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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DoomCATO
Posts: 17
Joined: Sun Nov 26, 2017 2:26 pm

Re: Smooth Doom

Post by DoomCATO »

Gifty, If there's going to be another update soon, will the source port support the previous port like gzdoom v 2.2 or v2.1, or even the late zdoom?
ILikeSupershotties27
Posts: 7
Joined: Sat Nov 18, 2017 8:31 pm

Re: Smooth Doom

Post by ILikeSupershotties27 »

This reminds me of Random Deaths and Decorations addon 0_o http://www.moddb.com/games/doom/addons/ ... n-15-final
Trar
Posts: 39
Joined: Wed May 29, 2013 9:11 am
Location: Heck

Re: Smooth Doom

Post by Trar »

This might just be a problem on my end, but whenever I switch to the fists or punch I get a bunch of errors like "Jump target '64ready' not found in perkfist". I figure it's related to the D64 skins being temporarily disabled, so I'm just waiting for the update :V
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drfrag
Vintage GZDoom Developer
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Re: Smooth Doom

Post by drfrag »

Right now it works (minimum requirement) with GZDoom 2.4, QZDoom 1.3, ZDoom32 and ZDoom LE. The last one only with the fixed version below (with the +2 changed to 2).
Those are actually missing states but AFAIK they are harmless.

Edit: link removed.
Last edited by drfrag on Mon Dec 11, 2017 1:35 pm, edited 1 time in total.
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Trusty McLegit
Posts: 264
Joined: Sun Feb 07, 2016 8:42 pm

Re: Smooth Doom

Post by Trusty McLegit »

Trying to run this wad with a voxel mod results in both style barrels flashing between eachother. Anyway to avoid this other than editing one of the files?
Trar
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Location: Heck

Re: Smooth Doom

Post by Trar »

drfrag wrote:Those are actually missing states but AFAIK they are harmless.
Yeah, I figure they're harmless, but it's kind of annoying nonetheless.
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PerilousPear
Posts: 18
Joined: Thu Jul 21, 2016 1:19 pm

Re: Smooth Doom

Post by PerilousPear »

"Execution could not continue.

Script error, "SmoothDoom.pk3:deco/monsters/zombieman.txt" line 89:
Expected string constant but got '+' instead."

I'm using ZDoom 2.8.1
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Captain J
 
 
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Re: Smooth Doom

Post by Captain J »

Try the newest version of GZDoom like g3.2.1, maybe?
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PerilousPear
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Joined: Thu Jul 21, 2016 1:19 pm

Re: Smooth Doom

Post by PerilousPear »

That did the trick. Thanks!
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lwks
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Location: Fucking Brazil

Re: Smooth Doom

Post by lwks »

Found a bug. Playing this with Sargeant Mark's gore mod KetchupV5 is causing a bug with the Arch-vile's death animation, causing the last frame (the one that enters a loop) to be a frame of the ressurecting animation. Here's a screenie of a dead Arch-vile in the middle of the act :evil:

Image

Tested with SmootDoom main PK file, the main KetchupV5 file and the stable versions of GZDoom 3.0 and 3.2. I think the problem should persist on the latest versions of GZDoom too, though I did not test it myself.

PS.: The KetchupV5 from the ModDB Website has two lines of code (if memory serves) messed up, two values that should be "1" actualy have the letter "l" instead causing errors, so if you decide to see it you'll have to launch Slade (lol you'd probably have to do it anyways).
Or if you want you can download mine, which is functional

Edit: For some reason the image is not loading so here's the link
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mutator
Posts: 498
Joined: Wed Dec 09, 2015 6:19 pm

Re: Smooth Doom

Post by mutator »

Hi why I can't see the smoothdoom options menu when I press esc?
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PerilousPear
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Joined: Thu Jul 21, 2016 1:19 pm

Re: Smooth Doom

Post by PerilousPear »

There's a chance a spectre will continue to hunt you down as a ghost monster (no pun intended) even after you killed it.

It's probably due to gibbing it with a super-shotgun. I disabled that option and it doesn't happen anymore. Prior to that it happened twice, on the same map. I know it's a normal bug as well when an archvile resurrects a monster, but there are no archviles on the map, and the bug doesn't occur with any other monster.
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lwks
Posts: 212
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Location: Fucking Brazil

Re: Smooth Doom

Post by lwks »

This doesn't go well with Back to Saturn / Ancient Alien, mostly AA. I remember someone saying it was because of the img extensions or something but I don't remember shit xD
Can we have some kind of compatibility patch, pretty please?
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faslrn
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Re: Smooth Doom

Post by faslrn »

lwks wrote:This doesn't go well with Back to Saturn / Ancient Alien, mostly AA. I remember someone saying it was because of the img extensions or something but I don't remember shit xD
Can we have some kind of compatibility patch, pretty please?
Weird colours right? Need to convert the sprites to PNG I believe.
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lwks
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Re: Smooth Doom

Post by lwks »

faslrn wrote:Weird colours right? Need to convert the sprites to PNG I believe.
So why isn't this by default?
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