Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
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The Projects forums are only for 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.
The Projects forums are only for 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.
- SiFi270
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Re: Smooth Doom
I'm already having several issues.
-The pickup sprite for the D64 rocket launcher and both plasma rifles are completely invisible.
-The BFG pickup sprite is the Doom 64 version regardless of settings.
-The classic plasma rifle seems to be playing its recoil frames after every shot.
-The D64 super shotgun doesn't play its firing sound, just the reloading sound afterwards.
-The pickup sprite for the D64 rocket launcher and both plasma rifles are completely invisible.
-The BFG pickup sprite is the Doom 64 version regardless of settings.
-The classic plasma rifle seems to be playing its recoil frames after every shot.
-The D64 super shotgun doesn't play its firing sound, just the reloading sound afterwards.
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Re: Smooth Doom
Has the death animation for Stealth Archviles been fixed?
- StroggVorbis
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Re: Smooth Doom
I loaded the new SmoothDoom release and the black gloves animations were totally glitched. I had to use the previous version to change the glove color back to brown, this fixed some issues. Anyway, there's a critical bug still present in this release. I pointed it out some pages back but seems like it was overlooked. SmoothDoom is incompatible with any map that uses thing specials or tid checks. I don't understand how nobody noticed this before. The fix for it is actually quite simple:
In SmoothDoom.pk3/DECO/Variants.txt:
you'll need to add SXF_TRANSFERSPECIAL.
And further down the line, every spawner/dice, be it standard or a variant, is missing the tid in the A_SpawnItemEx codepointer. For example:
needs to look like this:
In SmoothDoom.pk3/DECO/Variants.txt:
Code: Select all
const int SD_VARIANTSPAWNFLAGS = SXF_TRANSGERAMBUSHFLAG | SXF_NOCHECKPOSITION;
And further down the line, every spawner/dice, be it standard or a variant, is missing the tid in the A_SpawnItemEx codepointer. For example:
Code: Select all
TNT1 A 0 A_SpawnItemEx("SmoothZombieman", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS,)
Code: Select all
TNT1 A 0 A_SpawnItemEx("SmoothZombieman", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS, 0, tid)
Re: Smooth Doom
Oh, by the way, have you seen this?
- StroggVorbis
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Re: Smooth Doom
Good point. I noticed incompatibilites between not only SmoothDoom but several gameplay mods and custom maps. The reason for this is that some mods employ a custom LOCKDEFS, which AFAIK is unnecessary and breaks things. Other ways to fix this are according to the ZDoom Wiki to add a Species tag to keys, so like monsters new keys share a relationship with old ones. Or to edit affected maps themselves, by changing doors or linedefs from ACS_Execute to ACS_LockedExecute and its variants.Gez wrote:Oh, by the way, have you seen this?
- Brohnesorge
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Re: Smooth Doom
RE: Black gloves missing/broken
C'mon guys.Gifty wrote: I've disabled custom glove colors temporarily until I get things back on track and make new sprites.
Re: Smooth Doom
Fucking hell, I tried to get Doom64 weapons up and running in a rush, but I ended up letting a bunch of issues out the door. The black gloves thing is intentional, but the rest of the more recent issues should be fixed as of now.
-fixed plasma rifle fire animation
-fixed Doom64 weapon pickup sprites
-fixed lots of tiny weapon state issues (glove skins, 64rocket bobbing, etc)
-fixed plasma rifle fire animation
-fixed Doom64 weapon pickup sprites
-fixed lots of tiny weapon state issues (glove skins, 64rocket bobbing, etc)
This is an excellent idea that saves a lot of compatibility issues. Thank you!Gez wrote:Oh, by the way, have you seen this?
Re: Smooth Doom
NOPE... I Still found some problems:
1. No sounds on the Super Shotgun 64 Sprite.
2. The Rocket Launcher 64 Sprite appears when you still use Classic Sprites, but glitches to the Classic when you fire.
3. WHERE'S THE BLACK GLOVES?!
1. No sounds on the Super Shotgun 64 Sprite.
2. The Rocket Launcher 64 Sprite appears when you still use Classic Sprites, but glitches to the Classic when you fire.
3. WHERE'S THE BLACK GLOVES?!
- wildweasel
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Re: Smooth Doom
DoomCATO wrote:3. WHERE'S THE BLACK GLOVES?!
Brohnesorge, who is merely two posts above you, wrote:RE: Black gloves missing/broken
C'mon guys.Gifty wrote: I've disabled custom glove colors temporarily until I get things back on track and make new sprites.
Re: Smooth Doom
Thanks, Weasel. Second hotfix coming soon for the other stuff, this is what I get for trying to update the mod in between a bunch of other tasks.
Re: Smooth Doom
Today's exercise in unfucking myself includes:
-fixed SSG64 sound
-fixed rocket launcher sprite issue
-fixed missing bob states for 64 plasma rifle
Will continue to add fixes as they're reported/as I find them.
-fixed SSG64 sound
-fixed rocket launcher sprite issue
-fixed missing bob states for 64 plasma rifle
Will continue to add fixes as they're reported/as I find them.
Re: Smooth Doom
Firing the Doom 64 SSG still gives me a "jump target '64bobfire' not found in PerkSuperShotgun" message, even though the sound now works. EDIT: I'm using ZDOOM32 2.8.2b.
Double edit: firing the classic plasma rifle gives me a "jump target 'BLfire' not found in BloxPlasmaRifle" message.
I appreciate the work you're putting into debugging this mod, and I hope you can fix these issues as well.
Double edit: firing the classic plasma rifle gives me a "jump target 'BLfire' not found in BloxPlasmaRifle" message.
I appreciate the work you're putting into debugging this mod, and I hope you can fix these issues as well.
- drfrag
- Vintage GZDoom Developer
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Re: Smooth Doom
Please update to 2.8.3 ASAP, savegames should be compatible. No problems for me with the classic plasma rifle. About the supershotgun that's a missing state, error reporting will probably change for the next release (hopefully 2.9.0).
Re: Smooth Doom
I'm still getting those errors with 2.8.3. Not sure why...
Re: Smooth Doom
That's because it does not support the previous source port, I tried.