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

PostPosted: Thu Apr 01, 2021 10:49 am
by Dieagamer101
How do I turn off smooth enemies?

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

PostPosted: Sat Apr 03, 2021 9:18 pm
by Dieagamer101
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

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

PostPosted: Sun Apr 04, 2021 4:12 pm
by lizardcommando
What would be the purpose for turning off smooth animations for enemies? Is this for better compatibility with custom enemy mods?

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

PostPosted: Sun Apr 04, 2021 10:42 pm
by BROS_ETT_311
@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

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

PostPosted: Mon Apr 05, 2021 7:52 am
by dmslr
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.

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

PostPosted: Mon Apr 05, 2021 5:05 pm
by BROS_ETT_311
Ah, touché! I did sort of forget about effects and decorations, so that's a fair point. :)

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

PostPosted: Tue Apr 06, 2021 6:10 am
by Dieagamer101
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

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

PostPosted: Thu Apr 08, 2021 3:38 pm
by Kaution

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

PostPosted: Thu Apr 08, 2021 4:18 pm
by Gifty
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.

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

PostPosted: Fri Apr 09, 2021 8:06 am
by Dieagamer101
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.

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

PostPosted: Sat Apr 10, 2021 12:24 am
by Zenon
Any reason why explosive barrels respawn?

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

PostPosted: Mon Apr 19, 2021 10:01 pm
by Kazudra
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.

Because that Argument is half-true; The projectile enemies are just fine, It's the Hit-Scanners that need work. Luckily I figured it out without needing sound cues.
Hit-Scanners' in vanilla don't have telegraphs like projectile monsters, so adding telegraphs to their reactionary state does make things harder to read. But You can have your Cake and Eat it.

Here's the adjusted Shotgunner who's notoriously hard to read in Smooth Doom.
His issue is that his telegraph suggests to the player that this will lead into the 10 tic reaction window instead of being part of it.
Code: Select allExpand view
Missile:
         ---- a 0 { StaticBrain.SD_LOFcheck(target); }
         SPSR A 1 A_FaceTarget;
         SPSR C 1 A_FaceTarget;
         SPSR E 8 A_FaceTarget;
         SPSR F 3 BRIGHT A_SposAttackUseAtkSound;
         SPSR E 2 BRIGHT;
         SPSR CA 3;
         SPSR A 3;
         SPSR B 3 { StaticBrain.SD_EjectCasing(self); }
         SPSR A 3;
         Goto See;

Now the reactionary window acts closer to Vanilla and the telegraph better conveys the speed of the attack itself.

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

PostPosted: Tue Apr 20, 2021 5:24 pm
by Dieagamer101
I still think it should be made an option, but I'm cool if it's not.

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

PostPosted: Wed Apr 21, 2021 7:27 am
by entrywayy
Hello, I am trying to get this to work with WADs which change the color palette like BTSX, Eviternity, Ancient Aliens, Arrival etc ... Alongside some minor color palette problems I am also getting this (screenshot attached). Anyone has an idea what could cause that?


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

PostPosted: Wed Apr 21, 2021 12:20 pm
by Gifty
Zenon wrote:Any reason why explosive barrels respawn?

Nope! The respawn command is present in the original barrel script, but presumably has some kind of hardcoded behavior so that it's not normally called (I always assumed it was multiplayer-related). Smooth Doom seems to be fucking with this, so the next version will not have this behavior.

SD has been on the super-duper backburner in my life for over a year now, but due to some renewed inspiration and excitement about the mod I'm going to TRY REALLY HARD to get an update out soon, to get that beta 2.0 version onto the main page and put out all the fires that I can. I've become a much better coder this year so hopefully that will aid in fixing a lot of bullshit. Thanks to everyone for their patience and for still being interested in this thing!

Big on the list are a lot of fixes to the little weapon quirks (the eternal bane of my existence), and getting all the monster sprites into Truecolor PNG so that long-running palette issue can be stomped out for good.