Smooth Doom [UPDATE 9/25/19]

Projects that alter game functions but do not include new maps belong here.
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Re: Smooth Doom (all non-bosses finished!)

Postby Nash » Thu Apr 24, 2014 11:43 am

This is very impressive. So what's the secret? How have you managed to make all this progress where others have failed so many times in the past? :D
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Re: Smooth Doom (all non-bosses finished!)

Postby NachtIntellect » Thu Apr 24, 2014 11:49 am

Ah I was viewing this earlier and forgot to leave a comment, looks great.
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Re: Smooth Doom (all non-bosses finished!)

Postby blackfish » Thu Apr 24, 2014 1:24 pm

This is pretty cool. Nice work.
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Re: Smooth Doom (all non-bosses finished!)

Postby Gifty » Thu Apr 24, 2014 5:14 pm

Nash wrote:This is very impressive. So what's the secret? How have you managed to make all this progress where others have failed so many times in the past? :D

The secret to success is being unemployed!

Average wrote:mutator stuff

re: chainsaw, I could probably manage that, but I'm not sure when. I'll keep it on my mental list. :)
re: shootable lights, those always weirded me out, personally; the interaction is cool, but it gets weird (especially in Mcgee maps) when a lamp is supposed to be "lighting" a room but the light stays even after you've destroyed the lamp.
re: blood, that weirds me out too! I actually spent an hour yesterday trying to fix it, nothing so far. If I can get that to work I'm not putting it in a mutator, I'm going to make it mandatory. :P
re: brightmaps, if you're talking about SerbianDoomer's brightmaps mod, compatibility looks possible, but it looks like it would be a ton of work. Still, that's totally worth sticking on the mental list as well. I love software-friendly enhancements.

Ctrl+Alt+Destroy wrote:After all animations have been completed, are there any plans for more smooth alternative deaths?

Yes! Right now I'm working on Xdeaths for some of the bigger enemies, but I'm going to be on the lookout for good death sprites at all times. You can never have too many.

Thanks, guys, I'm glad you're all enjoying the stuff. :D
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Re: Smooth Doom (all non-bosses finished!)

Postby WallyTheBoogieBug » Thu Apr 24, 2014 5:31 pm

there appear to be some alterations to the way some of the monsters (particularly the cacodemon) work from vanilla. I would like this wad way more if it was just new animations and effects, and did not have any impact on gameplay down to the frame.
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Re: Smooth Doom (all non-bosses finished!)

Postby Gifty » Thu Apr 24, 2014 5:48 pm

Could you tell me which discrepancies you've noticed? This is indeed intended to be vanilla-friendly, but I've made a couple of mistakes and I'm trying to catch them all.
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Re: Smooth Doom (all non-bosses finished!)

Postby WallyTheBoogieBug » Thu Apr 24, 2014 6:44 pm

Gifty wrote:Could you tell me which discrepancies you've noticed? This is indeed intended to be vanilla-friendly, but I've made a couple of mistakes and I'm trying to catch them all.


Cacodemons appear to move slower, float upwards, and slowly bob, but not really make much effort in moving around.

They might also be unable to be targeted by infighting, but I'm not sure.
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Re: Smooth Doom (all non-bosses finished!)

Postby Yutrzenika » Fri Apr 25, 2014 2:48 am

Would correct blood colors for Cacos and Barons be possible? Also, I'd love to see some dynamic lights compatibility.
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Re: Smooth Doom (all non-bosses finished!)

Postby mallo » Fri Apr 25, 2014 1:33 pm

Is there a way to disable the ketchup? It's annoying me.

Also
all non-bosses finished!

I didn't knew Nazis count as bosses.
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Re: Smooth Doom (all non-bosses finished!)

Postby Pyroscourge » Fri Apr 25, 2014 2:55 pm

Gifty wrote:Could you tell me which discrepancies you've noticed? This is indeed intended to be vanilla-friendly, but I've made a couple of mistakes and I'm trying to catch them all.


From your imp code:
Code: Select allExpand view
  Missile:
    TRSO IIIJJKL 1 A_FaceTarget
    TRSO M 3 A_TroopAttack
    TRSO LKJ 1
    Goto See   


From the wiki's imp code:
Code: Select allExpand view
  Missile:
    TROO EF 8 A_FaceTarget
    TROO G 6 A_TroopAttack
    Goto See


I was wondering why the imps became so much more deadly, so I checked your code. Correct me if I'm wrong, but it looks like your imp calls A_FaceTarget for only 7 tics, rather than the original which calls for 16. If you are trying to emulate vanilla behavior, you might want to fix that kind of thing.
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Re: Smooth Doom (all non-bosses finished!)

Postby Arthropleura » Fri Apr 25, 2014 4:34 pm

I didn't knew Nazis count as bosses.


I don't know. I think updating the wolf 3D sprites to have smoother animations would spoil the throwback feel of the bonus levels.
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Re: Smooth Doom (all non-bosses finished!)

Postby Gifty » Fri Apr 25, 2014 11:15 pm

Arthropleura wrote:
I didn't knew Nazis count as bosses.


I don't know. I think updating the wolf 3D sprites to have smoother animations would spoil the throwback feel of the bonus levels.

Yeah, updating the nazis would have ruined the joke, so I left them untouched.

As I've said before, corrected blood colors are in the works, so don't fret! As is the option to turn off the extra blood splatters. And I'll get those tic inconsistencies sorted as quick as I can, keep pointing them out wherever you find them.

EDIT: I put up several fixes, see the changelog and keep the feedback coming.
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Re: Smooth Doom (all non-bosses finished!)

Postby WallyTheBoogieBug » Sun Apr 27, 2014 4:36 pm

Is the cacodemon still supposed to be floating upward? It seems like a strange change for something intending to be only visual, as the effect does change gameplay.
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Re: Smooth Doom (all non-bosses finished!)

Postby Gifty » Sun Apr 27, 2014 6:06 pm

I hadn't previously eyed the Cacodemon code too suspiciously since it was from Sarge's original version and he's generally better at this than me, but it looks like he added a slight bobbing effect to the movement. I hardly even noticed it until now but I suppose I should disable that for purity's sake. He also mucked up the missile state, though (fixed in yesterday's update), so I guess that should disabuse me of the notion that Sarge's code is sacred.
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Re: Smooth Doom (all non-bosses finished!)

Postby jpalomo » Sun Apr 27, 2014 7:45 pm

Wasn't there a set of smoothly animated doom switches floating around on the forums here? That would be great to add to this. I thought I saw it on the custom textures thread, but I don't remember.
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