Smooth Doom [UPDATE 9/25/19]

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Re: Smooth Doom [UPDATE 9/25/19]

Postby Jamie Faith » Mon Nov 18, 2019 2:07 am

This is an amazing mod! I never play without it! But I have to ask, why make the doom 64 weapons different? I want to use the doom 64 plasma gun, but it fires much slower than the normal plasma gun. Plus the muzzle flash for the 64 PG is way less visually impressive than the original one IMO. Plus it would be very nice to be able to pick and choose which version we want to use individually. Like use the 64 chainsaw with the regular pistol and shotgun but also the 64 plasma gun for example. Being able to mix and match would be fantastic =)
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Re: Smooth Doom [UPDATE 9/25/19]

Postby Jaori » Mon Nov 25, 2019 8:35 pm

there's an error with the bfg
if you have like 200 of energy cell and you use the bfg it gives you full ammo just by shooting it, and that well, kinda ruins the gameplay
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Re: Smooth Doom [UPDATE 9/25/19]

Postby lamesore » Wed Nov 27, 2019 11:11 am

Is this compatible with Brutal Doom v21?
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Re: Smooth Doom [UPDATE 9/25/19]

Postby Tc_667 » Thu Nov 28, 2019 1:40 pm

You could say this mod is smooth...

and criminal
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Re: Smooth Doom [UPDATE 9/25/19]

Postby Redneckerz » Fri Nov 29, 2019 12:57 pm

lamesore wrote:Is this compatible with Brutal Doom v21?

One question that gets 2 responses.
1: A google on Smooth Doom/Brutal Doom delivers a no: https://www.reddit.com/r/Doom/comments/ ... utal_doom/ so i am not sure why it seems you signed up to ask this specifically.
2: When 1 fails perhaps test it out? Add Smooth Doom to your Brutal Doom installation and see what happens. If you do not know how, then i can always help you out further.

Tc_667 wrote:You could say this mod is smooth...

and criminal

I'm telling you
Just watch your mouth
I know your game
What you're about
:wink: :violin:
Last edited by Redneckerz on Fri Nov 29, 2019 2:37 pm, edited 1 time in total.
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To it's ports i may have seen
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Re: Smooth Doom [UPDATE 9/25/19]

Postby Tc_667 » Fri Nov 29, 2019 1:38 pm

lamesore wrote:Is this compatible with Brutal Doom v21?


no, but if you want loads of blood, i recommend using bolognese, gives good results

https://www.moddb.com/mods/brutal-doom/ ... re-mod-v20

(yes, yes, i know that is from moddb, don´t antagonize me)
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Re: Smooth Doom [UPDATE 9/25/19]

Postby jdredalert » Fri Nov 29, 2019 1:55 pm

And i thought the "is this compatible with Brutal Doom?" days were over.
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Re: Smooth Doom [UPDATE 9/25/19]

Postby rileymartin » Sun Dec 01, 2019 2:25 am

The Cyberdemon appears to be functioning incorrectly compared to vanilla when shooting over obstacles. This can entirely break certain encounters, such as this fight in Stardate 20x6, map03:
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Re: Smooth Doom [UPDATE 9/25/19]

Postby SPYderman » Mon Dec 30, 2019 12:45 am

I seem to have a bug where having Smooth Bob turned off gives me full plasma ammo whenever I fire the BFG. Turning smooth bob on fixes the issue.
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Re: Smooth Doom [UPDATE 9/25/19]

Postby EmperorGrieferus » Sat Jan 04, 2020 4:24 pm

Good news, everyone!
I finally recreated my version of Smooth Doom.
https://drive.google.com/open?id=1-kiaI ... -lfOm5_NIP
I removed some functions because I'm too lazy to fix it.
Last edited by EmperorGrieferus on Sat Jan 11, 2020 6:06 am, edited 13 times in total.
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Re: Smooth Doom [UPDATE 9/25/19]

Postby bingojohnson » Sun Jan 05, 2020 10:18 am

What did you remove and what's different about the official version?
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Re: Smooth Doom [UPDATE 9/25/19]

Postby EmperorGrieferus » Mon Jan 06, 2020 8:39 am

Will you update Hell Knight's animation?
Also, imp's walking animation seems a bit screwed up.
So I decided to fix it.
Last edited by EmperorGrieferus on Thu Jan 09, 2020 7:24 pm, edited 4 times in total.
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Re: Smooth Doom [UPDATE 9/25/19]

Postby EmperorGrieferus » Tue Jan 07, 2020 11:30 pm

bingojohnson wrote:What did you remove and what's different about the official version?

Is it to me?
If yes, I will explain.
First: now ALL demons (Except bosses, lost soul, pain elemental and archvile) have different death animations (Plus I added "smooth" Wolfenstein SS).
Second: theoretically, this version is still compatible with Zandronum (Actually it's not, but I can make Zandronum-compatible version).
Third: weapons animations now MUCH more smoother. And even match in timing with vanilla.
Fourth: there's some smooth walls and flats.
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Re: Smooth Doom [UPDATE 5/16/19]

Postby EmperorGrieferus » Thu Jan 09, 2020 12:53 pm

NickCometh wrote:EmperorGrieferus, if I read your comment right, that means you've made a SmoothDoom edit of sorts so the tics are fixed. Would you mind sharing this, as sdaa already asked?

One of the latest comments.
I'm still updating it.
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Re: Smooth Doom [UPDATE 9/25/19]

Postby Pokemanic33 » Sat Jan 11, 2020 11:35 pm

I've been lurking on this forum for some time now and have been using Smooth Doom since I discovered it, but am now rising from the depths to post about a very minor, yet nonetheless odd, bug/incompatibility I've come across. I use this HUD mod. On the right side, it displays the pickup sprite of the weapon you are currently holding, but with Smooth Doom most of these are invisible; the only ones which display correctly are the pistol and rocket launcher. The HUD has a Smooth Doom-compatible version, but it hasn't been updated since 2017. I assume this is the source of the incompatibility, as a version of Smooth from around the same time (the "Date Created" field in Windows is 8/25/2017, but I believe that's the date I downloaded it, rather than the date that version was released) displays all the weapons as they should. Do you have any idea what could be causing this and/or how to fix it?
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