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

Posted: Wed Apr 22, 2020 3:39 pm
by Gifty
Asais10 wrote:This is a very cool mod, but I think it shouldn't add extra frames to the monster attack animations (including Shotgunguy pumping, Revenant/Cacodemon melee, Arch-Vile healing and Pinky/Spectre biting) because as Civvie-11 said, the monsters in Doom telegraph their attacks, and your muscle memory kicks in to dodge them, which doesn't really happen because of those extra firing frames. I don't really know about the directional attack frames, because if the enemies are not looking at you then they're obviously not attacking you but infighting.
With all respect to Civvie, I think it's kind of inarguable that enhancing every aspect of the game except the attack animations would look like total shit. Right now I'm in the middle of giving all the monster sprites a second pass, as most of the assets currently in the mod were done a long time ago when I had basically no experience or powerful tools. I think the ideal solution is to pull everything up to a higher standard of quality, which would include more clearly telegraphed monster attacks. The animation below is an example of the sort of quality I'm shooting for:
ATTACK.gif
ATTACK.gif (19.1 KiB) Viewed 1568 times
It's going to take a while because I'm basically doing all this by myself, but fortunately with the tools and experience I have now I can operate at a much higher level of quality and efficiency than would ever have been possible at the start of this mod. Currently I'm about halfway through a complete overhaul of the imp, hopefully the jankier-looking monsters can follow suit soon after.

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

Posted: Wed Apr 22, 2020 8:37 pm
by Kazudra
Gifty wrote:
Asais10 wrote:This is a very cool mod, but I think it shouldn't add extra frames to the monster attack animations (including Shotgunguy pumping, Revenant/Cacodemon melee, Arch-Vile healing and Pinky/Spectre biting) because as Civvie-11 said, the monsters in Doom telegraph their attacks, and your muscle memory kicks in to dodge them, which doesn't really happen because of those extra firing frames. I don't really know about the directional attack frames, because if the enemies are not looking at you then they're obviously not attacking you but infighting.
With all respect to Civvie, I think it's kind of inarguable that enhancing every aspect of the game except the attack animations would look like total shit. Right now I'm in the middle of giving all the monster sprites a second pass, as most of the assets currently in the mod were done a long time ago when I had basically no experience or powerful tools. I think the ideal solution is to pull everything up to a higher standard of quality, which would include more clearly telegraphed monster attacks. The animation below is an example of the sort of quality I'm shooting for:
The attachment ATTACK.gif is no longer available
It's going to take a while because I'm basically doing all this by myself, but fortunately with the tools and experience I have now I can operate at a much higher level of quality and efficiency than would ever have been possible at the start of this mod. Currently I'm about halfway through a complete overhaul of the imp, hopefully the jankier-looking monsters can follow suit soon after.
This is good... this is also bad... This means I have more work ahead...
Then again, upscaling isn't my only go-to
sexyeye.gif
sexyeye.gif (10.91 KiB) Viewed 1515 times
What do you think?

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

Posted: Thu Apr 23, 2020 12:21 am
by acridAxid
Asais10 wrote:the monsters in Doom telegraph their attacks, and your muscle memory kicks in to dodge them, which doesn't really happen because of those extra firing frames.
Completely disagree; just checked the scripts and can say that the single frame added to the aim-to-fire animation does not appear to be defeating my muscle memory at all.

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

Posted: Thu Apr 23, 2020 12:30 am
by Lagi
Gifty wrote:more clearly telegraphed monster attacks.
I agree.

I think its "cinematic" cool, when you notice, chaingunner start spinning his barrels, and you run for cover.

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

Posted: Thu Apr 23, 2020 1:44 am
by Gifty
Kazudra wrote:*Evil eye*
What do you think?
I think it looks great! Will definitely throw that into the next update if it's alright with you.

Hope I didn't come off a little harsh before, I do appreciate every bit of feedback the mod gets. Being a mostly solo effort can make it feel a little high-pressure sometimes! I have some neat things coming hopefully in a not-too-distant timeframe.

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

Posted: Thu Apr 23, 2020 2:56 am
by acridAxid
Gifty, is it intentional that Monster Rebalanced imp never melees?

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

Posted: Thu Apr 23, 2020 4:26 am
by GreenDoomguy1999
Looks like I found new bug:
-Cacodemon's attack animation ends after cacodemon starts moving,resulting this

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

Posted: Thu Apr 23, 2020 10:21 am
by Kazudra
GreenDoomguy1999 wrote:Looks like I found new bug:
-Cacodemon's attack animation ends after cacodemon starts moving,resulting this
Interestingly enough, the last frame isn't even being used; I think this'll fix it.

Code: Select all

See:
		HEAD A 3 A_Chase
		loop
		HEMI FEDCB 2 A_Chase
		goto see
Missile:
		HEMI BC 2 A_FaceTarget
		HEMI DE 3 A_FaceTarget
		
		//normal attack
		TNT1 a 0 a_jumpif(CallACS("PinkyToggle")==1,"+2")		
		HEMI F 3 Bright A_HeadAttack
		HEMI G 2 A_FaceTarget
		//fast attack
		TNT1 a 0 a_jumpif(CallACS("PinkyToggle")==0,"+2")		
		HEMI F 3 Bright a_custommissile("fastcacoball")
		HEMI G 2 A_FaceTarget
		TNT1 a 0
		goto see+2

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

Posted: Thu Apr 23, 2020 11:01 am
by Kazudra
Kazudra wrote:
GreenDoomguy1999 wrote:Looks like I found new bug:
-Cacodemon's attack animation ends after cacodemon starts moving,resulting this
Interestingly enough, the last frame isn't even being used; I think this'll fix it.

Code: Select all

See:
		HEAD A 3 A_Chase
		loop
		HEMI FEDCB 2 A_Chase
		goto see
Missile:
		HEMI BC 2 A_FaceTarget
		HEMI DE 3 A_FaceTarget
		
		//normal attack
		TNT1 a 0 a_jumpif(CallACS("PinkyToggle")==1,"+2")		
		HEMI F 3 Bright A_HeadAttack
		HEMI G 2 A_FaceTarget
		//fast attack
		TNT1 a 0 a_jumpif(CallACS("PinkyToggle")==0,"+2")		
		HEMI F 3 Bright a_custommissile("fastcacoball")
		HEMI G 2 A_FaceTarget
		TNT1 a 0
		goto see+2
Lagi wrote:
Gifty wrote:more clearly telegraphed monster attacks.
I agree.

I think its "cinematic" cool, when you notice, chaingunner start spinning his barrels, and you run for cover.
I think a sound queue would be more fitting; it lets the player know who's attacking and which frames are to focus on.

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

Posted: Thu Apr 23, 2020 11:13 am
by Lagi
Kazudra wrote:
Lagi wrote:
Gifty wrote:more clearly telegraphed monster attacks.
I agree.

I think its "cinematic" cool, when you notice, chaingunner start spinning his barrels, and you run for cover.
I think a sound queue would be more fitting; it lets the player know who's attacking and which frames are to focus on.
I support that. The more player senses involved the better. Just someone need to do it :)

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

Posted: Thu Apr 23, 2020 1:08 pm
by GreenDoomguy1999
Kazudra wrote:
GreenDoomguy1999 wrote:Looks like I found new bug:
-Cacodemon's attack animation ends after cacodemon starts moving,resulting this
Interestingly enough, the last frame isn't even being used; I think this'll fix it.

Code: Select all

See:
		HEAD A 3 A_Chase
		loop
		HEMI FEDCB 2 A_Chase
		goto see
Missile:
		HEMI BC 2 A_FaceTarget
		HEMI DE 3 A_FaceTarget
		
		//normal attack
		TNT1 a 0 a_jumpif(CallACS("PinkyToggle")==1,"+2")		
		HEMI F 3 Bright A_HeadAttack
		HEMI G 2 A_FaceTarget
		//fast attack
		TNT1 a 0 a_jumpif(CallACS("PinkyToggle")==0,"+2")		
		HEMI F 3 Bright a_custommissile("fastcacoball")
		HEMI G 2 A_FaceTarget
		TNT1 a 0
		goto see+2
The unused frame actually reveals another problem - its becames the SIXTH frame,while with used 5 frames it goes 15 tics(original cacodemon code uses 15 tics for 5 tics for all 3 frames)
The solution here is making frame HEMIB,HEMIC and HEMID being 2 tics long,it will be 6 tics in result + frame HEMIE,HEMIF and HEMIG being 3 tics long,it will be 9 tics in result,6 tics + 9 tics = 15 tics,just like the tics of original cacodemon

P.S.Found the reason of cacodemon moving before finishing attack :

HEMI FEDCB 2 A_Chase
Instead of A_Chase its supposted to be A_FaceTarget

P.P.S.After some pain and sudden appearence of r_opengl error(which dissapeared after rebooting)I tried to make cacodemons mouth open AND close animation to fit 15 tics(because above I did it only for cacos mouth opens),I just based it on cacodemons code from OLD versions of mod and result looks like this :

See:
HEAD A 3 A_Chase
loop
HEMI EDC 1 A_FaceTarget //(3 tics for cacodemons mouth closing)
goto see
Missile:
HEMI BBCD 1 A_FaceTarget //(4 tics total)

//normal attack
TNT1 a 0 a_jumpif(CallACS("PinkyToggle")==1,"+2")
HEMI E 2 Bright A_FaceTarget //(4 tics from above line + 2 tic = 6 tics)
HEMI F 3 Bright A_FaceTarget //(6 tics from above line + 3 tics = 9 tics)
HEMI G 3 Bright A_HeadAttack //(9 tics from above line + 3 tics = 12 tics + 3 tics for cacodemons mouth closing = 15 tics)

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

Posted: Fri Apr 24, 2020 10:57 am
by Kazudra
Remember, this mod is more for animations; Caco still has to abide by it's Vanilla behavior, which is Attack 10 tics -> Chase.
The Wind-down being apart of chase doesn't change it's behavior and looks nice.

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

Posted: Fri Apr 24, 2020 12:24 pm
by Gifty
The cacodemon wind-down was intentionally coded that way, I couldn't get the animation to flow how I wanted under the 15-tic limit, so some of it overlaps with the return to "SEE." For a monster that doesn't animate very much I thought the transition gave it some extra life.

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

Posted: Fri Apr 24, 2020 2:28 pm
by GreenDoomguy1999
Okay,but what about pain elemental,is he will have same change?
Also found another bug :
-FastCacodemonBall lacks dynamic light

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

Posted: Sat Apr 25, 2020 11:00 am
by condor67
Kazudra wrote:You'll need a glowing Flats mod, Brightmaps, and generally tweaking the settings.
Personally I dislike the filtering, but for the sake of replication...
Your screenshot looks really interesting, what mods are you using exactly? Specially for the beautiful bloom effect on the ceiling :shock:

The blood on the floor looks more darker and realistic as well, are you using any mod to change it or just tweaked something manually?

I'm already using Brightmaps Plus v1.71 and enjoying it a lot, it makes the enviroments more realistic without messing up the vanilla aesthetics in my opinion.
Maybe I should have to tweak things on that mod to increase the bloom effect?

I just would like to improve the bloom a little bit, do you know how to do that?

And also increase the ambient occlusion if possible