: 16 Jun 2013

Re: Smooth Doom [UPDATE 9/25/19]

Postby Lagi » Sat Feb 29, 2020 2:53 am

This mod should be include in default with gzdoom.
Animations +100% Sprite increase quality of play by twice.

The only drawback is that other mods look poor in compare, and the authors would be pressurized to put more works into monster. And even now there is practically zero new beast to exterminate. All is reskin, recolor, Frankenstein, or new frame (wound, attacks).

I notice after playing smooth doom, that joy of play is increased way more by the adding of alternative deaths or wounds - so one monster reaction to our attacks could be something else than the same single death animation. Even just mirroring death animation provide nice differentiation.

That saying i make a statement ( to motivate myself) - I would be now only drawing death animation to existing heretic monsters, no more coding new stuff untill each 7 core actors don't die in at least 2 different way.

Maybe someone else already do something in this matter? To save me some work :D
User avatar
Lagi
 
Joined: 23 Jun 2018
Location: Thou shalt alter thy beliefs with new evidence

Re: Smooth Doom [UPDATE 9/25/19]

Postby VGA » Sat Feb 29, 2020 6:34 pm

Can I use this with Final Doomer+ ?

Maybe it's impossible, that mod touches the monsters in some ways, like when some weapons stun the enemies for example.
User avatar
VGA
 
Joined: 28 Mar 2011

Re: Smooth Doom [UPDATE 9/25/19]

Postby acridAxid » Sat Feb 29, 2020 6:35 pm

Not unless you merge the changes together, and honestly its probably even trickier than that.
acridAxid
 
Joined: 23 Oct 2017

Re: Smooth Doom [UPDATE 9/25/19]

Postby TheArchvile » Mon Mar 09, 2020 9:45 am

This mod is pretty much 20/10. Excellent job with every single addition. The only thing I would add is making this mod compatible with Zandronum. That's the only thing that holds it back a bit for me.
TheArchvile
 
Joined: 09 Mar 2020

Re: Smooth Doom [UPDATE 9/25/19]

Postby VindSole » Tue Mar 10, 2020 1:05 pm

All texture work here is flawless, I love it, however the short torches are colored versions of the blue torch, which leaves a ugly color scheme specially for the red torch, compared to the vanilla one, which is odd because the tall torch version have the correct color.

EDIT: Nvm, I made one, both for the green and red torches.
VindSole
 
Joined: 20 Feb 2020

Re: Smooth Doom [UPDATE 9/25/19]

Postby doomfan » Fri Mar 20, 2020 5:16 am

"give" weapons command doesn't work.
doomfan
 
Joined: 25 May 2019

Re: Smooth Doom [UPDATE 9/25/19]

Postby Gifty » Fri Mar 20, 2020 1:43 pm

doomfan wrote:"give" weapons command doesn't work.

Smooth Doom creates new definitions for all the weapons, so you'll have to use their new names when typing in the console (the new names are defined in the mod's DECORATE files). Or you could just use "give all"
User avatar
Gifty
Recon'ize that smell?
 
Joined: 16 Jun 2013

Re: Smooth Doom [UPDATE 9/25/19]

Postby DoomCATO » Sat Mar 21, 2020 11:34 pm

Can you add the rotating key card back on your next update
DoomCATO
 
Joined: 26 Nov 2017

Re: Smooth Doom [UPDATE 9/25/19]

Postby HeemboGlobin » Wed Mar 25, 2020 11:06 pm

For some reason Hellknights and Barons seem to have a little bit of red blood particles in addition to the green when gibbed, is there a fix for this?

EDIT: I searched and found out this has been reported a few times already a couple years ago, so maybe there's no way to fix it then I guess? This bug is driving me nuts lol.

Also, just wanted to say this mod kicks some serious ass! One thing in particular I love is that the SSG gibs enemies at point-blank, that's just brilliant and makes the gun so satisfying; not to mention the vanilla-style gibs, those are fantastic! Hoping for an update soonish!
User avatar
HeemboGlobin
 
Joined: 23 Jun 2019

Re: Smooth Doom [UPDATE 9/25/19]

Postby Kazudra » Thu Mar 26, 2020 10:47 pm

HeemboGlobin wrote:For some reason Hellknights and Barons seem to have a little bit of red blood particles in addition to the green when gibbed, is there a fix for this?

EDIT: I searched and found out this has been reported a few times already a couple years ago, so maybe there's no way to fix it then I guess? This bug is driving me nuts lol.

Also, just wanted to say this mod kicks some serious ass! One thing in particular I love is that the SSG gibs enemies at point-blank, that's just brilliant and makes the gun so satisfying; not to mention the vanilla-style gibs, those are fantastic! Hoping for an update soonish!


I'm gonna try a few script things and see what turns out, when paired with Nash's Gore mod it's 100% more apparent.

UPDATE:
I found out that it was lacking a certain part of script; it was spawning default flying blood instead of it's own modified flying blood. Find this in Deco/Gore and fill in the lines.
(this will also be included in my updated Neural Smooth Doom, It also has grey blood and fuzzy gibs for spectres)

EDIT:
Code: Select allExpand view
ACTOR GreenGibs2: Gibs2
{
   decal greenbloodsmear
   translation "172:191=116:125","32:47=116:125","16:31=114:117"
   states
   {
   Spawn:
      GIBS C 1 a_spawnitemex("greenflyingblood",random(-1,1),random(-1,1),random(-1,1),random(-1,1),random(-1,1),-1,random(0,360))
      Loop
   }
}
Kazudra
 
Joined: 25 May 2015

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: Baronos, Gourry, Simple Pie [RSS], SomewhatAGamer, Yandex [Bot] and 27 guests