Smooth Weapons Enhanced [v3.2.1]

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Re: Smooth Weapons Enhanced [v3.2.1]

Postby dmslr » Sun Dec 20, 2020 2:11 pm

The recent version of the mod works fine with LZDoom.
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Re: Smooth Weapons Enhanced [v3.2.1]

Postby NightFright » Sun Dec 20, 2020 2:15 pm

And it's better since weapon firing timings were off in v2.0. It should be avoided.
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Re: Smooth Weapons Enhanced [v3.2.1]

Postby acridAxid » Sun Dec 20, 2020 4:37 pm

Sorry for the confusion; I had an incorrect assumption that LZDoom was forked from an earlier GZDoom build and wasn't compatible going forward. Thanks for setting me straight.
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Re: Smooth Weapons Enhanced [v3.2.1]

Postby dmslr » Sun Dec 20, 2020 5:05 pm

Kudos to drfrag for maintaining LZDoom by adding GZDoom features within each update. LZDoom can run without errors almost everything.
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Re: Smooth Weapons Enhanced [v3.2.1]

Postby dragon085 » Mon Mar 22, 2021 11:08 am

Is this mod compatible with Brightmaps Plus v1.72 + Revenant100's Sprite Fixing?

Here's my load order:

-file lights.pk3 bmplus_spritefix.pk3 bmplus_textures.pk3 D1SPFX19.WAD perk_enhanced.pk3 perk_enhanced_brightmaps.pk3
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Re: Smooth Weapons Enhanced [v3.2.1]

Postby NightFright » Mon Mar 22, 2021 2:51 pm

Short answer: No. Spritefixes maybe since the sprites in this one are also centered, but the brightmaps are probably missing a lot of frames for muzzleflashes and the like.
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Re: Smooth Weapons Enhanced [v3.2.1]

Postby Nash » Mon Mar 22, 2021 3:42 pm

I believe I've updated perk_enhanced_brightmaps to support Spritefixes some time in November but never got around to uploading it as everything is still WIP. But I do know that the files I have on my hard disk right now fully support it because I have been playtesting with both this mod and spritefixes.

I'll get around to compiling the changes and reupload everything when I can. It's just been so hectic here with me juggling so many different projects.
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Re: Smooth Weapons Enhanced [v3.2.1]

Postby NightFright » Tue Mar 23, 2021 8:31 am

Actually I just realized I made a link to your brightmaps pack ("Brightmaps pack (by Nash)") in the first post of this thread. So in fact, the correct answer to the question above would be: Yeah, you can get it working with both brightmaps and spritefixes.
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Re: Smooth Weapons Enhanced [v3.2.1]

Postby Armaetus » Wed Mar 24, 2021 12:01 pm

It's nice to see this QOL mod still being worked on.
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Graphics Processor: ATI/AMD with Vulkan Support

Re: Smooth Weapons Enhanced [v3.2.1]

Postby Delfino Furioso » Wed May 19, 2021 8:57 am

Hi!
Just a heads up: the upcoming 4.6.0 release of gzDoom does not play nice with this mod.
It throws an exception about the "IsGrayed" function defined in ZPerkMenu.zc

Changing the function's name in both the occurences withing that file seems to fix the whole issue.

Keep up the good work!
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Re: Smooth Weapons Enhanced [v3.2.1]

Postby NightFright » Wed May 19, 2021 12:22 pm

Changing it to what exactly?
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Re: Smooth Weapons Enhanced [v3.2.1]

Postby Nash » Wed May 19, 2021 1:06 pm

That problem doesn't exist in the officially-released 3.2.1 download. It only happens with an in-development build. NightFright, nothing to do on your side. This is the risk users will have to take when attempting to play non-official, bleeding edge copies of mods taken directly off the Github.

(For the record, it is already fixed in an unpublished, in-development copy of this mod - I have my reasons for not publishing it to the repo yet - the changes are actually quite extensive and it overalls requires more time in the kitchen before I can publish them)

Anyway, anyone who insists on playing with in-development copies of the mod can easily change themselves - just remove the entire IsGrayed function from ZPerkMenu.zc.
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Re: Smooth Weapons Enhanced [v3.2.1]

Postby Delfino Furioso » Thu May 20, 2021 2:49 am

oh I didn't realize I was using the development version..
I guess I've downloaded it some time ago, tried it out and forgot to restore the official version in my autoload list

sorry for raising this as a bug in the mod
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