Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
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.
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 [UPDATE 5/16/19]
any shotgun does not leave decals on walls
i redownloaded the mod and bug about 64 shotgun with no muzzleflash is solved,but black gloves ssg still has some animation problem(its barely seen but its there)
i redownloaded the mod and bug about 64 shotgun with no muzzleflash is solved,but black gloves ssg still has some animation problem(its barely seen but its there)
Re: Smooth Doom [UPDATE 5/16/19]
Is there a way for the Casings in the Black Glove Pistol to be remove when its turned off or is it belt that way.
Re: Smooth Doom [UPDATE 5/16/19]
This file contain the code and the sprites of a new version for the Doom64 Rifle, take it if you want.
Sprites made by :
- YukiHerz Recreated D64 Beta Rocket Launcher
- Me (Ac!d) (Just add a new muzzleflash -> Sprite MCHGD0)
Code made by Me. (Ac!d)
Sprites made by :
- YukiHerz Recreated D64 Beta Rocket Launcher
- Me (Ac!d) (Just add a new muzzleflash -> Sprite MCHGD0)
Code made by Me. (Ac!d)
- Attachments
-
- Doom 64 Rifle.wad
- (26.72 KiB) Downloaded 12 times
-
- Sprite MCHGD0
- MCHGD0.png (6.19 KiB) Viewed 1450 times
Last edited by Ac!d on Mon Apr 27, 2020 11:49 pm, edited 1 time in total.
- NickCometh
- Posts: 4
- Joined: Tue May 21, 2019 4:54 pm
Re: Smooth Doom [UPDATE 5/16/19]
Overall, I really enjoy the mod. I haven't personally encountered any bugs (I think), but if there's one thing I have to touch on, it's the shotgun's firing speed. It's off by a little more than a hair, but if you hold footage of Doom's standard shotgun next to footage of Smooth Doom's shotgun, after a few seconds Doom's shotgun will clearly be much faster. To the more technically inclined folks, this issue is just a quick fix in SLADE, I'm sure. However, either something is wrong with SLADE or the mod, because I can't get the speed to change at all. In the next update, it would be nice is you could fix that issue so people with little to no knowledge of code (such as myself) can enjoy the mod even more. As Mark Brown said, "Doom is something of a dance", and the fluidity of a dance can be completely eradicated if a rhythm is off even m=by a minuscule amount. Again, this is an amazing mod, but it still has a little ways to go before I'd consider it perfect
Re: Smooth Doom [UPDATE 5/16/19]
if there's one thing I have to touch on, it's the shotgun's firing speed. It's off by a little more than a hair, but if you hold footage of Doom's standard shotgun next to footage of Smooth Doom's shotgun, after a few seconds Doom's shotgun will clearly be much faster.
This is the code (Fire State) from the Smooth Doom Shotgun :
Code: Select all
Fire:
XTSG A 3 // <Sprite> <Frame(s)> <Duration> [<Action>]
XTSG B 3 bright A_FireShotgun
XTSG CD 2 bright
XTSG AF 1
XTSG GH 2
XTSG I 2
SGXT a 2
XTSG JK 2
XTSG L 5
XTSG MJIHG 2
XTSG F 1
XTSG A 4 A_ReFire
Goto Ready
Code: Select all
Fire:
SHTG A 3
SHTG A 7 A_FireShotgun
SHTG BC 5
SHTG D 4
SHTG CB 5
SHTG A 3
SHTG A 7 A_ReFire
Goto Ready
The signification of a frame number
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
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Re: Smooth Doom [UPDATE 5/16/19]
I just tallied up the tic counts...
Vanilla Doom's shotgun runs 37 tics of animation before it reaches the Refire state.
Smooth Doom's runs for 40.
What's worth noting is that, despite the tic counts technically adding up (44 each including refire), refire jumps immediately at the start of the state, it does not run the sprite and duration assigned to it if the trigger is held down. So yes, the Smooth shotgun is 3 tics slower than vanilla.
Vanilla Doom's shotgun runs 37 tics of animation before it reaches the Refire state.
Smooth Doom's runs for 40.
What's worth noting is that, despite the tic counts technically adding up (44 each including refire), refire jumps immediately at the start of the state, it does not run the sprite and duration assigned to it if the trigger is held down. So yes, the Smooth shotgun is 3 tics slower than vanilla.
- NickCometh
- Posts: 4
- Joined: Tue May 21, 2019 4:54 pm
Re: Smooth Doom [UPDATE 5/16/19]
What does that mean? That grammar doesn't make much sense, because an animation can be smooth and fast. A youtuber by the name of Civvie11 is doing a series on Doom, and he tweaked the duration values for the shotgun's animations to where it matched Vanilla Doom's shotgun pretty well.Something smooth doesn't mean that it could be faster.
Re: Smooth Doom [UPDATE 5/16/19]
I understand that my grammar is not quite correct, but I'm working on it everyday.That grammar doesn't make much sense
I've seen his videos, and he explains why he uses SmoothDoom insted of the Vanilla version. (From his point of view, the animation of the shotgun is "broken".)Civvie11 is doing a series on Doom, and he tweaked the duration values for the shotgun's animations to where it matched Vanilla Doom's shotgun pretty well.
- Agitatio
- Posts: 240
- Joined: Mon Sep 05, 2011 10:07 am
- Graphics Processor: nVidia with Vulkan support
Re: Smooth Doom [UPDATE 5/16/19]
Was moving all status bar improvements to an optional addon just like textures ever considered? Or making them a toggle in options, if that is even possible?
A lot of WADs have their own status bars that some (like me) would like to keep while playing with Smooth Doom.
A lot of WADs have their own status bars that some (like me) would like to keep while playing with Smooth Doom.
- Negostrike
- Posts: 22
- Joined: Tue Jun 21, 2016 5:51 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: Smooth Doom [UPDATE 5/16/19]
Is it only me or monsters don't leave blood drops on the floor anymore? I miss them.
Besides that, brilliant work.
Besides that, brilliant work.
Re: Smooth Doom [UPDATE 5/16/19]
Does anyone have a link to previous versions of Smooth Doom, given the few issues with the current version?
Re: Smooth Doom [UPDATE 5/16/19]
I don't but I can suggest similar mods.ngetal wrote:Does anyone have a link to previous versions of Smooth Doom, given the few issues with the current version?
viewtopic.php?f=43&t=50004
viewtopic.php?f=43&t=58191
Re: Smooth Doom [UPDATE 5/16/19]
Thank you. Been using Beautiful Doom since its latest update, it's quite nice. I should learn how to edit mods, my preference would be a mix of Beautiful and Smooth.Rowsol wrote:I can suggest similar mods.
- konamikode
- Posts: 1
- Joined: Mon Feb 26, 2018 2:05 am
Re: Smooth Doom [UPDATE 5/16/19]
hope the "zombieman corpse blocking the player" bug is fixed soon. i tried fixing it myself, but i couldnt figure out how to make it happen
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- Joined: Wed May 31, 2017 5:39 am
Re: Smooth Doom [UPDATE 5/16/19]
I already did it. But I only added death animations from Beautiful Doom and made weapons animations smoother and similar at tics count as vanilla.ngetal wrote:Thank you. Been using Beautiful Doom since its latest update, it's quite nice. I should learn how to edit mods, my preference would be a mix of Beautiful and Smooth.Rowsol wrote:I can suggest similar mods.