Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

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

Postby Dieagamer101 » Thu Apr 01, 2021 10:49 am

How do I turn off smooth enemies?
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Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Postby Dieagamer101 » Sat Apr 03, 2021 9:18 pm

hello, since no one responded to my response, I had decided to make a solution myself. I call this Civvie11 smooth doom since it was inspired by his video (he removed smooth enemies). This version of smooth doom adds the non-smooth enemies as an option, and fixes the smooth bob for the plasma rifle. I hope you enjoy: https://drive.google.com/file/d/1ywy6Ak ... sp=sharing
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Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Postby lizardcommando » Sun Apr 04, 2021 4:12 pm

What would be the purpose for turning off smooth animations for enemies? Is this for better compatibility with custom enemy mods?
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Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Postby BROS_ETT_311 » Sun Apr 04, 2021 10:42 pm

@Dieagamer101 I thought it was an April Fool's joke, but why not just use any variation of perk_anim?

Perkristian's smooth animations: https://www.doomworld.com/files/file/16 ... nimations/

Nitghfirght's Per anim enhanced: viewtopic.php?f=43&t=32628
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Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Postby dmslr » Mon Apr 05, 2021 7:52 am

BROS_ETT_311 wrote:@Dieagamer101 I thought it was an April Fool's joke, but why not just use any variation of perk_anim?

Because Smooth Doom has smooth power-ups and other minor things with extra frames.
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Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Postby BROS_ETT_311 » Mon Apr 05, 2021 5:05 pm

Ah, touché! I did sort of forget about effects and decorations, so that's a fair point. :)
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Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Postby Dieagamer101 » Tue Apr 06, 2021 6:10 am

lizardcommando wrote:What would be the purpose for turning off smooth animations for enemies? Is this for better compatibility with custom enemy mods?


well, that and the fact that enemies have a way of telegraphing their attacks. Just watch civvie11's video on it
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Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Postby Kaution » Thu Apr 08, 2021 3:38 pm

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

Postby Gifty » Thu Apr 08, 2021 4:18 pm

If you want to play SD without any of the enemies, it seems way more sensible to just play NightFright's Smooth Weapons wad or any of the other various excellent weapon enhancements that will entail a lot less hassle for all involved. I respect Civvie and enjoy his videos, but the concept that there is some magic formula to Doom's attack telegraphing that SD irrevocably tarnishes is just silly; smoothed enemies telegraph just like any others--it's just that any animation-altering mod is going to require some degree of rebuilding your muscle memory around those visual cues, it's just something that inevitably comes with the territory when you're playing a game-altering mod. Some of the animations in SD don't have a proper sense of weight to them, because most of them I did when I was about 19 in a mad rush over a period of about three months with no prior experience. I'm trying to go back and phase out the crappier animations with better ones, but it's incredibly time consuming.
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Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Postby Dieagamer101 » Fri Apr 09, 2021 8:06 am

Gifty wrote:If you want to play SD without any of the enemies, it seems way more sensible to just play NightFright's Smooth Weapons wad or any of the other various excellent weapon enhancements that will entail a lot less hassle for all involved. I respect Civvie and enjoy his videos, but the concept that there is some magic formula to Doom's attack telegraphing that SD irrevocably tarnishes is just silly; smoothed enemies telegraph just like any others--it's just that any animation-altering mod is going to require some degree of rebuilding your muscle memory around those visual cues, it's just something that inevitably comes with the territory when you're playing a game-altering mod. Some of the animations in SD don't have a proper sense of weight to them, because most of them I did when I was about 19 in a mad rush over a period of about three months with no prior experience. I'm trying to go back and phase out the crappier animations with better ones, but it's incredibly time consuming.


Frankly, it wasn't too much of a hassle to implement the option. All I had to do was add the menu option and the cvar, and create a default monster (for each monster) to spawn if the option was off (you can check out the file I posted above for the code). The only other thing I had to worry about was sprite naming. Because you named some sprites with the original sprite names, some animations would inevitably be broken. So I just took the original sprites, and renamed them.

I'm just saying that implementing the option to turn the enemies off isn't that much of a hassle. Nobody will make a fuss if it's not implemented, but it is nice to have the choice to switch between the two options.
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Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Postby Zenon » Sat Apr 10, 2021 12:24 am

Any reason why explosive barrels respawn?
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