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

Postby CoTeCiO » Fri Apr 12, 2019 10:19 am

It would be a good idea to add an option to return the status bar face to the original since the smooth version glitches skins that have a custom face. Provided that's actually possible, anyway.
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Re: Smooth Doom

Postby Gifty » Fri Apr 12, 2019 9:02 pm

CoTeCiO wrote:It would be a good idea to add an option to return the status bar face to the original since the smooth version glitches skins that have a custom face. Provided that's actually possible, anyway.

I would, but it's pretty much impossible to regulate SBARINFO stuff outside of zscript, and I don't know zscript. It's easier to just delete the mugshot frames if you want to play with a custom wad.

Update day! Still have to finish some rotations for the shotgunguy and imp, but hopefully this will put some fires out for some folks. The rifle also has a new set of sprites that's closer to the Doom Alpha look.

changelist:
-disabled monster variant skins for now
-added more gore variation (all optional)
-zombieman Rifle mutator now works through a death-state DECORATE check and no longer requires a level restart to change
-fixed "glove toggle" plasmagun error
-fixed "glove toggle" super shotgun error
-fixed super shotgun not properly displaying black gloves when idling
-fixed cacodemon gibs having some red blood
-fixed shotgunguy dynamic lights
-fixed 64 pistol displaying PC sprites when bobbing
-fixed shotgun firing rate deviating from vanilla
-fixed SSG firing rate deviating from vanilla
-improved cacodemon attack animation
-improved BFG firing animation/recoil
-improved Rifle sprites
-spider mastermind now has BRIGHT state when firing

EDIT NOTE: I removed the mediafire mirror because frankly it's annoying remembering to update two mirrors, and nobody seemed to like mediafire anyway. RIP mediafire mirror, over the multiple uploads of SmoothDoom.pk3 the mediafire mirror garnered around 100,000 downloads!
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Re: Smooth Doom

Postby terminator44 » Sat Apr 13, 2019 7:21 pm

A new update! YES! One problem, though. The download link seems to be broken. :cry:
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Re: Smooth Doom

Postby GamingMarine » Sat Apr 13, 2019 7:45 pm

terminator44 wrote:A new update! YES! One problem, though. The download link seems to be broken. :cry:

There's a typo in the link. Here's the link with the typo fixed.
https://drive.google.com/open?id=0B7UjV ... mlSR1B2bk0
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Re: Smooth Doom

Postby acridAxid » Sun Apr 14, 2019 2:52 am

I'm still new to DECORATE so I don't know what this means, but this change in DECO\MONSTERS\Zombieman.txt makes rifle zombies corpses (but not gibs) float in the air when you lower the platform they're laying on (I was testing in MAP01):

old:
Code: Select allExpand view
'ACTOR SmoothZombieman : Zombieman'

new:
Code: Select allExpand view
'ACTOR SmoothZombieman : Zombieman replaces Zombieman'


Update looks really good!
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Re: Smooth Doom

Postby terminator44 » Sun Apr 14, 2019 5:10 pm

GamingMarine wrote:
terminator44 wrote:A new update! YES! One problem, though. The download link seems to be broken. :cry:

There's a typo in the link. Here's the link with the typo fixed.
https://drive.google.com/open?id=0B7UjV ... mlSR1B2bk0

Thanks!

On the subject of shotgun timing, I did some tests with a stopwatch comparing Smooth Doom and Classic Doom. It seems the shotgun is consistently about .1 seconds slower (timed from the first firing of the gun to the next firing while holding down the fire button) on Smooth Doom. For the record, I was playing in 1980x1080 resolution with a ASUS VG248QE 24" Gaming Monitor, with VSync turned off. Hope that helps.
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Re: Smooth Doom

Postby Boondorl » Mon Apr 15, 2019 6:03 pm

terminator44 wrote:On the subject of shotgun timing, I did some tests with a stopwatch comparing Smooth Doom and Classic Doom. It seems the shotgun is consistently about .1 seconds slower (timed from the first firing of the gun to the next firing while holding down the fire button) on Smooth Doom.


Just took a look at the decorate file to get the frame data and...you're actually not wrong. The first frame you can refire on the default smooth shotgun's animation is frame 40 while it's frame 37 in the original Doom. 40/35 ≈ 1.14, 37/35 ≈ 1.06.
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Re: Smooth Doom

Postby terminator44 » Mon Apr 15, 2019 8:18 pm

Boondorl wrote:Just took a look at the decorate file to get the frame data and...you're actually not wrong. The first frame you can refire on the default smooth shotgun's animation is frame 40 while it's frame 37 in the original Doom. 40/35 ≈ 1.14, 37/35 ≈ 1.06.

Oh, the frame data! Looking at that would have been much better than just timing the shots by hand a dozen times each. Good thinking. We might just have helped solve this issue.
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Re: Smooth Doom

Postby Gifty » Tue Apr 16, 2019 2:46 pm

Fixed the download link, sorry about that. Haven't really delved into the last couple posts re: the shotgun stuff, but it looks really good, so thanks for that.

Here's a little teaser of the Baron, who is getting a second visual pass soon.
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Re: Smooth Doom

Postby Sgt Nate V » Wed Apr 17, 2019 2:07 pm

Another issue here is that the shotgun has the bottom cut off for a couple frames if the black gloves are enabled. I'll make a little patch to fix it here in a minute.


EDIT: Alright, here we go!

smoothbgsgpatch.pk3
(5.23 KiB) Downloaded 55 times
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Re: Smooth Doom

Postby acridAxid » Wed Apr 17, 2019 7:27 pm

Gifty wrote:Here's a little teaser of the Baron, who is getting a second visual pass soon.


oh hell yes that looks fantastic already!
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Re: Smooth Doom

Postby NotSoHazy » Wed Apr 24, 2019 3:46 am


GZDoom 4.0
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Re: Smooth Doom

Postby Gifty » Thu Apr 25, 2019 11:42 am

What the fuck, that's wacky.
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Re: Smooth Doom

Postby lumbo7332 » Sat Apr 27, 2019 12:08 pm

Do you have a Git repository for this?
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Re: Smooth Doom

Postby terminator44 » Wed May 08, 2019 5:10 pm

I've noticed the sprite of a plasma gun projectile impacting something does not appear unless Plasma Sparkles are turned on, at least for 3.7.2. Is this intentional?
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