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

PostPosted: Sat Aug 01, 2020 9:33 am
by TheArchvile
Gifty, I have a recommendation of sorts, something very easy. You should consider making it toggleable to have Doomguy's face sprite 'smooth' or not, that way custom skins that use custom face sprites do not break.

Re: Smooth Doom [2.0 WIP TEST? WOWIE ZOWIE!]

PostPosted: Sun Sep 06, 2020 7:31 pm
by Gifty
TheArchvile wrote:Gifty, I have a recommendation of sorts, something very easy. You should consider making it toggleable to have Doomguy's face sprite 'smooth' or not, that way custom skins that use custom face sprites do not break.

I'd like to try to get rid of SBARINFO altogether at some point, just for better hud compatibility. Compatibility has never been a huge sticking point for me, but hopefully with porting the mod over to Zscript it'll have less really egregious compat tangles.

I've been busy with two thousand other things lately, but a really big update for Smooth Doom has been in the works all year and I thought I would share the nearly-finished version of it with you all just in case it takes another 12 months for me to get it out the door. Big features include:

-Code 90% rewritten in Zscript (much cleaner and un-stupider)
-Vastly smoother high-framerate Imp animations, redone from scratch (full rotations still unfinished)
-Option for badass modernized weapon sounds from my old "Dead Marine" weapon mod
-all-new blood and gore effects which are also optional (functional but unfinished)
-all-new ultra smooth explosion/projectile animations (functional but unfinished)
-all-new ultra smooth fire torch animations (optional)
-universal weapon sway (from Boondorl's mod)
-rifle has been rebalanced as a quick-click spamfire weapon. Much faster than the pistol, but too finicky to displace the chaingun.

You can try the nearly finished update HERE.

I would like to get the remaining pieces of this finished and out the door before the year's out, but this build is functional enough I thought you all might enjoy giving it a peek. Since beginning this update I've started using a LOT of new tools and workflows that have created some really cool results that simply weren't possible earlier in this mod's development (the new imp animations and particle/fire effects are prime examples of what I mean), so I hope in the future the overall quality of this mod will be much higher.

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

PostPosted: Sun Sep 06, 2020 9:58 pm
by acridAxid
Just a quick runthrough of E1M1 using the current LZDoom (that just happens to be the box I'm sitting in front of right now), here are my thoughts:

  • That's an amazing looking imp! You've really outdone yourself!
  • Weapons come up into view then after reaching their highest point, drop down into resting position. I'm assuming this is an intentional 'bounce' effect, and if so, I like it. I feel like I'm not seeing as much of the guns as I could be. Just feedback.
  • I'm going to deeply miss the vanilla shotgun behavior. I feel like it changes the gameplay too much; is it too much to ask for the new bullet spray behavior to be optional?
  • The new blood splats don't appear to be optional, unless they're not intended to be part of the 'enhanced gore' setting? I guess I expected them to be.
  • Left imp on the platform in the zig zag room is stuck. I thought I shot him, pushing him into a weird position so I restarted the map and no, he's just stuck from the moment he sees me.
Didn't have sound attached so I can't comment there.

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

PostPosted: Mon Sep 07, 2020 2:36 am
by GreenDoomguy1999
New version,new bugs
-Is it me or rocket launcher sound plays twice,causing it to sound louder?
-Option for ricochets and recoil is impossible to change,because it shows as "unknown"(and seems to be turned on)
-Weapon sway causes weapons to be really low with standard angle compared to vanilla(rocket launcher or ssg for example almost dissapear when you moving),also maybe that me,or when you turn left or right,weapons move really fast to that side?
-Menu skull animation is kinda slow
-SSG's 'DSDBCLS' plays to early
-Chainsaw's 'DSSAWUP','DSSAWFUL' and 'DSSAWHIT' plays entire sound
-"Chainsaw gib enemies" and "SSG gib enemies" doesn't work
-"Enhanced gore" seems to be always turned on(because I didn't noticed any differences)
-"Player enhanced sounds" seems to play on top of original sound instead of replacing it,causing to hear both original and new sound

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

PostPosted: Mon Sep 07, 2020 5:19 pm
by Gifty
acridAxid wrote:[*]I'm going to deeply miss the vanilla shotgun behavior. I feel like it changes the gameplay too much; is it too much to ask for the new bullet spray behavior to be optional?

Since Smooth Doom is supposed to be a vanilla-first mod, bullet spread behavior will be toggleable by the time the next official update happens. Although if you have vertical autoaim on, it should only make a cosmetic difference.

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

PostPosted: Wed Sep 09, 2020 7:59 am
by electrodragon554
Doom 64 skin's chaingun has odd behavior:
a. when the gun is idle, it looks like the default chaingun.
b. when firing, this message pops up in the console:
P_StartScript: unknown script "recoiltoggle"
& the chaingun is silent

I've also noticed, like GreenDoomguy1999, that the chainsaw plays the entire sound when in use

Aside from that erratic chaingun behavior (doesn't affect gameplay); and chainsaw sound problems, Smooth Doom 2.0 is starting to look really good.

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

PostPosted: Thu Sep 10, 2020 8:05 am
by TheOldKingCole
So when spam firing the rifle the animation is just a bit janky.

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

PostPosted: Mon Sep 14, 2020 10:06 pm
by Finder153
2.0 looks so good so far, but I wanted to give some suggestions.

  • The chaingun should use the chaingun sound script instead of the pistol's for compatibility with sound mods replacing the chaingun sounds such as the sound caulking mod. The older versions of Smooth Doom made use of that.


  • What happened to the old blood and gore sprites? I liked the ones in the old version, but now it's replaced with different sprites that just look out of place to me, artstyle wise. Though to be fair, I think the new blood effect should be on the optional new sprites.

  • A bug report: When black gloves are used, the marine's glove still appear brown after firing the plasma rifle.

And finally...

  • There was once an optional mod for smooth textures and flats. What the hell happened to that?

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

PostPosted: Tue Sep 15, 2020 12:25 am
by acridAxid
SmoothTextures.pk3

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

PostPosted: Tue Sep 15, 2020 3:04 am
by mamaluigisbagel
yeah there used to be a smooth texture pack, but it was taken down at some point I think. I still have the file though (I don't remember where I found it tbh)

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

PostPosted: Tue Sep 15, 2020 3:04 am
by acridAxid
Google it, it's the first result.

I think it's removed because its not part of Smooth Doom and people were thinking it was. Hence, this exact conversation we're having now.

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

PostPosted: Tue Sep 15, 2020 7:16 am
by Gorec
some bugs that ive noticed
1.all weapon frames are lower than they should be
2.doom 64 ssg has 2 same frames on reload
3. 64 chaingun has idle frame of classic chaingun, has no sound and a script error about recoil toggle(probably not finished)
4.weapons sway on weapon change
5.ssg on black gloves does not play reload sounds from dead marines
really nice job on those effects!

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

PostPosted: Sun Sep 20, 2020 11:37 am
by bricks041059
I hope you add an options menu where you can toggle smooth weapons, smooth monsters, smooth effects, etc.

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

PostPosted: Sun Sep 20, 2020 1:19 pm
by EmperorGrieferus
bricks041059 wrote:I hope you add an options menu where you can toggle smooth weapons, smooth monsters, smooth effects, etc.

Then this mod will lose any sense, since it's a feature that EVERY animation in Doom is smooth.

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

PostPosted: Sun Sep 20, 2020 2:10 pm
by mamaluigisbagel
honestly I'd like that option too, but only for the sake of using other mods with the smooth monsters. I believe before you could comment them out in the pk3 but it never worked for me.