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.
- stagefatality
- Posts: 28
- Joined: Mon Dec 15, 2014 8:19 am
- Location: Brunswick, Maine
Re: Smooth Doom [UPDATE 6/2/19]
Oh whoops, I'm blind. Sorry 'bout that.
Re: Smooth Doom [UPDATE 6/2/19]
I kind of miss the feature of being able to mix and match the Doom and Doom 64 weapons :C but still good stuff none the less, I noticed there's no brightmaps is that a planned feature? just curious is all
Re: Smooth Doom [UPDATE 6/2/19]
Yep! I've wanted brightmaps for a long time, the main roadblocks up to this point have been some feature bloat which was going to triple the workload (a lot of which has been pruned down for this reason), and the fact that a lot of the animations are still a first pass draft and I'm leery of creating brightmaps for them before they get a second pass improvement. But yeah, I feel like they're closer than ever now!doomfiend wrote:I kind of miss the feature of being able to mix and match the Doom and Doom 64 weapons :C but still good stuff none the less, I noticed there's no brightmaps is that a planned feature? just curious is all
Re: Smooth Doom [UPDATE 6/2/19]
This works well now, thank you!Gifty wrote:-fixed "monster rebalancer" breaking the pinkies in -fast mode
Re: Smooth Doom [UPDATE 6/2/19]
when gibbed hellknights and barons drop some red blood
also made a video about ssg on black gloves
https://www.youtube.com/watch?v=lvrWZDOstpo
also made a video about ssg on black gloves
https://www.youtube.com/watch?v=lvrWZDOstpo
- Jamie Faith
- Posts: 8
- Joined: Sat Feb 02, 2019 1:58 am
- Preferred Pronouns: She/Her
- Contact:
Re: Smooth Doom [UPDATE 6/2/19]
I'm getting a weird error where the DOOM 64 shotgun plays the classic DOOM shotguns frames
Re: Smooth Doom [UPDATE 6/6/19]
Put out another quick fix patch with some bug squashes. To paraphrase a smarter man, if you start fixing bugs, and you KEEP fixing bugs, it stands to reason that you'll run out of bugs sooner or later.
changelist:
-light goggles have new, totally sexy animation
-fixed zombieman not dropping rifle when gibbed
-fixed chainsaw/SSG gib options conflicting with each other
-smooth Doom no longer replaces keys
-fixed issue with Doom64 shotgun showing PC muzzle flash
-fixed erroneous frame in black SSG firing animation
-monster rebalance mutator:
*spider mastermind has lower painchance
*enemy fireball projectiles are now slightly faster
changelist:
-light goggles have new, totally sexy animation
-fixed zombieman not dropping rifle when gibbed
-fixed chainsaw/SSG gib options conflicting with each other
-smooth Doom no longer replaces keys
-fixed issue with Doom64 shotgun showing PC muzzle flash
-fixed erroneous frame in black SSG firing animation
-monster rebalance mutator:
*spider mastermind has lower painchance
*enemy fireball projectiles are now slightly faster
- GreenDoomguy1999
- Posts: 54
- Joined: Thu Aug 07, 2014 2:40 am
Re: Smooth Doom [UPDATE 6/6/19]
Bugs:
-Cacodemon jumps to pain state after throwing fireballs
-Hell Knight and Baron of Hell throwing 2 fireballs(Monster Rebalancer option is turned off)
-Cacodemon jumps to pain state after throwing fireballs
-Hell Knight and Baron of Hell throwing 2 fireballs(Monster Rebalancer option is turned off)
Re: Smooth Doom [UPDATE 6/6/19]
God damn. Ok, I just pushed a hothothotfix for those two issues. I really need to test more.
Re: Smooth Doom [UPDATE 6/6/19]
Production = TestingGifty wrote:God damn. Ok, I just pushed a hothothotfix for those two issues. I really need to test more.
Really loving the new animations, especially some of the walk re-works. Keep up the good work dude.
Re: Smooth Doom [UPDATE 6/6/19]
Hello, I noticed that when using -fast mode the pinkies move as expected, but they don't also bite faster as they should. Is a fix planned for that?
Keep up the good work, I love this mod!
Keep up the good work, I love this mod!
- BROS_ETT_311
- Posts: 218
- Joined: Fri Nov 03, 2017 6:05 pm
Re: Smooth Doom [UPDATE 6/6/19]
Hey man, just tried out the latest quickfix (06.06.19) and found there's a bit of a mismatch with sguy's missile state brightmap. Should reference "SPSR F" as opposed to "SPOS F", but other than that it's a solid build as far as I can tell .
Re: Smooth Doom [UPDATE 6/6/19]
The pistol Casing for the Black Gloves is not off when you switch it OFF.
Re: Smooth Doom [UPDATE 6/6/19]
YEAS i found what caused some stupid bug with ssg on black gloves
BSSG C 1 A_PlaySound ("weapons/sshoto", 7)
when it should be
BLXT C 1 A_PlaySound ("weapons/sshoto", 7)
also cacoballs are faster but rebalance option is off
BSSG C 1 A_PlaySound ("weapons/sshoto", 7)
when it should be
BLXT C 1 A_PlaySound ("weapons/sshoto", 7)
also cacoballs are faster but rebalance option is off
-
- Posts: 9
- Joined: Thu Dec 14, 2017 7:06 am
Re: Smooth Doom [UPDATE 6/6/19]
Reading through this thread i get the impression that Gifty is considering to let his sprites get the Neural upscale treatment someday. And that it is a matter of time and getting his sprites as close to perfection as possible before going highdef.
I pray to Odin and just sacrificed a virgin in the hopes that this will happen one day!
I pray to Odin and just sacrificed a virgin in the hopes that this will happen one day!