Smooth Doom [UPDATE 6/15/19]

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Re: Smooth Doom [UPDATE 6/15/19]

Postby Gifty » Sun Jun 30, 2019 2:45 pm

cs89 wrote:Sorry if there was a similiar question, I have to write this:
If I want to play a megawad with only smooth weapon animations and with monster randomizer mod, there are any ways to disable the vanilla monster animations?

Yes there is! I've set up the mod's file structure so that people with only cursory modding experience can customize which parts they want; all you have to do is open up the mod in any PK3 editor, open the "DECORATE" text file in the main folder, and comment out (add // double slashes) each line of the text file that you don't want to use in the mod. So, for the lines of text that represent the monsters, simply comment out all those lines and the mod will load without monsters (they'll be clearly labelled when you open the DECORATE file). This way it's easy for people to make their own changes and it's easy to reverse if you want to go back at any time.
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Re: Smooth Doom [UPDATE 6/15/19]

Postby sdaa » Mon Jul 01, 2019 8:37 am

I сomment out Weapons & effects in the decorate file and got a bunch of script errors, gzdoom won't launch.
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Re: Smooth Doom [UPDATE 6/15/19]

Postby Captain J » Mon Jul 01, 2019 10:12 am

Removing certain scripts on any mod is pretty complicated and takes longer than you think, i'm afraid. Take a closer look at the error text and find out what is wrong, or probably ask us what's the problem is.

And now, here's my question of the mod:

- I hear a little Quake sound effect when i attack with Chainsaw or BFG 9000 with Recoil Mode on. It's not a big deal, but interrupts me a little. Intentional?

- Can i expect Doomguy to be animated smoothly like the rest of the cast?
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Re: Smooth Doom [UPDATE 6/15/19]

Postby Gifty » Mon Jul 01, 2019 10:16 am

Yeah, I was in a rush and probably should have mentioned that it's kind of a different task depending on which part you want to remove. Removing weapons can itself be easy, but Smooth Doom also defines a player class elsewhere and that has to be removed if you don't want problems with conflicting player classes
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Re: Smooth Doom [UPDATE 6/15/19]

Postby spamclark15 » Tue Jul 02, 2019 3:48 am

How about the option involving zombiemen dropping rifles have a 3rd selection that replaces the pistol with the rifle?

Also, is this mod compatible with Brightmaps Plus here:
viewtopic.php?f=46&t=64299

as well as the sprite fixes here:
viewtopic.php?f=46&t=36713
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Re: Smooth Doom [UPDATE 6/15/19]

Postby badope6 » Tue Jul 09, 2019 2:58 pm

I'm having a problem with a very small selection of wads in that some weapons can't be selected after being picked up. Example of one of these wads is Valiant, try loading the first map and getting the rocket launcher (though shotgun is fine).
I'm not sure if it is due to Smooth Doom, these wads themselves or due to GZDoom.

I verified that Smooth Doom is culprit here. Playing on the latest GZDoom (v4.1.3) and Smooth Doom as of writing this.
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Re: Smooth Doom [UPDATE 6/15/19]

Postby Gifty » Tue Jul 09, 2019 4:12 pm

Unfortunately Valiant has custom weapons, which means it isn't compatible with Smooth Doom or any gameplay mod that also changes weapons. You could probably hack them into working together by disabling Smooth Doom's weapons and player definition.
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Re: Smooth Doom [UPDATE 6/15/19]

Postby wildweasel » Tue Jul 09, 2019 4:29 pm

Valiant has a Vaccinated Edition that works with gameplay mods.
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Re: Smooth Doom [UPDATE 6/15/19]

Postby Iniquitatis » Wed Jul 10, 2019 5:39 pm

@Gifty, sorry in advance for being too pedantic, but I have two little nitpicks about the shotgun:
  • (See screenshot) There are remains of the muzzle flash on third frame of the fire state. Is it intentional?
  • The second frame of the muzzle flash comes in a little bit too early (try to set i_timescale to something like 0.1–0.2 and then shoot).
All of these happens either with classic or black gloves.

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Re: Smooth Doom [UPDATE 6/15/19]

Postby DoomCATO » Tue Jul 16, 2019 4:05 pm

Are you playing this with the PSX Doom TC version, because I dont have any trouble with the main mod.
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Re: Smooth Doom [UPDATE 6/15/19]

Postby Iniquitatis » Wed Jul 17, 2019 3:18 pm

@DoomCATO, nope, it's not a total conversion, but "Consolation Prize" maps from Kinsie, which doesn't replace any of weapon definitions.
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