Smooth Doom

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Re: Smooth Doom

Postby SiFi270 » Sun Jan 14, 2018 6:20 am

I'm already having several issues.

-The pickup sprite for the D64 rocket launcher and both plasma rifles are completely invisible.
-The BFG pickup sprite is the Doom 64 version regardless of settings.
-The classic plasma rifle seems to be playing its recoil frames after every shot.
-The D64 super shotgun doesn't play its firing sound, just the reloading sound afterwards.
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Re: Smooth Doom

Postby JohnnyTheWolf » Sun Jan 14, 2018 8:52 am

Has the death animation for Stealth Archviles been fixed?
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Re: Smooth Doom

Postby DabbingSquidward » Sun Jan 14, 2018 4:32 pm

I loaded the new SmoothDoom release and the black gloves animations were totally glitched. I had to use the previous version to change the glove color back to brown, this fixed some issues. Anyway, there's a critical bug still present in this release. I pointed it out some pages back but seems like it was overlooked. SmoothDoom is incompatible with any map that uses thing specials or tid checks. I don't understand how nobody noticed this before. The fix for it is actually quite simple:

In SmoothDoom.pk3/DECO/Variants.txt:

Code: Select allExpand view
const int SD_VARIANTSPAWNFLAGS = SXF_TRANSGERAMBUSHFLAG | SXF_NOCHECKPOSITION;


you'll need to add SXF_TRANSFERSPECIAL.

And further down the line, every spawner/dice, be it standard or a variant, is missing the tid in the A_SpawnItemEx codepointer. For example:

Code: Select allExpand view
TNT1 A 0 A_SpawnItemEx("SmoothZombieman", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS,)


needs to look like this:

Code: Select allExpand view
TNT1 A 0 A_SpawnItemEx("SmoothZombieman", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS, 0, tid)
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Re: Smooth Doom

Postby Gez » Sun Jan 14, 2018 4:49 pm

Oh, by the way, have you seen this?
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Re: Smooth Doom

Postby DabbingSquidward » Sun Jan 14, 2018 4:58 pm

Gez wrote:Oh, by the way, have you seen this?


Good point. I noticed incompatibilites between not only SmoothDoom but several gameplay mods and custom maps. The reason for this is that some mods employ a custom LOCKDEFS, which AFAIK is unnecessary and breaks things. Other ways to fix this are according to the ZDoom Wiki to add a Species tag to keys, so like monsters new keys share a relationship with old ones. Or to edit affected maps themselves, by changing doors or linedefs from ACS_Execute to ACS_LockedExecute and its variants.
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Re: Smooth Doom

Postby Brohnesorge » Sun Jan 14, 2018 5:20 pm

RE: Black gloves missing/broken

Gifty wrote: I've disabled custom glove colors temporarily until I get things back on track and make new sprites.


C'mon guys.
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Re: Smooth Doom

Postby Gifty » Sun Jan 14, 2018 7:12 pm

Fucking hell, I tried to get Doom64 weapons up and running in a rush, but I ended up letting a bunch of issues out the door. :P The black gloves thing is intentional, but the rest of the more recent issues should be fixed as of now.

-fixed plasma rifle fire animation
-fixed Doom64 weapon pickup sprites
-fixed lots of tiny weapon state issues (glove skins, 64rocket bobbing, etc)


Gez wrote:Oh, by the way, have you seen this?

This is an excellent idea that saves a lot of compatibility issues. Thank you!
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Re: Smooth Doom

Postby DoomCATO » Sun Jan 14, 2018 8:19 pm

NOPE... I Still found some problems:

1. No sounds on the Super Shotgun 64 Sprite.
2. The Rocket Launcher 64 Sprite appears when you still use Classic Sprites, but glitches to the Classic when you fire.
3. WHERE'S THE BLACK GLOVES?!
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Re: Smooth Doom

Postby wildweasel » Sun Jan 14, 2018 9:23 pm

DoomCATO wrote:3. WHERE'S THE BLACK GLOVES?!

Brohnesorge, who is merely two posts above you, wrote:RE: Black gloves missing/broken

Gifty wrote: I've disabled custom glove colors temporarily until I get things back on track and make new sprites.


C'mon guys.
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Re: Smooth Doom

Postby Gifty » Sun Jan 14, 2018 9:27 pm

Thanks, Weasel. Second hotfix coming soon for the other stuff, this is what I get for trying to update the mod in between a bunch of other tasks. :P
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Re: Smooth Doom

Postby Gifty » Tue Jan 16, 2018 2:25 pm

Today's exercise in unfucking myself includes:

-fixed SSG64 sound
-fixed rocket launcher sprite issue
-fixed missing bob states for 64 plasma rifle

Will continue to add fixes as they're reported/as I find them.
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Re: Smooth Doom

Postby Trar » Tue Jan 16, 2018 2:36 pm

Firing the Doom 64 SSG still gives me a "jump target '64bobfire' not found in PerkSuperShotgun" message, even though the sound now works. EDIT: I'm using ZDOOM32 2.8.2b.

Double edit: firing the classic plasma rifle gives me a "jump target 'BLfire' not found in BloxPlasmaRifle" message.

I appreciate the work you're putting into debugging this mod, and I hope you can fix these issues as well.
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Re: Smooth Doom

Postby drfrag » Tue Jan 16, 2018 3:24 pm

Please update to 2.8.3 ASAP, savegames should be compatible. No problems for me with the classic plasma rifle. About the supershotgun that's a missing state, error reporting will probably change for the next release (hopefully 2.9.0).
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Re: Smooth Doom

Postby Trar » Tue Jan 16, 2018 4:22 pm

I'm still getting those errors with 2.8.3. Not sure why...
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Re: Smooth Doom

Postby DoomCATO » Wed Jan 17, 2018 12:32 am

That's because it does not support the previous source port, I tried.
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