Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

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LossForWords
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Re: Smooth Doom

Post by LossForWords »

maybe it's because those items have more frames than the hd mod you're playing with.
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3371-Alpha
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Re: Smooth Doom

Post by 3371-Alpha »

A word of advice from me: don't use smooth doom with any mod that replaces base assets unless you want weird visuals. Interestingly I notice that this doesn't always happen with custom monsters though, but still just don't.
MaxVonSydoww
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Re: Smooth Doom

Post by MaxVonSydoww »

LossForWords wrote:maybe it's because those items have more frames than the hd mod you're playing with.
I had the same thought. The armour pickups and different power spheres from smooth doom definitly have more frames than regular HD items.
Just so weird the chainsaw and chaingun pickup sprite does not work, since it's only a sprite, not an animated sprite.
I am pretty sure it worked in an older version of smooth doom.
Oh well, unless anyone has the same problem and figured out a solution, i guess i can run monsters only from smooth doom, and pkweapons for smooth weapons.
Too bad i have to find a seperate mod for adding shell casings to player and monsters, since that is one of the coolest parts of smooth doom.

Anyway, keep up the fantastic work, this is my favourite MOD :D
MaxVonSydoww
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Re: Smooth Doom

Post by MaxVonSydoww »

Hmm, just a quick update to let you guys know. With hd items loaded after smooth doom i now got all weapon sprites to show in hd, including chaninsaw and chaingun. Weird, must have done something wrong wih the load order earlier.
Only animated spheres and armour pickup show sd sprites now, and i can live with that :)
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JudgeGroovy
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Re: Smooth Doom

Post by JudgeGroovy »

mutator wrote:Hi why I can't see the smoothdoom options menu when I press esc?
Didn't see anybody quote this, but I was having the same issue. I guess it's just the recent GZDoom broke that older version of SmoothDoom, if you were using that too (I had one I got in June). Since if I (using ZDL) switched it to GZDoom 3-1-0 the options menu was still there, but n GZDoom 3-2-3 it is not there. But then using a more recent SmoothDoom, one with an October modified date, there is still an options menu in the latest GZDoom.

I was using the older version since it was still cool and had read about the recent bug or two being worked on. Thanks for SmoothDoom by the way!

I was wondering, just out of curiosity, how some of the SmoothDoom settings stuff works. Since in the latest GZDoom with that SmoothDoom from June without the options menu anymore, it still remembered my old settings. But if I went into an older GZDoom with the menu, changed the Duke 3D explosion to the Doom one for example, then went back to the latest GZDoom, the latest still uses the Duke 3D explosion. So I guess it saves your GZDoom options in that GZDoom's options somehow? But then how do new versions of GZDoom remember your old settings, as they tend to for SmoothDoom? And why is it that in this case it didn't accept the change from the previous version, when changing something and going back to the new version?

(I know that question is overlong and confusing, but figured I'd post it anyway. Thanks again for SmoothDoom :mrgreen: )
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3371-Alpha
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Re: Smooth Doom

Post by 3371-Alpha »

I found the same happens when doing just the opposite: loading a new version into an old version of gzdoom. Speaking about issues with the latest version, anyone else notice that one of the frames for the pistol firing seams screwed? Has two blocks manifest around the back of the gun on each corner.
Vertex
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Re: Smooth Doom

Post by Vertex »

cortlong50 wrote:is there any way you play this with just the enemies and get it to work in conjunciton with something like weapons of saturn?
I found this some time ago. looks nice, but how about permission?
Glikkzy
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Re: Smooth Doom

Post by Glikkzy »

Continuing on from my post on the page before this one, I think I now get why map scripts break when using this mod. Smooth Doom uses spawners to randomly spawn a differently skinned variant of a monster, yes? The problem seems to lie with the fact that the spawners themselves directly replace the originally defined monster, for example:

Code: Select all

ACTOR ImpDice : SmoothDoom_VariantsSpawner replaces DoomImp
Taking from one of the examples in the other post, this would mean that when a map script wants to spawn an imp and assign it a TID for its purpose, it will actually spawn a spawner for the imp variants and assign that a TID, and not the actual imp that the spawner will spawn. The spawner is deleted when it has spawned its imp, so the script will then see that what it assigned with the specific TID is no longer present. And we have imps running around with no tags!

Turning off the skin and death variants in the options menu has no effect on this, but commenting out this line in the decorate file fixes the problem - but then, as aspected, many attractive functions in this mod no longer works:

Code: Select all

#include "deco/variants.txt"
CelticDoomer
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Re: Smooth Doom

Post by CelticDoomer »

Hi, is there anywhere I can download past versions of this mod? I went to play it on D-Touch the other day, and found that whatever version of GZDoom that port uses isn't compatible with the latest update. Thanks.

Edit: I managed to find another version in the comments and that worked, so I'm good for now.
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cortlong50
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Re: Smooth Doom

Post by cortlong50 »

Vertex wrote:
cortlong50 wrote:is there any way you play this with just the enemies and get it to work in conjunciton with something like weapons of saturn?
I found this some time ago. looks nice, but how about permission?
...whoa that is....a blatant rip off right there.
thats kinda exactly why i hate MODDB. everyone there just rips everyone else off and doesnt really care about contributing to the community. definitely less snooty though... :3:

EDIT AGAIN: there is actually a credits log that is insanely detailed and talks about using all the resources. if they got permission...well...i hope so and ill give them the benefit of the doubt.


something weird happens when i play this with blooddroplets.

sometimes ill start kicking some ass and the entire game just creeps down to a stuttery halt.
havent played around enough to figure out whether this or blooddroplets is the culprit...but something really hits my computer super hard.

ill come back and see if i can recreate it.


EDIT. after messing around with it...it has something to do with weapons of saturn and smooth doom clashing. so its my bad for smashing them together. something (i assume anyway) is trying to create infinite amounts of objects...or its creating objects that never enter a death state...so theres just a shitload of undead (?) objects being spawned. i think my computer can handle it on...lets say noendinsight.wad but not mine...which is way more taxing.
Vertex
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Re: Smooth Doom

Post by Vertex »

cortlong50 wrote: thats kinda exactly why i hate MODDB.

sometimes ill start kicking some ass and the entire game just creeps down to a stuttery halt.
havent played around enough to figure out whether this or blooddroplets is the culprit...but something really hits my computer super hard.
Sometimes I see some interesting ideas there.
Yeah,I found that blood on walls affects to fps and ignores blood cvar. Also, looks like every projectile here has an dynamic lights source so...
I not facing any serious lag here. Anyway, I like that guns!
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cortlong50
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Re: Smooth Doom

Post by cortlong50 »

Vertex wrote:
cortlong50 wrote: thats kinda exactly why i hate MODDB.

sometimes ill start kicking some ass and the entire game just creeps down to a stuttery halt.
havent played around enough to figure out whether this or blooddroplets is the culprit...but something really hits my computer super hard.
Sometimes I see some interesting ideas there.
Yeah,I found that blood on walls affects to fps and ignores blood cvar. Also, looks like every projectile here has an dynamic lights source so...
I not facing any serious lag here. Anyway, I like that guns!

its weird, by itself its fine, when i run it with weaponsofsaturn its fine, but when i combine it with my map pack as soon as i shoot someone it all just drops hahaha. weird.

but the mod itself runs flawlessly. so no problems here!
Dwailing
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Re: Smooth Doom

Post by Dwailing »

Does the Monsters Only version no longer feature a settings menu? I'm using GZDoom 3.2.4 and there's no Smooth Doom settings menu when I'm using the Monsters Only version.
KILLER2
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Re: Smooth Doom

Post by KILLER2 »

I suggest making it so that if a monster was modified in any way from it's original values, the mod should no longer affect that monster. I've played through like half of Bloodstain until I noticed a visual error on the Baron sprites where the changed sprite used for that mapset showed up for a split second, which made me realize Smooth Doom was replacing Bloodstain's much tougher baron with the regular version. I would like to use this as a go-to to play any mods along with it, but unfortunately there's no way to check if the monsters have been changed in a mod and I'd rather not potentially ruin the game balance for some pretty effects. Is there any way this can be remedied?
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cortlong50
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Re: Smooth Doom

Post by cortlong50 »

KILLER2 wrote:I suggest making it so that if a monster was modified in any way from it's original values, the mod should no longer affect that monster. I've played through like half of Bloodstain until I noticed a visual error on the Baron sprites where the changed sprite used for that mapset showed up for a split second, which made me realize Smooth Doom was replacing Bloodstain's much tougher baron with the regular version. I would like to use this as a go-to to play any mods along with it, but unfortunately there's no way to check if the monsters have been changed in a mod and I'd rather not potentially ruin the game balance for some pretty effects. Is there any way this can be remedied?
try and change your load order. load this mod before you load the map pack.
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