Neural Smooth Doom (ANOTHER Massive update)

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Re: Neural Smooth Doom (ANOTHER Massive update)

Postby Equus » Sat Apr 18, 2020 3:40 am

Would there be any way to use the normal quality smooth doom first person weapon sprites with the upscaled smooth monsters decoration etc?
Equus
 
Joined: 04 Sep 2017

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby Kazudra » Sun Apr 19, 2020 10:43 am

Equus wrote:Would there be any way to use the normal quality smooth doom first person weapon sprites with the upscaled smooth monsters decoration etc?


Yes; You'll have to remove those sprites from the hi-res folder.
Kazudra
 
Joined: 25 May 2015

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby wardo » Sat Apr 25, 2020 12:26 am

I updated all of the mods but I'm not a big fan of the audio changes. Deleting the sound folder in SmoothDoom_SE.pk3 made the Chaingun sound go mute. Is there any way to properly remove the new sounds? Can I use the regular SmoothDoom.pk3 ?
wardo
 
Joined: 03 Apr 2020

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby Kazudra » Sat Apr 25, 2020 8:49 pm

wardo wrote:I updated all of the mods but I'm not a big fan of the audio changes. Deleting the sound folder in SmoothDoom_SE.pk3 made the Chaingun sound go mute. Is there any way to properly remove the new sounds? Can I use the regular SmoothDoom.pk3 ?

Delete every sound in the Sound Folder, but keep the folders; Then Delete everything in SNDINFO from //Weapon Sounds but end at //footsteps, that'll revert everything back.

Also...
UPDATE 3
Added Extended Sprites to every weapon to work better with Sway mods
Added a TON of Sounds;
Chase and Pain sounds are now 2 for (almost) every monster
More Death sounds (Spent an hour looking up Camel noises to pick out 2 new death sounds for the Imp, not my proudest moment)
Player Pain Sounds (Sourced from Dead Marine)
More Decoration Sounds (Also, sourced from Dead Marine)
Weapon Pickups and Switching sounds.
Adjusted Volumes
Resourced a huge chunk of sounds themselves, now 100% less ear-bleed.

Weapon Select/Deselect Animations with sound and Vanilla behavior (Animation sourced from Beautiful Doom); Turns out all Selections/deselections use 15 tics.
Lost Souls now have Bone chunks fly at death
Zombie, Shotgunner, and Chaingunner now have sound queues to help with telegraphing
All fire decorations have been smoothed out further.


Nash Gore has been updated to Hotfix.
Addons has been updated (WIP) adding Waterfalls and various TNT/Plutonia fixes (Not done with it)
Kazudra
 
Joined: 25 May 2015

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby hoover1979 » Sun Apr 26, 2020 12:29 am

Looks groovy.
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hoover1979
Making 2k Texture Pack for Doom.
 
Joined: 22 Jun 2014
Location: Kadingir Sanctum, Hell (Postal Code: 666)
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby Scuba Steve » Sun Apr 26, 2020 6:46 am

I'll be completely honest; the new weapon animation frames look terrible. They simply don't fit with the rest of the aesthetic and feel completely out of place. I would leave them as simply upscaled smoothed frames as they were in the previous version, they felt less jarring.
Scuba Steve
 
Joined: 28 Mar 2004

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby Kazudra » Sun Apr 26, 2020 3:29 pm

Scuba Steve wrote:I'll be completely honest; the new weapon animation frames look terrible. They simply don't fit with the rest of the aesthetic and feel completely out of place. I would leave them as simply upscaled smoothed frames as they were in the previous version, they felt less jarring.


I'm a little confused, is it all of the new Select/Deselect Animations or some of the new sprites inserted for said animations?
Kazudra
 
Joined: 25 May 2015

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby BROS_ETT_311 » Sun Apr 26, 2020 5:42 pm

Kazudra wrote:
Scuba Steve wrote:I'll be completely honest; the new weapon animation frames look terrible. They simply don't fit with the rest of the aesthetic and feel completely out of place. I would leave them as simply upscaled smoothed frames as they were in the previous version, they felt less jarring.


I'm a little confused, is it all of the new Select/Deselect Animations or some of the new sprites inserted for said animations?


Probably the select/deselect animations since they're not smoothed out like the other animations. Same can be said for the extra death animations that were added. I like what you're going for, but unless the new additions can be given the "Smooth Doom" treatment, then they do kind of clash with the rest of the aesthetic.
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BROS_ETT_311
 
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Re: Neural Smooth Doom (ANOTHER Massive update)

Postby Scuba Steve » Sun Apr 26, 2020 9:12 pm

select/deselect
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Joined: 28 Mar 2004

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby Kazudra » Mon Apr 27, 2020 4:34 am

Quick update; Weapon Select/Deselect have been smoothed out. Black gloves coming soon.
Kazudra
 
Joined: 25 May 2015

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby catoshell » Tue Apr 28, 2020 3:57 pm

This is a fantastic mod, and I really appreciate all the work you put into making things work. Everything looks great!

However, I prefer the vanilla sounds over the ones provided here. I tried following the instructions above (modifying SNDINFO and deleting sounds) however the game lags at certain points and clearly I did something wrong.

Could you perhaps share the pk3 with unmodified sounds, or help guide me through the previous instructions with more detail?
catoshell
 
Joined: 28 Apr 2020
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby Scuba Steve » Wed Apr 29, 2020 10:27 pm

It appears the plasma decal fix still isn't quite right... the entire image displays now, but it's offset to the lower right instead of centered on the burn mark.
Scuba Steve
 
Joined: 28 Mar 2004

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby Kazudra » Thu Apr 30, 2020 12:08 pm

catoshell wrote:This is a fantastic mod, and I really appreciate all the work you put into making things work. Everything looks great!

However, I prefer the vanilla sounds over the ones provided here. I tried following the instructions above (modifying SNDINFO and deleting sounds) however the game lags at certain points and clearly I did something wrong.

Could you perhaps share the pk3 with unmodified sounds, or help guide me through the previous instructions with more detail?

It really depends; what sounds would you want to keep?
I'm going to make Ambient sounds Optional.

Scuba Steve wrote:It appears the plasma decal fix still isn't quite right... the entire image displays now, but it's offset to the lower right instead of centered on the burn mark.

I just fixed them, turns out I have to use the hi-res version AS the default decal and scale it down instead of simply using the hires folder, the bright side is that I can now add more rotations to the Decals.
Kazudra
 
Joined: 25 May 2015

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby Scuba Steve » Thu Apr 30, 2020 1:01 pm

Can you post just the patch?
Scuba Steve
 
Joined: 28 Mar 2004

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby Kazudra » Thu Apr 30, 2020 9:29 pm

Okay.
You do not have the required permissions to view the files attached to this post.
Kazudra
 
Joined: 25 May 2015

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