Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Projects that alter game functions but do not include new maps belong here.
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EddieMann
Posts: 524
Joined: Sun May 18, 2014 7:25 pm
Location: Arizona

Re: Smooth Doom [UPDATE 9/25/19]

Post by EddieMann »

Alright, now just be a little more Blood-like with the flying gibs, ragdolled heads and explosions (perhaps an option to do the same with guns as well) and you've struck gold.
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bisousbisous
Posts: 32
Joined: Sat Jun 03, 2017 10:13 pm

Re: Smooth Doom [UPDATE 9/25/19]

Post by bisousbisous »

I noticed that the gibs from monsters exploding with enhanced gore enabled never go away, even with decals and sprites turned to 0. Is the limit on them just really high or will they build up forever if I'm playing something like Scythe or Eviternity with large monster numbers?

Edit: Also noticed that no matter what gore mod I use (nashgore, bloody simple, bolognese, droplets), anything that makes use of colored blood like cacodemons and hell knights will not properly work with the loaded gore mod. Example: I load nashgore and smoothdoom together, and turn off smoothdooms enhanced gore. Nashgore works fine with enemies like pinky, zombie man, chaingunner, etc that use red blood. IF i try to shoot a cacodemon or hell knight though, the nashgore blood doesnt come from them, instead the smoothdoom blood does. I've tried loading nashgore before and after smoothdoom, using nashgores own blood color fixer wad, nothing seems to work.
plazma1982
Posts: 1
Joined: Tue Nov 05, 2019 10:04 am

Re: Smooth Doom [UPDATE 9/25/19]

Post by plazma1982 »

First I would like to say thank you so much for this wonderful mod it's so fun to play and it stays with the original game thank you again

I was wondering if anybody knows a way to buff the rifle in the game files for personal use I really love that weapon but I need to pack a little bit more of a punch they play on maps of Chaos in is a lot more enemies
acridAxid
Posts: 56
Joined: Mon Oct 23, 2017 12:48 am

Re: Smooth Doom [UPDATE 9/25/19]

Post by acridAxid »

@plazma1982, this might be useful to you: viewtopic.php?f=3&t=53108#p931133
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MentzWolf
Posts: 48
Joined: Wed May 25, 2016 6:47 pm
Graphics Processor: nVidia with Vulkan support
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Re: Smooth Doom [UPDATE 9/25/19]

Post by MentzWolf »

Hello! I was wondering if I can work on brightmaps for this project? Unless if someone else is already doing so haha
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Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom [UPDATE 9/25/19]

Post by Gifty »

By all means! I've been too busy to get to it lately.
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MentzWolf
Posts: 48
Joined: Wed May 25, 2016 6:47 pm
Graphics Processor: nVidia with Vulkan support
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Re: Smooth Doom [UPDATE 9/25/19]

Post by MentzWolf »

Thanks!
Boomergloomer
Posts: 2
Joined: Thu Oct 24, 2019 6:14 pm

Re: Smooth Doom [UPDATE 9/25/19]

Post by Boomergloomer »

I have encounter a bug were the BFG 9000 keeps giving me infinite cells every time i use it, is there any way to fix it?
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Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom [UPDATE 9/25/19]

Post by Gifty »

@Boomergloomer I've fixed it, it'll be out in the next update. If you don't want to wait, you can open the BFG DECORATE file inside Smooth Doom (ACTORS>PLAYER>BFG.txt), scroll to the Fire state, remove line 35.
dmslr
Posts: 74
Joined: Tue Aug 06, 2019 2:11 am

Re: Smooth Doom [UPDATE 9/25/19]

Post by dmslr »

I couldn't get the first shootable switch in map16 (Mr. X) of Scythe 2 without mouselook because of my lower height. How does Smooth Doom affect player's height?
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Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom [UPDATE 9/25/19]

Post by Gifty »

@dmslr As far as I know it doesn't, or isn't supposed to. I'll have to check on this and see if that is caused by something in SD. Are you running any other mods on top?
dmslr
Posts: 74
Joined: Tue Aug 06, 2019 2:11 am

Re: Smooth Doom [UPDATE 9/25/19]

Post by dmslr »

Nope. Only m8f's autosave and pistol start minimods.
LOL_DUDE
Posts: 11
Joined: Tue Aug 13, 2019 5:05 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Smooth Doom [UPDATE 9/25/19]

Post by LOL_DUDE »

I just noticed that, when using this mod with Sound Caulking, Spectres don't get differentiated sounds from Demons like they're supposed to. All of the other added sounds work as intended, however, so this is a pretty minor issue, but I hope it can be addressed nonetheless.
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MentzWolf
Posts: 48
Joined: Wed May 25, 2016 6:47 pm
Graphics Processor: nVidia with Vulkan support
Contact:

Re: Smooth Doom [UPDATE 9/25/19]

Post by MentzWolf »

Sorry guys been feeling like crap as of late, I'll try to get started on the brightmaps soon!
NiGHTMARE
Posts: 3463
Joined: Sat Jul 19, 2003 8:39 am

Re: Smooth Doom [UPDATE 9/25/19]

Post by NiGHTMARE »

Smooth Doom brightmaps have actually been done already: https://www.doomworld.com/forum/topic/1 ... d-edition/

A few of them could do with some improvements, though.
Last edited by NiGHTMARE on Mon Nov 18, 2019 3:06 am, edited 1 time in total.
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