Wall of responses time! Check the OP for a changelog and new downloads and holiday cheer.
Devianteist - I updated the vanilla grenades to work within Smooth Doom. This took way longer than I expected it to. Not exactly hard work, just lots of tedious copying/pasting/retyping. Still no punching and kicking, however, which I know you were excited for
I'm working on it though I promise.
Mav3rick - Footsteps are never in sync with movement, that's just kinda the way it is. Every Doom mod I've ever played will play the footsteps sound even when you're barely moving. Barrels take more damage (still very touchy) to explode because I was tired of accidently blowing them up and wasting them with a stray shot. Now they only blow up when you specifically want them to. Rifle sound has been fixed, though I had them as different sounds intentionally at first. The firing sound is actually a loop of me draining an AR clip in Halo 4, so there's not a specific single sound I could use for a single shot. I fixed this by starting the loop upon firing and quickly cutting it off with another sound, so it's consistent with auto fire but sounds pretty weak. As for the keys not showing up on the HUD, I don't have that problem, it's always shown up fine for me. Make sure you're using the latest SVN release of gzdoom.
Carbine Dioxide - That's actually just a recoil sprite, and I don't think it'd work as an ADS sprite because it's more of a looking down at the top of a barrel pointed up at a 45 degree angle sort of deal. I'm pretty neutral about the SSG secondary fire--I never use it, so it could stay or go. I don't think ADS would work for the SSG, as it's not really something you have to specifically aim, just point in the enemy's direction and blast all over because it's a spread weapon. Giving a tighter spread function to the SSG would steal too much of the shotgun's thunder too, I believe. The BDSE voxels mod is actully where I got 90% of the voxels for this mod. It had a shotgun with a grey pump on the front but I didn't like it. The doom64 shotgun is still black (okay, blue-black) and brown, so the og shotgun voxel works, right? You're correct about the pistol sprites, they are indeed from Weapons of Saturn. I like them too. That is a really badass rocket launcher, and I actually considered using that before I even released this to fit in with the other doom64 weapons. I just can't part with the original BD RL sprites, they're so awesome, it's my favorite weapon by far.
Shadez12 - Go into Enemy Healthbar Options in the menu and mess with some of the toggles. If that doesn't work, try starting with a fresh zdoom.ini.
Phantom Allies - Thanks dude! I hope "stiff gameplay" is a good thing, heh.
Crudux Cruo - I fixed the pistol's casings and clip to be more fitting of a pistol, and the rifle sounds are consistent now. I also dropped the ADS damage down by 1, as 10 was probably a little excessive. I like the original doom pistol sprites, so I think I'm gonna stick with them, though I'm open to changing the rott-based side sprites if I can find something better. But dude that glock is fucking sweet, I'm gonna put both of those mutators in my mega/dropbox folders if you don't mind. You're clearly pretty good with sprites, think you could whip up something for the ADS rifle/shotgun? I made one for the shotgun but it looks like ass and I'd really like to change it. Your knife idea is a good one. I had thought about this before, and actually had a knife slash/stab as a combo at one point before my initial release. They were the knife sprites from ICD though and didn't really fit so I took them out. If I had some decent looking ones I'd probably definitely make a knife weapon.
As for the rifle damage, I have toyed with it for weeks and weeks and weeks, and I think it's perfectly balanced where it is now. If the damage is any higher it really steals the minigun's thunder (9 damage is exactly what the minigun does) and takes down ALL enemies way too fast for what it is. I had the damage barely higher than it is now for awhile and it was clearly the best weapon so I had to nerf it a tad. Right now it fires at 6, or has a 40% chance to fire at 7. I think this nails what an AR should be damagewise, plus makes it so the gunflash changes randomly, in true AR fashion. It's supposed to be dependable but not a rape machine. Plasma rifle sprites... probably gonna change those. You're not the only one who doesn't like them. I love the plasma shotgun altfire, so that's here to stay. I might tighten up the spread though. Heat bar would be cool but I don't know how I'd implement it. For now, just know that when it starts shooting superfast, stop cause it's gonna overheat any second.
Grenades actually do have shrapnel! Those lines zipping away from the explosions are the shrapnel. It does small amounts of damage but the damage is there. I think the grenades have plenty of oomf--they blow the shit out of everything. You can clear an entire room of imps with just one. I think they have too much oomf but I like things over the top. If everything's over the top, that still counts as balance, right? Hah. Powerbar... no clue how I'd do that. If you want to throw it further or closer, just aim higher or lower to achieve the same effect. I could understand a powerbar if mouseaiming wasn't a thing, but it is, so such a thing is kinda unnecessary. Also I kicked the imp reward down to 3, and they are ever so slightly more bouncy. Should be easier to bounce them around corners now.
DominicWhite - Thanks for the kind words. I fixed the punches so they're widescreen-friendly now. I'm kinda torn on the plasma rifle, as the sprites are my favorite I've come across, but I agree that they're kinda inconsistent. I have a sprite sheet of a brown gloved original BD plasma rifle, so I might revert, because you're not the only one who has mentioned not liking it in its current state. Zpack IS really cool, so yeah I'll probably do that! Thanks for the suggestion.
Skrell - An astute observation--that is indeed NOT the default one from brutal 19, nor are any of the other weapons' sprites, save for the RL/BFG. The mod that chaingun is from is called BDJ and was made by a guy named johnny. I made it with gimp. Please don't automatically assume I'm here to steal other's work and give no credit. If you're wondering if you can use my chaingun sprites, the answer for you, individually, is no. The assault rifle sprites are from a sprite sheet I found on google, made by Mike12, and the pistol reload frames are from Weapons of Saturn by Lippeth. Everything else I either made, heavily modified, or already gave credit for in the OP. As for Zandronum compatibility, I'm afraid that's a no go. Zandronum doesn't recognize label jumps when using A_JumpIfInventory, you can only do a jump by a certain number of states down from where you use it. For example, A_JumpIfInventory("Kicking",1,"DoKick") doesn't work, but A_JumpIfInventory("Kicking",1,78) does. I'm not gonna count out 78 lines down or whatever number it is that I need to jump every single time. This is why you'll see TNT1 AAAAAAAAAAAAA 0 all over decorate code in some mods. They don't wanna count it out, so they make a huge block of "do nothing" states, so they'll know it's somewhere between 16-40 or whatever states down so they can just pick a number that will probably fall somewhere in that sea of AAAA's. This makes everything a huge pain in the ass and is probably the main reason why a lot of mods don't work with Zandronum. Jumping to labels is way more convenient and efficient, plus makes it much easier to follow the logic and make sense of someone else's decorate code. Those zandro fellas really need to get on the ball updating that shit.
Senor Skeletor - My bad, I actually turned the plasma sound way down while I was testing the overheat function cause it was annoying me and I forgot to put it back where it was. It's fixed now, thanks for the heads up! Glad you're enjoying it!
MA77 - Heh, yeah. When you fatality an enemy, it gives you an invisible inventory item to trigger the third person animation. When the animation finishes, it takes that item from your inventory so you go back to first person. If you start a map with said item in your inventory, you're gonna finish the animation you started. Just the system working as it should!
Ghost - Dang dude, I play on 60% damage and still die pretty often, enough that I have "resurrect" bound to its own key haha. I forget that some people are way better at Doom than me. I've toyed with the idea of making enemies drop other powerups, maybe I'll have to look into that further. I don't want to decrease the amounts of health/armor given out because that makes fatalities less worth it, but the ammo amounts are pretty high and could probably be reduced. Maybe globally reduce the chance of triggering a fatality altogether? I appreciate your input. Also, I kicked up the pistol damage a little so it should prove more useful. I'm gonna stick with the infinite ammo though, since it's supposed to act as a fist replacement. If it used ammo I'd need a new fist, making the pistol a pointless addition that no one would use when the rifle exists.