Re: Smooth Doom
Posted: Sun Sep 30, 2018 1:02 pm
Oh I see. Thanks!
For sure, if you credit me for the revenant you can totally use it!DoomN00b wrote:YO! Gifty, if I give you and your contributors FULL credit, may I use your work in this mod as the base for a custom-enemy I'm working on? = )
The enemy in question I want to use, is the Revenant.
Let me know!
Nice!Gifty wrote:Hey all! I've completed a test of new and revised animations for the zombiemen, which are not yet in SmoothDoom but will soon be part of a long-term effort to remaster a lot of the animations in the mod. You can view them in this test wad -- particularly, the Zombiemen's frontal walk cycle has been TOTALLY redone from the ground up to include twice as many frames. The imp is going to be the next monster to get some improvements. Black gloves will also hopefully be returning to the mod soon.
https://drive.google.com/file/d/0B7UjVR ... sp=sharing
AWESOME!! : D Cheers mate - I'll be sure to include you!Gifty wrote:For sure, if you credit me for the revenant you can totally use it!DoomN00b wrote:YO! Gifty, if I give you and your contributors FULL credit, may I use your work in this mod as the base for a custom-enemy I'm working on? = )
The enemy in question I want to use, is the Revenant.
Let me know!
It has been discontinued quite some time ago in favour of a more modular design. It is still possible, and very easy, to combine other weapon mods with Smooth Doom monsters. Open SmoothDoom.pk3 in Slade (or any archiver of your choice, for that matter), open DECORATE lump, then comment, or simply delete, unwanted files from the list. There are instructions inside the DECORATE lump that'll help you.DoomN00b wrote:Hey, didn't there used to be a "monsters only" version of this mod?
Oh yeah, I see what you mean now... Detailed in the first post and everything! 0_oAL-97 wrote:It has been discontinued quite some time ago in favour of a more modular design. It is still possible, and very easy, to combine other weapon mods with Smooth Doom monsters. Open SmoothDoom.pk3 in Slade (or any archiver of your choice, for that matter), open DECORATE lump, then comment, or simply delete, unwanted files from the list. There are instructions inside the DECORATE lump that'll help you.DoomN00b wrote:Hey, didn't there used to be a "monsters only" version of this mod?
I've tracked down the source of this particular issue; with the current gore physics, blood spawned from the Mastermind accidentally gets caught within its huge actor radius and cannot fall to the floor as normal, because it's colliding with the spider. So when the spider is being crushed and spawning huge amounts of blood, all that blood is getting caught in a state of suspended physics which ties up the CPU quite a bit. The blood actor is supposed to pass through other actors, but for some reason it's still colliding with the spider and I can't figure out why.nowheredan wrote:Anyone else getting a MAJOR fps drop (single digits in fact) in that level in Doom 2 where a Spider Mastermind gets squished by a trash compactor-like thing?