Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
Iniquitatis
Posts: 49
Joined: Sat Oct 24, 2009 1:23 am
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Re: Smooth Doom [UPDATE 6/15/19]

Post by Iniquitatis »

@Gifty, thanks for the update and especially for fixing this shotgun issue. =)
Are you still in the way of merging Smooth Doom with Dead Marine? Because I loved the latter a lot, and I'm still looking forward to the single ultimate package.

Also, the topic title still says "UPDATE 6/15/19".
Thorogrimm
Posts: 31
Joined: Fri Jun 07, 2019 12:52 pm
Graphics Processor: nVidia (Modern GZDoom)

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

Post by Thorogrimm »

Will it be possible to do a smoothed FreeDoom weaponset alongside all the other ones like Doom64 and blackgloves?
User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

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

Post by Gifty »

@Iniquiatis, thanks! I definitely want to port over more of the work I did on Dead Marine, it's just a matter of whether or not I can make that stuff modular/optional. I need to brush up on my Zscript to make this happen!

(Also thanks! Changed the thread title for real this time)

@Thorogrimm Unfortunately it would be a ton of work to do smooth passes of all the Freedom weapons, even though that would be great. I had once planned to do another set of Doom Alpha-themed weapons but that ended up getting pushed to the backburner for similar reasons. Also, I've realized that the more weapon options I add the more the code becomes an un-debuggable mess!
sdaa
Posts: 13
Joined: Tue Apr 09, 2019 4:31 am

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

Post by sdaa »

Infinite BFG ammo in new version.
40KN
Posts: 14
Joined: Wed May 08, 2019 8:23 am

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

Post by 40KN »

@Gifty, have you ever considered implementing support for other id Tech 1 games (e.g., Heretic, Hexen, Strife)?
User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

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

Post by Gifty »

40KN wrote:@Gifty, have you ever considered implementing support for other id Tech 1 games (e.g., Heretic, Hexen, Strife)?
Long, long ago, when the Earth was young...
...I started working on smooth weapons for Heretic, but quickly realized that tackling a whole other game was going to be hundreds and hundreds of hours of work, so I decided to just stick to Doom. :P
MaxVonSydoww
Posts: 9
Joined: Thu Dec 14, 2017 7:06 am

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

Post by MaxVonSydoww »

This problem is still there in the newly released version of smoothdoom, does anyone know of a fix for this?

Re: Smooth Doom [UPDATE 6/15/19]

Postby MaxVonSydoww » Tue Sep 17, 2019 4:05 pm
I just noticed that the hell knights projectile attack does not use colored lightning like the baron of hell when i run smooth doom.
When i run just vanilla gzdoom it has colored lightning like every other enemy attack, is this a bug or is there something i am not aware of?

Running latest version of gzdoom and smoothdoom.
King_Epitaph
Posts: 1
Joined: Wed Oct 09, 2019 2:40 pm

Re: Smooth Doom [UPDATE 6/15/19]

Post by King_Epitaph »

Turin Turambar wrote:Have anyone done a fork or whatever of this, with only the monster animations? To have more compatibility with other mods.
Seconding this, is there a monsters only version?
User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

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

Post by Gifty »

There used to be, but I didn't have the time to maintain two separate SmoothDoom archives so I stopped supporting the monsters-only version. You can create your own monsters-only version if you know a little bit about SLADE!
Equus
Posts: 6
Joined: Mon Sep 04, 2017 1:58 am

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

Post by Equus »

@Gifty Have you seen this? Also, would you consider animations for pulling out weapons and putting them away like the shotguns equip animation in Dead Marine and bringing the particle effects from Dead Marine aswell?
User avatar
Sp4zzmatica
Posts: 3
Joined: Sat Oct 19, 2019 11:40 am
Graphics Processor: nVidia (Modern GZDoom)

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

Post by Sp4zzmatica »

So, I've been trying to disable the weapons in Smooth Doom so that it could be compatible with Final Doomer. But GZDoom just doesn't load the game and says "no player class defined". I'd really appreciate some help because I'm kind of a noob when it comes to using SLADE.
User avatar
okbuddy
Posts: 31
Joined: Fri Jun 21, 2019 3:45 pm

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

Post by okbuddy »

If you commented out all of the player/weapons entries in the DECORATE list be sure to also delete the KEYCONF file too. Also I had to delete the WEAPONS file from the SPRITES folder because it was using the included sprites as replacements. GZDoom will throw a few gldefs flags for the missing player class/weapons and some for the rifle zombieman, but since you won't be using those weapons it shouldn't affect anything. Lastly be sure to load final doomer after smooth doom. You may still get some conflicts though. I'm not sure what that mod does as far as monster/ammo replacements. Hope that helps.
User avatar
Sp4zzmatica
Posts: 3
Joined: Sat Oct 19, 2019 11:40 am
Graphics Processor: nVidia (Modern GZDoom)

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

Post by Sp4zzmatica »

okbuddy wrote:If you commented out all of the player/weapons entries in the DECORATE list be sure to also delete the KEYCONF file too. Also I had to delete the WEAPONS file from the SPRITES folder because it was using the included sprites as replacements. GZDoom will throw a few gldefs flags for the missing player class/weapons and some for the rifle zombieman, but since you won't be using those weapons it shouldn't affect anything. Lastly be sure to load final doomer after smooth doom. You may still get some conflicts though. I'm not sure what that mod does as far as monster/ammo replacements. Hope that helps.
Works like a charm! Thanks dude, you're great!
User avatar
GreenDoomguy1999
Posts: 54
Joined: Thu Aug 07, 2014 2:40 am

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

Post by GreenDoomguy1999 »

Bugs
-The flash of a super shotgun with vanilla and black gloves does not light up at all (screenshot with dynamic light turned off)
Screenshot_Doom_20191022_172216.png
-The flash of a super shotgun with black gloves having missed pixels in it
Screenshot_Doom_20191022_173917.png
User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

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

Post by Gifty »

Thanks! Didn't catch that, I'll incorporate that into the next version.

Got improved walk cycles for the imp and chaingunner coming up next.
Post Reply

Return to “Gameplay Mods”