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

Posted: Tue May 26, 2020 3:53 pm
by Gifty
Got some good news, I've been learning how to Zscript and the sound effects from Dead Marine are coming to Smooth Doom in easily togglable form. Yippee!

The weapon code is also getting a drastic cleanup which should make things much easier to maintain and modify in the future. A whole new set of gore and particle effects are also in the works, sprite-art style With "Metal Slug" levels of fluidity.

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

Posted: Tue May 26, 2020 11:32 pm
by dmslr
Good news, Gifty! Thanks for coming back to updating SD!

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

Posted: Tue May 26, 2020 11:39 pm
by Captain J
Gifty wrote:sprite-art style With "Metal Slug" levels of fluidity.
That's gonna be really amazing. Hope the graphic also has the same feeling as MS' like Scuba Steve's awesome work!

... But not too much, of course!

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

Posted: Sat May 30, 2020 4:40 am
by Charlotte
You should add in an option in the settings to remove the pistol altogether, and make the player's default weapon the rifle. It'd do a lot for immersion, and I think it'd go well with the other gameplay mutators!

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

Posted: Mon Jun 15, 2020 12:18 pm
by Mug of Bro
Just want to start off by saying this is my bar none my favorite vanilla enhancement mod out there. I run this combined with Perkristian's sound pack and Nash's Gore Mod and its great, especially with the SSG gibbing.

I saw that you were hard at work on a new version incorporating ZScript, and I had a request for that release. Is there any way you could incorporate compatibility options similar to Beautiful Doom so that this could be used not only with weapon mods, but also vanilla replaced and DEHACKED monsters in mapsets? I can't be the only one who thinks being able to use this with gameplay mods or megawads like Eviternity would go a long way for people getting the most enjoyment out of your mod.

Also this is a total nitpick, but it would also be cool if Vanilla and Black gloves animations could be converted to paletted PNGs like Smooth Weapons Enhanced. I would understand if that would be out of the scope of possibility for the Doom64 weapon set, (as that was using a different engine for the N64) but it'd be cool for the originals to add to the authenticity.

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

Posted: Wed Jun 17, 2020 12:39 am
by y1nt
does this work with project brutality?

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

Posted: Wed Jun 17, 2020 8:59 am
by Blue Shadow
Why don't you try it yourself and find out?

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

Posted: Tue Jul 14, 2020 8:16 am
by mr2meows
why does the chainsaw seem to get bigger and smaller
also somethings off with the pistol firing

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

Posted: Tue Jul 14, 2020 12:54 pm
by Gifty
Can you be more specific?

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

Posted: Fri Jul 17, 2020 3:25 am
by electrodragon554
awesome mod, makes the weaponry of Doom feel much more alive, though I have a suggestion:
can the rifle fire a bit faster than it currently fires, even if it's technically a fast pistol?

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

Posted: Fri Jul 17, 2020 11:24 am
by Donowa
Great mod, but here are some suggestions:
-Add a mutator to lower self-damage from rockets, allowing for easier rocketjumps
-Change the 64 Rifle sprite, the current one looks too close to the pistol, not to mention looks ugly
-If possible, add a melting animation for the mugshot
-If possible, add options to disable smooth weapons or monsters.
-If possible, add an option for gloved fists with the classic doom/black gloves
-The 64 SSG doesn't fire faster
EDIT: One problem:
The Doom 64 weapons have aspect ratio correction applied to them, so you may need to either do some Z-magic or resize the sprites to fix the improper scaling.
i'm not quite sure whether or not they're aspect ratio corrected.

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

Posted: Fri Jul 17, 2020 12:08 pm
by Gifty
electrodragon554 wrote:awesome mod, makes the weaponry of Doom feel much more alive, though I have a suggestion:
can the rifle fire a bit faster than it currently fires, even if it's technically a fast pistol?
Thanks! I'm not sure when it will come out, but I have an update in progress right now that tweaks the rifle to make it a little more useful/unique amongst the other weapons. My idea is to turn it into a spam-fire weapon kind of like the Metal Slug pistol (each click = one shot), much faster and more reactive than the pistol but too inconsistent and finger-fatiguing to undermine the chaingun.

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

Posted: Wed Jul 22, 2020 9:21 pm
by CP95
I am so glad you still working on this mod :) I have a small request: could you add an option to enable pistol start on every level? it's more of a "quality of life" feature so we don't have to do it by console everytime

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

Posted: Thu Jul 23, 2020 10:17 am
by acridAxid
Haven't tried it, but I assume Always Pistol Start is Smooth Doom compatible; seems better to have a simple mod that handles this overall than expect every mod to implement it themselves manually: https://jp.itch.io/doom-pistol-start

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

Posted: Thu Jul 23, 2020 11:46 am
by Donowa
I can confirm it works with IDCLEVER Starter.
Also, I made an addon that adds gloves to the classic fists (brown gloves only)
https://drive.google.com/file/d/1uKuqWe ... sp=sharing