Smooth Doom [UPDATE 9/25/19]

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Re: Smooth Animations Project - Take 2!

Postby Tarnsman » Wed Mar 26, 2014 6:23 pm

What's the music in the video?
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Re: Smooth Animations Project - Take 2!

Postby ETPC » Wed Mar 26, 2014 7:25 pm

This is a fantastic looking mod. I've dreamed for so long about smoother animations in Doom. Only complaints are that the SSG when it's firing is slightlyyyyyyyyyy off center (like around one pixel maybe) and I don't know if the imp 'falling foward' death animation really works. However, that last one is just an opinion ;)

When all the animations are done, are there plans to plug in ejecting brass effects? At that point I will be completely satiated.

Keep it up :)



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Re: Smooth Animations Project - Take 2!

Postby JPL » Wed Mar 26, 2014 7:41 pm

Ditto, this mod is a super great idea and it's looking fantastic so far! I'd definitely rather see higher framerate animations than higher res sprites; Perkristian's weapon sprites wad makes that pretty clear.

It's interesting how the process for this must involve thinking through the mechanics of a given animation almost more than the original artists would have.

It would be cool to try doing 100% of one of the easier monsters' move/walk animations, just to get a sense for how much an across-the-board framerate increase helps.
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Re: Smooth Animations Project - Take 2!

Postby Rustygold » Wed Mar 26, 2014 10:54 pm

God damn! Those animations were so f'ing sexy! I think i just came! X)
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Re: Smooth Animations Project - Take 2!

Postby Gifty » Thu Mar 27, 2014 2:09 am

Many many thanks for the good vibes and criticism (especially Onslaught for taking the time to explain this stuff at length, it's been hugely helpful)! As a longtime lurker who's never really released anything it feels kind of crazy for me to suddenly be working on this thing that a bunch of people are really into. On that note, I have good news! Script errors have been greatly reduced, the dreaded keycard issue was fixed, and I've undone some of my own goofery and returned things generally to the way they should be. Go to the changelog to see what's shakin'. (I've also managed Ultimate Doom compatibility on the quick; a lot of the conflicting sprites were just unmodified vanilla files, so I just ditched them and fixed a couple of the half-done ones)

Tarnsman wrote:What's the music in the video?

"Zombie Compromise" by Shadowy Men On A Shadowy Planet. They did the theme song for Kids In The Hall!

sdk2k9 wrote:Ok new problem. What the hell happened here? I was playing Ultimate Doom, when I saw this.

I'm not sure what the deal is, I've checked out those light sources in both Ultimate Doom and Doom 2 and I'm not experiencing this issue. I've monkeyed with those sprites just now, maybe download the new version and see if the problem persists?

JPL wrote:It would be cool to try doing 100% of one of the easier monsters' move/walk animations, just to get a sense for how much an across-the-board framerate increase helps.

Actually the imp, zombie and pinky movements have already been totally finished by Sarge and co. The imp sprites in particular I can't play without anymore, they're really well done.

ETPC wrote:When all the animations are done, are there plans to plug in ejecting brass effects? At that point I will be completely satiated.

You know, before I posted this for real, there was a version where I'd shoehorned shell casings in. Maybe sooner rather than later I'll stick those back in via an addon.
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Re: Smooth Animations Project - Take 2!

Postby PRIMEVAL » Thu Mar 27, 2014 11:08 pm

This is really cool. Also dig the extra gore added in there, just wish it changed color with the HK/Barons and Cacodemons. Keep up the good work!
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Re: Smooth Animations Project - Take 2!

Postby Onslaught Six » Fri Mar 28, 2014 9:58 pm

PRIMEVAL wrote:This is really cool. Also dig the extra gore added in there, just wish it changed color with the HK/Barons and Cacodemons. Keep up the good work!


That's doable and there are some mods around that take care of it. I was even working on one myself not too long ago.

For instance regarding the baron and chaingunner animations in the OP: they suddenly have no weight to them.


While I agree on the chaingunner death (and said as much earlier) I think the Baron looks awesome. And mind you, I'm guessing he didn't spend a lot of time making sure the timing of the gifs was exact to the timing of the game. Ideally, the new animations (with more frames) should take up the same amount of animation time as the originals--you can see in his chaingunner gif that it's noticably longer (because it has more frames) but in-game, those frames should be displayed faster than the original's, to simulate the same speed of movement. Just look at the weapons for an example of how this is done, the chaingun in particular--the animation moves twice as fast as the original but it has twice as many frames.
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Re: Smooth Animations Project - Take 2!

Postby Alexandra » Mon Mar 31, 2014 4:03 pm

This looks super promising, I especially like that you've included altdeaths for Imps (and maybe others). Most of the new animations I've seen so far blend in beautifully.

Really wish it used the Sprite Fixing Project as a base though. I think that should be the community's "new normal" baseline for sprite mods.
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Re: Smooth Animations Project - Take 2!

Postby Gifty » Mon Mar 31, 2014 4:21 pm

@sprite fixing project-
A lot of people have mentioned that, so I've recently started using those fixes and I'll continue to do that from now on.
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Re: Smooth Animations Project - Take 2!

Postby Alexandra » Mon Mar 31, 2014 4:25 pm

That's great to hear. Godspeed.

They recently released version 1.4, for anyone who hasn't seen.
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Re: Smooth Animations Project - Take 2!

Postby Mav3rick » Tue Apr 01, 2014 6:41 pm

found a bug
while enemies are infight, the sprite that show is the frontal to the player

and is a nice proyect :) it make doom feel refresh and the new deaths looking good too :D
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Re: Smooth Animations Project - Take 2!

Postby Gifty » Wed Apr 02, 2014 12:19 am

Mav3rick wrote:while enemies are infight, the sprite that show is the frontal to the player

Yup, those are the animations that don't have full rotations yet; speaking of which:

New update is live! I've completed several rotations, and also did my best to fix the goofy clusterfuck that is the Revenant. That's an ongoing project, but I think his movement looks a lot better now. There's some other goodies, including a new chaingunner death! See the changelist for a full report.
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Re: Smooth Animations Project - Take 2!

Postby RikohZX » Fri Apr 04, 2014 12:37 pm

It's certainly an interesting take on smooth animations, and it's more complete than the previous takes. I feel like it skews the difficulty a bit, though; projectiles like the Imp's, Hellknight's and Baron's all seem to move faster, enemies themselves move faster, and attack animations also come out quicker. To the point that while chainsawing an Imp to death, they may get in one quick slash inbetween the hits, or they may spam more fireballs than before that are particularly harder to dodge in close-quarters. Was this all to match up with the sped-up animations?
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Re: Smooth Animations Project - Take 2!

Postby Onslaught Six » Fri Apr 04, 2014 2:24 pm

I would also say that some of the back animation frames could probably get fudged; it's the front ones that need updated. Also, internally, if the animations aren't finished then the additional frames should probably be replaced with duplicate frames (to maintain vanilla's regular animations) rather than switching randomly to the front frames. Just my thoughts though.
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Re: Smooth Animations Project - Take 2!

Postby PaskaTykki » Sat Apr 05, 2014 7:12 am

Happy see this project still alive. :) Animations looks very good. Keep going!
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