Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

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3371-Alpha
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Location: Veldin Orbit

Re: Smooth Doom (NOW HAS A THEME SONG!)

Post by 3371-Alpha »

Speaking of adding sprites, do you think you could add the PSX Final Doom super shotgun as a selectable skin?
I also notice you have the exploding doomguy head from the PSX version too, but I notice it only ever activates when he dies from his own rockets. Do you think you could make it occur on all gibling deaths as well as add the option to make it appear on all deaths (3DO) or disable it completely (vanilla).
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Agitatio
Posts: 240
Joined: Mon Sep 05, 2011 10:07 am
Graphics Processor: nVidia with Vulkan support

Re: Smooth Doom (NOW HAS A THEME SONG!)

Post by Agitatio »

Bug(s): Setting Plasma Sparkles to Player and Monster doesn't actually enable them for the Player. Also I noticed that sometimes monsters leave gibs, even though they are disabled.
ungraphed
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Joined: Sat Jan 10, 2015 1:43 pm

Re: Smooth Doom (NOW HAS A THEME SONG!)

Post by ungraphed »

Hello ppl, love this mod, particularly the always gib option for the super shotgun, would be awesome if all weapons could gib on death when doing the right amount of damage like in quake.

I've noticed that the Ketchup v5 Gore Mod doesn't work with this mod. Smooth Doom's gore seems more faithful to the original, but seeing entire rooms being covered with blood and guts is just way more satisfying, is it possible to make both mods compatible with each other?
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Gifty
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Re: Smooth Doom (NOW HAS A THEME SONG!)

Post by Gifty »

ungraphed wrote:Hello ppl, love this mod, particularly the always gib option for the super shotgun, would be awesome if all weapons could gib on death when doing the right amount of damage like in quake.

I've noticed that the Ketchup v5 Gore Mod doesn't work with this mod. Smooth Doom's gore seems more faithful to the original, but seeing entire rooms being covered with blood and guts is just way more satisfying, is it possible to make both mods compatible with each other?
I haven't tested it yet, but on the last page someone linked to a ketchup compatibility patch that might work for you!
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meatman12
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Re: Smooth Doom (NOW HAS A THEME SONG!)

Post by meatman12 »

Suggestion; Recolor the Zombieman rifle (On the enemy sprite it's black, but on the player sprite it's silver).
EDIT: Nevermind. Maybe make it a little darker though.
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Atendega
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Re: Smooth Doom (NOW HAS A THEME SONG!)

Post by Atendega »

meatman12 wrote:Suggestion; Recolor the Zombieman rifle (On the enemy sprite it's black, but on the player sprite it's silver).
EDIT: Nevermind. Maybe make it a little darker though.
The idea here is to be completely vanilla-faithful, so I don't think that would be acceptable. If anything, it would have to be a toggleable option, and I don't think it's worth that much effort.
ungraphed
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Re: Smooth Doom (NOW HAS A THEME SONG!)

Post by ungraphed »

That patch works great, thank you Gifty!
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Oberron
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Graphics Processor: ATI/AMD (Modern GZDoom)
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Re: Smooth Doom (NOW HAS A THEME SONG!)

Post by Oberron »

The explosion sources on the credits are by VEC Films, that's the original source.
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meatman12
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Re: Smooth Doom (NOW HAS A THEME SONG!)

Post by meatman12 »

Idea: Weapon specific crosshairs. It's relatively simple to implement (unless you're using CVARS). Just plop "A_SetCrosshair (x)" into the ready state of the weapon. Here's an example of what I mean (with crosshairs created by me).
https://puu.sh/u9z4o/0eafc0fb17.pk3
EDIT: Forgot to include SSG Crosshair.
Image

EDIT2: Made a chaingun/rifle firing sound (mixing the pistol [from perks hq sounds] with the super shotgun sound). Sounds more powerful & boomier.
https://puu.sh/u9G6P/fae460add9.wav
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Gifty
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Re: Smooth Doom (NOW HAS A THEME SONG!)

Post by Gifty »

meatman12 wrote:Idea: Weapon specific crosshairs. It's relatively simple to implement (unless you're using CVARS). Just plop "A_SetCrosshair (x)" into the ready state of the weapon. Here's an example of what I mean (with crosshairs created by me).
https://puu.sh/u9z4o/0eafc0fb17.pk3
EDIT: Forgot to include SSG Crosshair.
Image

EDIT2: Made a chaingun/rifle firing sound (mixing the pistol [from perks hq sounds] with the super shotgun sound). Sounds more powerful & boomier.
https://puu.sh/u9G6P/fae460add9.wav
Nice! Yeah, I think weapon specific crosshairs are really cool, especially after seeing their excellent implementation in the new Doom. I don't know if it would make a ton of sense in Smooth Doom though, and I don't want to throw anything in that the player couldn't turn off. Also I can't get your link to work, I'd like to hear it but weapon sounds are also something Smooth Doom probably shouldn't include.

Also I gave that Ketchup patch a go myself just now, and whew. That's really cool, I wish there was some way to officially incorporate it without basically stealing Mark's thunder. More blood options are something I've wanted for a while.
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meatman12
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Re: Smooth Doom (NOW HAS A THEME SONG!)

Post by meatman12 »

I was thinking of making an addon to Smooth Doom, simply called Smooth Doom Extras (or, something) basically including stuff that doesn't change gameplay, but wouldn't really fit in Smooth Doom (The new chaingun sound, for instance).

Fixed link (including new chaingun sound). I should probably explain it a bit better: It's like the super shotgun sound, but not as powerful.
http://www.mediafire.com/file/i09eddmnr ... thdoom.pk3
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Rokim21
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Graphics Processor: Intel (Legacy GZDoom)
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Re: Smooth Doom (NOW HAS A THEME SONG!)

Post by Rokim21 »

It would be nice if you included a fist, chainsaw and rifle crosshairs.
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Rokim21
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Re: Smooth Doom (NOW HAS A THEME SONG!)

Post by Rokim21 »

Gifty made a rifle fix,please?
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MinerOfWorlds
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Re: Smooth Doom (NOW HAS A THEME SONG!)

Post by MinerOfWorlds »

Can you give the bullet casings rotations when they are on the ground?
rileymartin
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Joined: Wed Jan 27, 2016 7:10 am

Re: Smooth Doom (NOW HAS A THEME SONG!)

Post by rileymartin »

Hey there! I'm experiencing a bug where Blood Pools being on combined with monsters getting crushed tanks my performance to 1-2 FPS in the latest stable GZDoom and QZDoom. This has nothing to do with the monsters being visible either. Loading up Sunlust map02 or 30 where some enemies get crushed in a monster closet at the start of the map has that effect. I'm moderately sure this wasn't the case when I played with an older build about a year ago.
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