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.
Re: Smooth Doom
It would be a good idea to add an option to return the status bar face to the original since the smooth version glitches skins that have a custom face. Provided that's actually possible, anyway.
Re: Smooth Doom
I would, but it's pretty much impossible to regulate SBARINFO stuff outside of zscript, and I don't know zscript. It's easier to just delete the mugshot frames if you want to play with a custom wad.CoTeCiO wrote:It would be a good idea to add an option to return the status bar face to the original since the smooth version glitches skins that have a custom face. Provided that's actually possible, anyway.
Update day! Still have to finish some rotations for the shotgunguy and imp, but hopefully this will put some fires out for some folks. The rifle also has a new set of sprites that's closer to the Doom Alpha look.
changelist:
-disabled monster variant skins for now
-added more gore variation (all optional)
-zombieman Rifle mutator now works through a death-state DECORATE check and no longer requires a level restart to change
-fixed "glove toggle" plasmagun error
-fixed "glove toggle" super shotgun error
-fixed super shotgun not properly displaying black gloves when idling
-fixed cacodemon gibs having some red blood
-fixed shotgunguy dynamic lights
-fixed 64 pistol displaying PC sprites when bobbing
-fixed shotgun firing rate deviating from vanilla
-fixed SSG firing rate deviating from vanilla
-improved cacodemon attack animation
-improved BFG firing animation/recoil
-improved Rifle sprites
-spider mastermind now has BRIGHT state when firing
EDIT NOTE: I removed the mediafire mirror because frankly it's annoying remembering to update two mirrors, and nobody seemed to like mediafire anyway. RIP mediafire mirror, over the multiple uploads of SmoothDoom.pk3 the mediafire mirror garnered around 100,000 downloads!
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Re: Smooth Doom
A new update! YES! One problem, though. The download link seems to be broken.
- GamingMarine
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Re: Smooth Doom
There's a typo in the link. Here's the link with the typo fixed.terminator44 wrote:A new update! YES! One problem, though. The download link seems to be broken.
https://drive.google.com/open?id=0B7UjV ... mlSR1B2bk0
Re: Smooth Doom
I'm still new to DECORATE so I don't know what this means, but this change in DECO\MONSTERS\Zombieman.txt makes rifle zombies corpses (but not gibs) float in the air when you lower the platform they're laying on (I was testing in MAP01):
old:
new:
Update looks really good!
old:
Code: Select all
'ACTOR SmoothZombieman : Zombieman'
Code: Select all
'ACTOR SmoothZombieman : Zombieman replaces Zombieman'
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Re: Smooth Doom
Thanks!GamingMarine wrote:There's a typo in the link. Here's the link with the typo fixed.terminator44 wrote:A new update! YES! One problem, though. The download link seems to be broken.
https://drive.google.com/open?id=0B7UjV ... mlSR1B2bk0
On the subject of shotgun timing, I did some tests with a stopwatch comparing Smooth Doom and Classic Doom. It seems the shotgun is consistently about .1 seconds slower (timed from the first firing of the gun to the next firing while holding down the fire button) on Smooth Doom. For the record, I was playing in 1980x1080 resolution with a ASUS VG248QE 24" Gaming Monitor, with VSync turned off. Hope that helps.
Re: Smooth Doom
Just took a look at the decorate file to get the frame data and...you're actually not wrong. The first frame you can refire on the default smooth shotgun's animation is frame 40 while it's frame 37 in the original Doom. 40/35 ≈ 1.14, 37/35 ≈ 1.06.terminator44 wrote:On the subject of shotgun timing, I did some tests with a stopwatch comparing Smooth Doom and Classic Doom. It seems the shotgun is consistently about .1 seconds slower (timed from the first firing of the gun to the next firing while holding down the fire button) on Smooth Doom.
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Re: Smooth Doom
Oh, the frame data! Looking at that would have been much better than just timing the shots by hand a dozen times each. Good thinking. We might just have helped solve this issue.Boondorl wrote: Just took a look at the decorate file to get the frame data and...you're actually not wrong. The first frame you can refire on the default smooth shotgun's animation is frame 40 while it's frame 37 in the original Doom. 40/35 ≈ 1.14, 37/35 ≈ 1.06.
Re: Smooth Doom
Fixed the download link, sorry about that. Haven't really delved into the last couple posts re: the shotgun stuff, but it looks really good, so thanks for that.
Here's a little teaser of the Baron, who is getting a second visual pass soon.
Here's a little teaser of the Baron, who is getting a second visual pass soon.
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- Sgt Nate V
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Re: Smooth Doom
oh hell yes that looks fantastic already!Gifty wrote:Here's a little teaser of the Baron, who is getting a second visual pass soon.
- lumbo7332
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Re: Smooth Doom
Do you have a Git repository for this?
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Re: Smooth Doom
I've noticed the sprite of a plasma gun projectile impacting something does not appear unless Plasma Sparkles are turned on, at least for 3.7.2. Is this intentional?