Smooth Doom [UPDATE 9/25/19]

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: Smooth Animations Project - Take 2!

Postby Gifty » Mon Apr 07, 2014 2:28 am

RikohZX wrote:It's certainly an interesting take on smooth animations, and it's more complete than the previous takes. I feel like it skews the difficulty a bit, though; projectiles like the Imp's, Hellknight's and Baron's all seem to move faster, enemies themselves move faster, and attack animations also come out quicker. To the point that while chainsawing an Imp to death, they may get in one quick slash inbetween the hits, or they may spam more fireballs than before that are particularly harder to dodge in close-quarters. Was this all to match up with the sped-up animations?

Yeah, this isn't intended to be a gameplay-altering mod but due to my own incompetence a couple of the animations don't quite match up. I'm working on fixing those and by the next update they should all be rectified.
User avatar
Gifty
Recon'ize that smell?
 
Joined: 15 Jun 2013

Re: Smooth Animations Project - Take 2!

Postby scissorman11785 » Mon Apr 07, 2014 3:13 pm

Gotta say; though it's rough and incomplete, this is pretty close to the ideal Doom wad I've been looking for for a while. An upgrade of the vanilla-Doom experience that doesn't alter the core of the game. I only have three complaints: the enemies move and attack too fast, the zombiemen lack lightmaps, and the double barrel shotgun is soundless when playing Doom 1. Aside from that, I can't wait for the next update.
scissorman11785
 
Joined: 06 May 2012

Re: Smooth Animations Project - Take 2!

Postby PRIMEVAL » Mon Apr 07, 2014 4:40 pm

Well... you ARE playing Doom 1 which doesn't feature the SSG, so... xD
User avatar
PRIMEVAL
 
Joined: 13 Jan 2012
Location: Cleveland

Re: Smooth Animations Project - Take 2!

Postby scissorman11785 » Tue Apr 08, 2014 3:14 pm

Oh yeah. I guess it doesn't matter since I usually play with the console fx wad where the SSG has sound even in Doom 1. I noticed that the rocket explosions are flashier, do you think it's possible to do the same with the exploding barrels? When a barrel goes off next to a zombie, the explosion just looks weak compared to the shower of gore it causes. Also, I think the death animations of the lost soul, Cyber-demon and Spider-demon could benefit from some extra gore and explosion fx. Lastly, I think the blood splatters that land on the ground are too high-res. There's nothing wrong with them, they just look a little out of place. Those are my only complaints about this otherwise awesome mod.
scissorman11785
 
Joined: 06 May 2012

Re: Smooth Animations Project - Take 2!

Postby Gifty » Tue Apr 08, 2014 8:00 pm

I've actually been fiddling with the explosions lately because I don't generally agree with Sarge's sensibility regarding effects. I was actually planning to remove all that extra explosion stuff because I always thought it looked goofy, but if you guys liked it then maybe I could do an addon that puts it back in for rocket and barrel explosions. Also remind me to do a bullet casings mutator for ETPC.

EDIT: Thought you guys would enjoy this. It looks super sexy in-game.

Image
User avatar
Gifty
Recon'ize that smell?
 
Joined: 15 Jun 2013

Re: Smooth Animations Project - Take 2!

Postby Gifty » Fri Apr 11, 2014 5:11 am

Big update! All loose-end rotations are taken care of now, and the zombieman gibbing is endlessly entertaining. See the changelog for a full debrief!

I'm thinking pretty soon here there'll be enough new stuff that it'll be time for a new trailer. WITH MORE SURF ROCK. :D
User avatar
Gifty
Recon'ize that smell?
 
Joined: 15 Jun 2013

Re: Smooth Animations Project - Take 2!

Postby Captain J » Fri Apr 11, 2014 5:25 am

now that's an amazing gibbing animation! and i wonder about how cyberdemon and spider mastermind's explosion looks like in your future update!
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: Smooth Animations Project - Take 2!

Postby Yutrzenika » Sat Apr 12, 2014 2:54 am

Is it at all possible to give the cacodemons, barons, knights, etc, their correct blood colors?
User avatar
Yutrzenika
 
Joined: 15 Aug 2013

Re: Smooth Animations Project - Take 2!

Postby 0bsidian » Sat Apr 12, 2014 7:05 am

Yutrzenika wrote:Is it at all possible to give the cacodemons, barons, knights, etc, their correct blood colors?


Those can be altered easily in DECORATE, but considering Gifty is more focused on the animations themselves I'm guessing it won't appear in this.

*Waits for Gifty to contradict statement*
User avatar
0bsidian
Smiling fatly.
 
Joined: 29 Oct 2012
Location: Nw Zld

Re: Smooth Animations Project - Take 2!

Postby Arthropod supremacy » Sat Apr 12, 2014 10:28 am

I played a couple of maps with this and it really adds a lot to the game. I'm wondering if you're planning to release a version with only the enhanced versions of the original animations though. The custom animations and effects are nice, but I think I would prefer a more subtle version. :)
Arthropod supremacy
 
Joined: 17 Mar 2014

Re: Smooth Animations Project - Take 2!

Postby Gifty » Thu Apr 17, 2014 6:33 pm

Arthropod supremacy wrote:I played a couple of maps with this and it really adds a lot to the game. I'm wondering if you're planning to release a version with only the enhanced versions of the original animations though. The custom animations and effects are nice, but I think I would prefer a more subtle version. :)

I totally intend to provide different flavors of the mod pretty soon here, I'm just trying to find a way that won't fragment the mod too much and confuse people. I like Brutal Doom's mutator system, but at the same time, I don't want people to have to juggle fifteen different files to get the experience they want, so I'm not sure how this'll work out.

Quick status update: within the week, all non-boss monsters will be completed! There's going to be a groovy new video, it'll be just like a real mod and everything! At that point I'll shift focus to the extra stuff (fluff animations, refinements etc.) and inevitably the bosses, which will surely take some doing. I have no idea how long that'll take. :P

Oh yeah, and re: blood colors, that is something I'd like to do, I just haven't yet because I don't really have the know-how. But expect developments in that area.
User avatar
Gifty
Recon'ize that smell?
 
Joined: 15 Jun 2013

Re: Smooth Animations Project - Take 2!

Postby Alexandra » Fri Apr 18, 2014 1:31 pm

I am astounded by how quickly you are flying through all this work. It's almost supernatural.
Alexandra
 
Joined: 17 Jan 2013

Re: Smooth Animations Project - Take 2!

Postby acidhoez » Fri Apr 18, 2014 1:35 pm

any plans on hexen/heretic/strife? enjoying the way this looks so far.
User avatar
acidhoez
 
Joined: 24 Apr 2013

Re: Smooth Animations Project - Take 2!

Postby Gifty » Sat Apr 19, 2014 9:46 pm

acidhoez wrote:any plans on hexen/heretic/strife? enjoying the way this looks so far.

It's crossed my mind, definitely possible!
User avatar
Gifty
Recon'ize that smell?
 
Joined: 15 Jun 2013

Re: Smooth Animations Project - Take 2!

Postby NiGHTMARE » Sun Apr 20, 2014 5:25 am

Have you guys considering doing smooth animations for the animated textures?
NiGHTMARE
.now.
 
Joined: 19 Jul 2003

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: No registered users and 14 guests