Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

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Dieagamer101
Posts: 30
Joined: Thu Aug 24, 2017 6:14 pm

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

Post by Dieagamer101 »

So what is new with the latest update? There is nothing about it in the changelog
Dieagamer101
Posts: 30
Joined: Thu Aug 24, 2017 6:14 pm

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

Post by Dieagamer101 »

Okay, so here is an update to my mod for this game. This time, I went into each file carefully and picked out the sprites that had the same names and renamed them. I also added the original sprites that would be overwritten, so that it doesn't since I have now made this mod into addon form. You are required to load in smooth doom first, and then this addon.

Changes:
- added super shotgun sound effects, so you can use it in Doom 1
- created a toggle for smooth enemies. Went into each folder to find sprites that would overwrite

enjoy!

https://mega.nz/file/5ckHWAhK#w47u8vxio ... fd2EhZXIlo
Dieagamer101
Posts: 30
Joined: Thu Aug 24, 2017 6:14 pm

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

Post by Dieagamer101 »

Is there any updates to this mod? Any news?
HereticGuy
Posts: 1
Joined: Tue Feb 08, 2022 5:55 am

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

Post by HereticGuy »

Gifty, thanks for your awesome mod. It is in my load order since its initial release. I have two questions / requests :

1. Your Dead Marine mod has better quality weapon sounds. Would you plan to implement them in Smooth Doom? ( Or is there any way for me to implement them myself?)
2. I have seen some different Smooth Doom versions which have skin variants for Zombie and ShotgunGuy. Are they your work? If not, do you plan update your mod including some skin variants?
EmperorGrieferus
Posts: 85
Joined: Wed May 31, 2017 5:39 am

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

Post by EmperorGrieferus »

HereticGuy wrote:Gifty, thanks for your awesome mod. It is in my load order since its initial release. I have two questions / requests :

1. Your Dead Marine mod has better quality weapon sounds. Would you plan to implement them in Smooth Doom? ( Or is there any way for me to implement them myself?)
2. I have seen some different Smooth Doom versions which have skin variants for Zombie and ShotgunGuy. Are they your work? If not, do you plan update your mod including some skin variants?
1) There's a soundpack: https://perkristian.net/game_doom-sfx.shtml
2) It was a feature in previous versions.
HyperExia
Posts: 32
Joined: Sat Jun 22, 2019 7:35 pm
Discord: HyperExia#9968
Operating System: Windows 10/8.1/8/201x 64-bit

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

Post by HyperExia »

So if we made addons for smooth doom where would they go?
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mamaluigisbagel
Posts: 383
Joined: Wed Jul 09, 2014 7:25 pm
Discord: Nonemployee#1013
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD (Modern GZDoom)

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

Post by mamaluigisbagel »

Is it a known issue that when using Recoil ON with a non-Doom 64 BFG that it centers your aim when you fire it instead of recoiling properly?
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generic name guy
Posts: 48
Joined: Wed Nov 11, 2020 3:25 pm
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support
Location: Brazil

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

Post by generic name guy »

mamaluigisbagel wrote:Is it a known issue that when using Recoil ON with a non-Doom 64 BFG that it centers your aim when you fire it instead of recoiling properly?
Just tested this out and yeah, it does happen
Definitely not intentional, this looks too janky to be something that's supposed to be happening
Willytor
Posts: 29
Joined: Fri Jul 16, 2021 2:02 pm
Discord: Willytor#0833
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia (Modern GZDoom)

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

Post by Willytor »

is it safe to put this in my autoload will it fuck up other mods
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Brohnesorge
Posts: 388
Joined: Sat Oct 08, 2016 9:10 am
Discord: #7624
Twitch ID: brohnesorge1
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support

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

Post by Brohnesorge »

No, it replaces both weapons and monsters so it will fuck with mods that do the same.
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Delfino Furioso
Posts: 61
Joined: Sat Mar 27, 2021 3:21 pm

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

Post by Delfino Furioso »

Delfino Furioso wrote: Fri Oct 08, 2021 3:16 am Hi everybody,
after trying many monsters-only variants of SD and being dissatisfied with most of them I've decided to have a shot at it myself
I'm pretty happy with the results, so I've thought to share them here (feedbacks are welcome)

https://www.mediafire.com/file/ijz6lj5o ... y.pk3/file
Recently I've replayed Ancient Aliens and realized that I've never properly tested my custom SD build with pwads that implement a custom palette.

I went ahead and made a new revision, which ended up incorporating many other changes:
- removed all toggable features (leaving only the extra death animations)
- removed the MENUDEF, CVARINFO, LOADACS lumps (they were used for managing the features' toggles)
- removed most DECORATE actor definitions, keeping only those for Monsters and Projectiles
- removed all unused GFX/SFX resources (effects, gore, weapons, items, powerups, decorations...)
- removed the ANIMDEFS, DECALDEF, KEYCONF, SBARINFO, SNDINFO, TERRAIN lumps (they had no use anymore)
- converted all remaining GFX resources to Truecolor PNGs
- introduced new naming convention for actors
- reorganized the pk3 contents (lump filtering, decorate/gldefs file naming)


DOWNLOAD:
https://www.mediafire.com/file/kghuqwaf ... E.pk3/file


Enjoy!

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