Smooth Doom [UPDATE 6/15/19]

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Re: Smooth Doom [UPDATE 6/2/19]

Postby Super Flip » Mon Jun 03, 2019 8:46 pm

Oh whoops, I'm blind. Sorry 'bout that.
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Re: Smooth Doom [UPDATE 6/2/19]

Postby doomfiend » Mon Jun 03, 2019 11:03 pm

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
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Re: Smooth Doom [UPDATE 6/2/19]

Postby Gifty » Mon Jun 03, 2019 11:17 pm

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

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!
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Re: Smooth Doom [UPDATE 6/2/19]

Postby ngetal » Tue Jun 04, 2019 3:24 am

Gifty wrote:-fixed "monster rebalancer" breaking the pinkies in -fast mode


This works well now, thank you!
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Re: Smooth Doom [UPDATE 6/2/19]

Postby Gorec » Wed Jun 05, 2019 1:32 pm

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
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Re: Smooth Doom [UPDATE 6/2/19]

Postby Jamie Faith » Thu Jun 06, 2019 1:07 am

I'm getting a weird error where the DOOM 64 shotgun plays the classic DOOM shotguns frames :shock:
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Re: Smooth Doom [UPDATE 6/6/19]

Postby Gifty » Thu Jun 06, 2019 1:08 pm

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
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Re: Smooth Doom [UPDATE 6/6/19]

Postby GreenDoomguy1999 » Thu Jun 06, 2019 2:24 pm

Bugs:
-Cacodemon jumps to pain state after throwing fireballs
-Hell Knight and Baron of Hell throwing 2 fireballs(Monster Rebalancer option is turned off)
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Re: Smooth Doom [UPDATE 6/6/19]

Postby Gifty » Thu Jun 06, 2019 3:12 pm

God damn. Ok, I just pushed a hothothotfix for those two issues. I really need to test more. :P
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Re: Smooth Doom [UPDATE 6/6/19]

Postby faslrn » Thu Jun 06, 2019 3:16 pm

Gifty wrote:God damn. Ok, I just pushed a hothothotfix for those two issues. I really need to test more. :P


Production = Testing 8-)

Really loving the new animations, especially some of the walk re-works. Keep up the good work dude.
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Re: Smooth Doom [UPDATE 6/6/19]

Postby rattollo » Thu Jun 06, 2019 3:40 pm

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! :)
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Re: Smooth Doom [UPDATE 6/6/19]

Postby BROS_ETT_311 » Thu Jun 06, 2019 5:15 pm

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 :D .
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Re: Smooth Doom [UPDATE 6/6/19]

Postby DoomCATO » Fri Jun 07, 2019 2:03 am

The pistol Casing for the Black Gloves is not off when you switch it OFF.
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Re: Smooth Doom [UPDATE 6/6/19]

Postby Gorec » Fri Jun 07, 2019 6:59 am

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
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Re: Smooth Doom [UPDATE 6/6/19]

Postby MaxVonSydoww » Fri Jun 07, 2019 11:02 am

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!
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