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

PostPosted: Sun Sep 20, 2020 6:48 pm
by sibullski
mamaluigisbagel wrote: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.


smooth monsters FTW

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

PostPosted: Mon Sep 21, 2020 3:00 pm
by Spriteclad
mamaluigisbagel wrote: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.

I second this. An option for toggling this, or at least a seperate 'SmoothDoom_MonstersOnly.pk3' file for v2 would be nice.

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

PostPosted: Mon Sep 21, 2020 5:07 pm
by Slax
Spriteclad wrote:SmoothDoom_MonstersOnly.pk3

Vote number 3, right here.

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

PostPosted: Mon Sep 21, 2020 9:26 pm
by bricks041059
i personally only really care for the smooth weapons, the smooth monsters aren't really a must for me. and i don't think the mod would lose sense if it had more options.

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

PostPosted: Fri Oct 02, 2020 4:05 pm
by TheOldKingCole
So I noticed that the weapon sprites are somewhat pulled back compared to how they should be. I'm not really a fan of this, is it possible to get a setting to extend the sprites?

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

PostPosted: Fri Oct 02, 2020 4:37 pm
by Gifty
TheOldKingCole wrote:So I noticed that the weapon sprites are somewhat pulled back compared to how they should be. I'm not really a fan of this, is it possible to get a setting to extend the sprites?

This is part of the weapon sway mod, I'm going to try and tweak it before the next update as it is a little bit weird.

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

PostPosted: Sun Oct 04, 2020 2:47 am
by Dist.Dog
There are a couple of bugs that I've found
  • Lost Souls just dissapear after impacting
  • The chaingun sound cut offs as soon as you stop pressing fire

And some opinions/suggestions
  • The bloodsplatters look cool, but I feel like it shouldn't look so dark and flat, as the original sprite looked like a puncture rather than a mist of blood
  • Maybe the revenant could be it's separate actor? Not with a different sprite but with a different sound, like crackling firecrackers rather than loud ricochets.
  • The rifle is very good, thank you.

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

PostPosted: Wed Oct 07, 2020 3:33 am
by DefectiveByDesign
Can someone fix the incompatibility with smooth weapon and Neural upscale mods?
https://www.doomworld.com/forum/topic/1 ... nt-2121975
https://www.doomworld.com/forum/topic/9 ... e-2x-v-10/

The smooth weapon mod only works if I disable the plamagun and pistol in decorate, and change the doomguy.txt weapon names to their originals.
As for the Neural upscale, it only works with textures that smoothdoom doesn't replace, and it would be great if the new textures were made compatible instead of outright disabling them.

additional: I found a bug in the baron, as he claws his arm around when walking.

Also:
https://www.youtube.com/watch?v=q2i6FXVjNT0
Maybe someone can look into this app.

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

PostPosted: Wed Oct 07, 2020 4:32 am
by Finder153
Dist.Dog wrote:The bloodsplatters look cool, but I feel like it shouldn't look so dark and flat, as the original sprite looked like a puncture rather than a mist of blood


Speaking of that, I feel like the new blood and gore effects don't fit Doom whatsoever and looks like it belongs in a Build Engine game or something. The new blood impact sprite should belong in the enhanced sprites option, the vanilla ones can just keep the one from the old version.

I also find the gore effects in the old version to be more detailed and fitting; you can see big amounts of blood exploding and plenty of their chunks remains splattering all over the place and they all still look good enough to be in Doom, artstyle-wise.

I get the new blood effects in 2.0 still has to be finished but they seem to be heavily toned down compared to the old version; the gib effects doesn't look that good anymore while other big enemies like the cacodemon and baron/knight is just reduced to a simple gib sprite. That's it, no sastifying blood explosion nor flying gibs whatsoever.

I think it'd be a good idea if 2.0 had stuck with the ones in the old version (And at least try to improve upon it) instead of competely remaking them.

These are the gore effects in 2.0 along with the cacodemon ones:



And these are from the current stable version:


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

PostPosted: Thu Oct 22, 2020 9:17 pm
by sr_ludicolo
Hey G is there a way to make it so only monsters are smoothened so I can use other weapon mods? BTW great work love this mod.

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

PostPosted: Tue Dec 01, 2020 11:24 am
by DoomeRez
Hey all!

Can somebody tell me if there is a way to change default bullet impact effects to water splashes when shooting liquids?

As far as I understand Smooth Doom already has water splashes built in according to this post:
Gifty wrote:Destructible objects aren't something I was planning on doing, but OnslaughtSix is experimenting with them and if he produces anything I'll add it. Brightmaps are on the horizon, mostly dread has been holding me back. :P

Oh, and water splashes are already in, silly!


But when I shoot water/slime/any other liquid I get default effects (smoke and sparks). On a side note when shells drop into water they produce correct water splashes.

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

PostPosted: Wed Dec 02, 2020 5:58 pm
by Gen5lock131
Can anyone tell me if there is a way to make Smooth Doom compatible with Reikall's Voxels (viewtopic.php?f=46&t=58340&hilit=reikall) ?
Or is it a lost cause? There seem to be some incompatibilities in regards to the explosive barrels and the plasma gun.

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

PostPosted: Sat Dec 05, 2020 2:21 am
by Keel
Is it normal that Archviles can resurrect gibbed monsters when using this mod?

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

PostPosted: Sat Dec 05, 2020 11:28 am
by dmslr
Keel wrote:Is it normal that Archviles can resurrect gibbed monsters when using this mod?

They can even without the mod.

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

PostPosted: Mon Dec 07, 2020 12:16 am
by Scuba Steve
DefectiveByDesign wrote:Can someone fix the incompatibility with smooth weapon and Neural upscale mods?
https://www.doomworld.com/forum/topic/9 ... e-2x-v-10/


About a month ago, it was pointed out to me that the Smooth Weapon neural upscale mod I made in that thread was linked incorrectly... if you download it now from the link above, it should work properly now.