Smooth Doom [UPDATE 9/25/19]

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Re: Smooth Doom [UPDATE 6/15/19]

Postby Iniquitatis » Fri Sep 27, 2019 2:08 am

@Gifty, thanks for the update and especially for fixing this shotgun issue. =)
Are you still in the way of merging Smooth Doom with Dead Marine? Because I loved the latter a lot, and I'm still looking forward to the single ultimate package.

Also, the topic title still says "UPDATE 6/15/19".
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Re: Smooth Doom [UPDATE 9/25/19]

Postby Thorogrimm » Fri Sep 27, 2019 8:57 am

Will it be possible to do a smoothed FreeDoom weaponset alongside all the other ones like Doom64 and blackgloves?
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Re: Smooth Doom [UPDATE 9/25/19]

Postby Gifty » Fri Sep 27, 2019 11:50 am

@Iniquiatis, thanks! I definitely want to port over more of the work I did on Dead Marine, it's just a matter of whether or not I can make that stuff modular/optional. I need to brush up on my Zscript to make this happen!

(Also thanks! Changed the thread title for real this time)

@Thorogrimm Unfortunately it would be a ton of work to do smooth passes of all the Freedom weapons, even though that would be great. I had once planned to do another set of Doom Alpha-themed weapons but that ended up getting pushed to the backburner for similar reasons. Also, I've realized that the more weapon options I add the more the code becomes an un-debuggable mess!
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Re: Smooth Doom [UPDATE 9/25/19]

Postby sdaa » Fri Sep 27, 2019 3:25 pm

Infinite BFG ammo in new version.
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Re: Smooth Doom [UPDATE 9/25/19]

Postby 40KN » Sat Sep 28, 2019 10:15 pm

@Gifty, have you ever considered implementing support for other id Tech 1 games (e.g., Heretic, Hexen, Strife)?
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Re: Smooth Doom [UPDATE 9/25/19]

Postby Gifty » Sun Sep 29, 2019 1:37 pm

40KN wrote:@Gifty, have you ever considered implementing support for other id Tech 1 games (e.g., Heretic, Hexen, Strife)?

Long, long ago, when the Earth was young...
...I started working on smooth weapons for Heretic, but quickly realized that tackling a whole other game was going to be hundreds and hundreds of hours of work, so I decided to just stick to Doom. :P
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Re: Smooth Doom [UPDATE 9/25/19]

Postby MaxVonSydoww » Tue Oct 01, 2019 2:21 am

This problem is still there in the newly released version of smoothdoom, does anyone know of a fix for this?

Re: Smooth Doom [UPDATE 6/15/19]

Postby MaxVonSydoww » Tue Sep 17, 2019 4:05 pm
I just noticed that the hell knights projectile attack does not use colored lightning like the baron of hell when i run smooth doom.
When i run just vanilla gzdoom it has colored lightning like every other enemy attack, is this a bug or is there something i am not aware of?

Running latest version of gzdoom and smoothdoom.
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Re: Smooth Doom [UPDATE 6/15/19]

Postby King_Epitaph » Wed Oct 09, 2019 3:45 pm

Turin Turambar wrote:Have anyone done a fork or whatever of this, with only the monster animations? To have more compatibility with other mods.

Seconding this, is there a monsters only version?
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Re: Smooth Doom [UPDATE 9/25/19]

Postby Gifty » Wed Oct 09, 2019 7:20 pm

There used to be, but I didn't have the time to maintain two separate SmoothDoom archives so I stopped supporting the monsters-only version. You can create your own monsters-only version if you know a little bit about SLADE!
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Re: Smooth Doom [UPDATE 9/25/19]

Postby Equus » Tue Oct 15, 2019 12:23 am

@Gifty Have you seen this? Also, would you consider animations for pulling out weapons and putting them away like the shotguns equip animation in Dead Marine and bringing the particle effects from Dead Marine aswell?
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Re: Smooth Doom [UPDATE 9/25/19]

Postby Sp4zzmatica » Sat Oct 19, 2019 12:45 pm

So, I've been trying to disable the weapons in Smooth Doom so that it could be compatible with Final Doomer. But GZDoom just doesn't load the game and says "no player class defined". I'd really appreciate some help because I'm kind of a noob when it comes to using SLADE.
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Re: Smooth Doom [UPDATE 9/25/19]

Postby okbuddy » Sat Oct 19, 2019 7:29 pm

If you commented out all of the player/weapons entries in the DECORATE list be sure to also delete the KEYCONF file too. Also I had to delete the WEAPONS file from the SPRITES folder because it was using the included sprites as replacements. GZDoom will throw a few gldefs flags for the missing player class/weapons and some for the rifle zombieman, but since you won't be using those weapons it shouldn't affect anything. Lastly be sure to load final doomer after smooth doom. You may still get some conflicts though. I'm not sure what that mod does as far as monster/ammo replacements. Hope that helps.
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Re: Smooth Doom [UPDATE 9/25/19]

Postby Sp4zzmatica » Sun Oct 20, 2019 12:07 pm

okbuddy wrote:If you commented out all of the player/weapons entries in the DECORATE list be sure to also delete the KEYCONF file too. Also I had to delete the WEAPONS file from the SPRITES folder because it was using the included sprites as replacements. GZDoom will throw a few gldefs flags for the missing player class/weapons and some for the rifle zombieman, but since you won't be using those weapons it shouldn't affect anything. Lastly be sure to load final doomer after smooth doom. You may still get some conflicts though. I'm not sure what that mod does as far as monster/ammo replacements. Hope that helps.

Works like a charm! Thanks dude, you're great!
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Re: Smooth Doom [UPDATE 9/25/19]

Postby GreenDoomguy1999 » Tue Oct 22, 2019 9:32 am

Bugs
-The flash of a super shotgun with vanilla and black gloves does not light up at all (screenshot with dynamic light turned off)
Screenshot_Doom_20191022_172216.png

-The flash of a super shotgun with black gloves having missed pixels in it
Screenshot_Doom_20191022_173917.png
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Re: Smooth Doom [UPDATE 9/25/19]

Postby Gifty » Tue Oct 22, 2019 1:37 pm

Thanks! Didn't catch that, I'll incorporate that into the next version.

Got improved walk cycles for the imp and chaingunner coming up next.
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