Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

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Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom

Post by Gifty »

Nope! :P that'll be fixed in the next version.
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Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom

Post by Gifty »

Hey boys and girls! Update day. Smooth Animations 2.0 continues; many of the powerups have been redone from scratch, and the Baron walk animation looks way better now! Hell Knight will follow soon.

Also of note: there's now a general monster rebalance mutator, similar to what's found in Beautiful Doom etc. It makes the game a little tougher without increasing monster health, it simply makes your margin of error a little thinner. You can read about it below!

Code: Select all

-New animations for the following items:
	*green armor
	*blue armor
	*soulsphere
	*Arachnotron ball

-"fast pinky" mutator has now morphed into broader "monster rebalance" mutator; this is toggleable mid-game and no longer requires level restart. This mutator changes the following:
	*pinkies move faster
	*barons of hell now exhibit "Lord of Heresy" attack behavior
	*lost soul health reduced by about 30%
	*many monster projectiles move slightly faster
	*pain elementals explode on death

-total redo of Baron walk animation
-slightly tweaked Pistol animation
-finished shotgunguy walk rotations
-further improvements to particle system
-most particle and gore effects have now been grouped under their own respective toggle switches, to consolidate the features in the options menu and make it easier for users to disable non-vanilla stuff they don't like
-further improvements to gore effects
-fixed bizarre zombieman physics bug
-fixed plasma impact being messed up by particle toggle
-fixed small discrepancy in Pinky pain ticrate
-fixed the black glove shotgun cutting off on certain HUD setups (thanks, Sgt Nate!)
-fixed longstanding issue of baron/knight attack animation being out of sync with their projectile (attack animation still needs second pass)
-lowered intensity of most screen rumble effects
-more accurate Baron/Knight blood color
-removed arachnotron alt death because it looked silly and bad
-removed Duke-style explosions (sorry!)
-added option for chainsaw to gib enemies
DoomCATO
Posts: 17
Joined: Sun Nov 26, 2017 2:26 pm

Re: Smooth Doom [UPDATE 5/16/19]

Post by DoomCATO »

The Zombieman physics is still messed up
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Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom [UPDATE 5/16/19]

Post by Gifty »

You're right. Now it's fixed for real!
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GreenDoomguy1999
Posts: 54
Joined: Thu Aug 07, 2014 2:40 am

Re: Smooth Doom [UPDATE 5/16/19]

Post by GreenDoomguy1999 »

Looks like "Super Shotgun gibs enemies" option is broken in this update
Also,green blood having weird red spots
Attachments
Weird red spots in green blood
Weird red spots in green blood
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Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom [UPDATE 5/16/19]

Post by Gifty »

GreenDoomguy1999 wrote:Looks like "Super Shotgun gibs enemies" option is broken in this update
Are you sure? Works on my end. :?
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GreenDoomguy1999
Posts: 54
Joined: Thu Aug 07, 2014 2:40 am

Re: Smooth Doom [UPDATE 5/16/19]

Post by GreenDoomguy1999 »

Actually I found the real reason of this bug,SSG doesn't gib enemies when "Chainsaw gibs enemies" option turned off
Attachments
IMG_20190518_104404.jpg
IMG_20190518_104349.jpg
gordon.freeman1998
Posts: 3
Joined: Sat May 18, 2019 7:05 am

Re: Smooth Doom [UPDATE 5/16/19]

Post by gordon.freeman1998 »

pls halp
I can't download the mod because Google Drive servers are not working (At least 4 me).
Can you please put a Mediafire link for your textures and sprites mods? :(
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Gorec
Posts: 313
Joined: Tue Feb 09, 2016 9:41 pm
Location: )()()()()()()()()()()()(

Re: Smooth Doom [UPDATE 5/16/19]

Post by Gorec »

tested new version and heres some bugs(gzdoom 4.0):
-ssg on black gloves has 2 frames playing in the wrong timing
-shotgun on 64 dont have muzzleflash
-bfg(except 64) resets camera when shooting upwards or downwards when recoil is on,this same thing happened in dead marine
Turin Turambar
Posts: 61
Joined: Sat May 18, 2019 5:49 pm
Graphics Processor: nVidia with Vulkan support

Re: Smooth Doom [UPDATE 5/16/19]

Post by Turin Turambar »

Hi, I'm loving this mod, however, it's a pity it seems incompatible with other mods, even if at first, it doesn't make a lot of sense. Why would a animation improvement project conflict with a weapon mod like Final Doomer? I don't understand. :/
Someone64
Posts: 417
Joined: Tue Feb 23, 2016 11:59 am

Re: Smooth Doom [UPDATE 5/16/19]

Post by Someone64 »

I berserk punched a few zombiemen and their corpses started blocking me: https://gfycat.com/unequaledhardfireant

In that video, you could see the last zombieman corpse ISN'T blocking me but after I killed the lost souls that flew over the zombieman corpse, it strated blocking me too for some reason.
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Gorec
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Re: Smooth Doom [UPDATE 5/16/19]

Post by Gorec »

Turin Turambar wrote:Hi, I'm loving this mod, however, it's a pity it seems incompatible with other mods, even if at first, it doesn't make a lot of sense. Why would a animation improvement project conflict with a weapon mod like Final Doomer? I don't understand. :/
because it changes weapons too
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vapidscum
Posts: 10
Joined: Wed May 23, 2018 4:32 pm
Location: freedomland

Re: Smooth Doom [UPDATE 5/16/19]

Post by vapidscum »

More info on bugs using 4.1.1

Newly discussed:
- Chaingunner firing animations are bugged from all viewing angles, specifically the no muzzle flash frames.

Confirmed:
- Green blood has red splotches present.
- 64 shotgun lacks muzzle flash
- BFG and black gloves BFG reset view angle when recoil is enabled.

Clarification:
- All variations of zombieman corpses have collision when entities have infinite height. Gibbed corpses are fine.
- SSG and chainsaw gibbing only work when both are enabled.
- 64 BFG with recoil doesn't reset view angle
Someone64
Posts: 417
Joined: Tue Feb 23, 2016 11:59 am

Re: Smooth Doom [UPDATE 5/16/19]

Post by Someone64 »

In regards to the corpses, it happened when entities weren't infinite height. It seems if the ceiling is low enough the tiny height from the corpses will be enough to block you.
ngetal
Posts: 7
Joined: Sun May 19, 2019 2:18 pm

Re: Smooth Doom [UPDATE 5/16/19]

Post by ngetal »

I'm also having a bit of trouble with this new version:

1. I'm currently playing TNT on UV -fast, which, when done without smooth doom, makes pinkies faster. However when I play with the current (16th May) version of smooth doom, pinkies are always slow, no matter whether I turn on monster rebalance or not. This wasn't a problem with the April version - I did not use the fast pinkies and pinkies were still fast when setting the global fast monsters flag. I would expect this mod to honor that global gameplay flag when it's set.

2. Relatively minor thing, but when I upgraded from the April version, my save would not load anymore due to a "saved with different number of ACS modules" error and I had to pistol start on TNT map 28 (inconvenient on uv fast)

Absolutely friggin' love this mod by the way, keep it up and thank you for it!
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