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Update 5: The Relaunch. Smooth. Immersive. Detailed. Extended.
What if Doom was presented like a Retro-Throwback FPS with added modern touches yet... does nothing to affect the gameplay? What If I threw in a Full-on HD Pack along with it? It felt like forever since the last update. Funny because this is intended to be the last update, I've done everything I wanted to do with this project and honestly, It's been a good experience working on it.
Thank you to everyone involved, everyone that has allowed me to Shamelessly (Ask for permission and use) Everything.
The prerequisites tho; Be sure to set Sprite Clipping to ALWAYS Invert Rendering off (Compatability) Entirely preference, but it'll feel nice to have bobbing speed at 1.5.
What's New? - BACK TO PURE 2X BABY! - Upscaled Graphics now an Optional Add-on. - First Person Death animations. - Variants of Monsters. - More Weapon Switching animation. - Different Builds. (All-in-one, Basic, Soundless) - HD Pack derived to be an add-on so you can play Crispy whenever. - Layered Effects. - New weapon frames. - Vanilla Monsters. - MELTING CORPSES! - Improved Blood. - Nashgore compatability (Bits now sink in liquids) - A Fun Addition to Maps 31 and 32 for you Inglorious Bastards. - Invulnerability reflects health state - Variations in Items - Variations in timings with Animated items. - There's just about an option for everything.
Some added Gameplay stuff. - Hard Mode Rebalance. - Burst Rifle (intended to replace Chaingun sniping, carful though this one's a gameplay tweak). - Zombie Shuffle, All Hit-scan Monsters are randomized; so You'll see the Chaingunner in Doom 1.
THE DOWNLOADS
Complete Edition Tilt++, Nashgore, Universal Weapon Sway, Troocullers, Smooth Textures, All the brightmaps, Fullscreen HUDS Built-in, Fine-tuned to just work out of the box. For those who want the easy, intended experience. Project S.I.D.E. -Complete Edition -
This is a complete overhaul of Vanilla Doom exclusively in terms of presentation. I hope you'll enjoy the hard work I put into making it all work in harmony.
Spoiler: Old Description
This was one hell of an ambitious project; The plan was to port everything Smooth Doom for the Neural Upscale 2x texture pack, except the Monsters and Gore (because it's attached to the Monsters), got a little creative on some of the smooth scripts, I'm happy with those results. I can't quite figure out how to properly patch in switches at 2x scale and I've tried several different methods (If anyone has any pointers, I have a couple pk3's with you name on it, I give up on it for now) but sadly a good amount have alignment issues. Maybe in the future I can improve on this, but I'm feeling a little burnt out on it. Update: The project is back on. Monsters and Gore have seen upscales, it wasn't easy but the results are close enough to the Neural Texture pack but also doesn't stray too far from the Sprites, some sprites look the same. There has been some updates to this version of Smooth Doom, Terrain and Splashes are updated with the ones found in liquids. Spectres have grey blood and can be gibbed, there are 2 Gore.txt files in this version, the default removes all custom blood in favor of Nash's Gore mod not having random red blood, the other fixes the HellKnight/Baron Gib having red blood, also being the one you use without Nash's gore.
Update IV Left and Returned from Burnout. Wall Textures, Effects, Decals, and Projectiles were bumped up to 4x to 1:1 the scale of 2x Sprites and Flats. Volume Slider was Added for Footsteps; many additional sounds have been tweaked, changed, adjusted, and given toggles. Adjustments to Hit-Scanner Animations; The attack telegraph should be clean and clear. 64 Weapons have been restored. Be sure to disable extended weapons in universal weapon sway if you'd use them. A Ton of Bug-fixes were performed. Smooth Addons and Clean Skyboxes were Merged with the Core Neural Textures. Like-wise all of the Texture Bright-maps were Merged. Nash's Gore Mod has also been put up-to-date.
Spoiler: update 3
UPDATE 3 Content has been updated to reflect the 4-14-2020 build of Smooth Doom 64 Sprites have been updated, looking much better than before. Footsteps added from this mod, Decorations now have sound, some contextual to the decoration, some rigged for ambiance. More sounds for Bullet and Chainsaw Puffs, over-all fine tuned volume. Removed the Ugly Mugshots.
Spoiler: update 2
UPDATE 2 Many things have changed; All Graphics have now been upscaled; This means Black Gloves and 64 items and weapons too. Weapons have been redone; Plasma Rifle now borrows from Perk's version (replaced 1 frame, added 1 frame). Melee Now has Gloves options (also from Perk's, I filled in the scripting). BFG Timings have been corrected (missing 3 tics of animation on smooth bobing settings), Added frames for a smoother firing transition, Duplicate Ammo bug fixed. Hitscanners have adjusted timings for better telegraphing. Added Death Variants across the board; Everything that isn't a Cyber Demon or a Spider Mastermind has at least 3 (at most 5) different death Animations. Added Better Projectiles from EmperorGrieferus' build, as well as those long missed Rotating Keys. Decoration Variants, there's many more. Added something for you people that hated the recolored Red and Green small tourches. Adjusted lighting; Removed lights from Barrels and Bonus pickups (causes performance issues, it's okay they have nice brightmaps to keep them visible), Added lighting in various places. Candle Sticks and Candelabara now animate. Brightmaps across the board (Still a work in progress). Doom Sound Bulb has been built-in, Smooth Switches also built-in (Add-ons). Performance upgrades; This is now Slaughter-map compatible. All Graphics have been optimized and cleaned-up. Bullet Puffs now have sound, Chainsaw has it's own. Episode Transitions have been Upscaled and built-in. And so much more, check it out!
There's a long list of Credits; hidfan for Neural Doom 2x Gifty for Smooth Doom and Smooth Textures Darkcrafter, Special Thanks; Weapon Redraws which are no longer the basis or being used, but it did basically birth this project. Doomenator for the Plasma decal fix NightFright for a good chunk of brightmaps, Weapons, the will to see this project's completion Rachael and Enjay for Liquids kcghost for a good chunk of graphics used in editing (and some re-used) 00_Zombie_00 for a few Alternate Deaths acridAxid and EmperorGrieferus; providing bugfixes and some... lost content (as well as content) osjclatchford for Decoration Variants John Romero for Decoration Variants Nash for Gore, various brightmaps SeanTheBermanator for Doom Sound Bulb (recently built-in) Apogee Software for a... few sounds Probably missing a ton of people, there's been a LOT added.
...And You!
*Screenshots are from an Ancient Build, Does not quite reflect the current version [spoiler] [/spoiler]
Last edited by Kazudra on Mon Nov 01, 2021 7:50 pm, edited 2 times in total.
VGA wrote:I loaded all 7 in the right order and I get stuttering in MAP01 when running into the big cave with the imps. It's the same if I disable Nashgore.
Well, interesting anyway. There's this uncanny valley feeling you get with some sprites, like the Chaingun
Feel free to leave any criticism; I very much appreciate it because I'm mostly doing test environments as I go. Oddly enough I did catch this in testing; turns out Script texturing can leave very nice results... but they come at the cost of performance; The new approach is going to be pre-baked textures and an animdef. I'm also looking into a HUGE frame-hit in the courtyard, Seeing where I can improve in performance.
I was looking for an updated version of Smooth Doom, since it became my favorite mod. I found the motherlode instead. Everything here looks incredible when bundled together, really nice job. One question: how do I use this double HUD that I'm seeing in the screenshots?
wardo wrote:I was looking for an updated version of Smooth Doom, since it became my favorite mod. I found the motherlode instead. Everything here looks incredible when bundled together, really nice job. One question: how do I use this double HUD that I'm seeing in the screenshots?
Fullscreen HUD's by NightFright, I think I'll bundle-in some essential mods into the base.
The bug must be on your end it works fine here. I have made hd black gloves which I could upload provided no one objects, Also any eta on the brightmaps I have been watching and waiting for updates. I've also started converting doom 8x sprite heads to esergan lookin sweet, so far1st zombie is finished took two days . Looking forward to any updates that are made by this project. Keep up the good work
Scuba Steve wrote:Why do the high resolution skyboxes look so janky and blurry ingame? The originals are really sharp, but these look poorly upscaled.
Done.
BerserkerNoir wrote:Pretty nice compilation. Just noticed that the BFG once being fired refills Plasma Ammo in this Smooth Doom Build.
Also Done.
HDDOOM wrote:The bug must be on your end it works fine here. I have made hd black gloves which I could upload provided no one objects, Also any eta on the brightmaps I have been watching and waiting for updates. I've also started converting doom 8x sprite heads to esergan lookin sweet, so far1st zombie is finished took two days . Looking forward to any updates that are made by this project. Keep up the good work
Basically half done.
New update is up; The Neural Upscale and Nash's Gore mod are unchanged, don't have to re-download those.
Wow, excellent update! The Doom 64 weapons look pretty incredible. I really appreciate a lot of the other features you have included! This is turning into my gameplay mod of choice!
I wasn't impressed with the Skyboxes, so I worked with phredreek to convert the files... and I had to completely redraw the Doom2 Episode 3 sky. I'm still not particularly happy with it, but it's much clearer than any other attempt... so unless Ezepov wants to return and remake all the skyboxes using the higher quality source materials, this might be the best we can do. The rest are OK, and should be even sharper.
Scuba Steve wrote:I wasn't impressed with the Skyboxes, so I worked with phredreek to convert the files... and I had to completely redraw the Doom2 Episode 3 sky. I'm still not particularly happy with it, but it's much clearer than any other attempt... so unless Ezepov wants to return and remake all the skyboxes using the higher quality source materials, this might be the best we can do. The rest are OK, and should be even sharper.