Could you share this version?EmperorGrieferus wrote: I already did it. But I only added death animations from Beautiful Doom and made weapons animations smoother and similar at tics count as vanilla.
Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: Smooth Doom [UPDATE 5/16/19]
Re: Smooth Doom [UPDATE 5/16/19]
Chainsaw/SS gibbing is really, really cool; thanks for the update! Any plans on bringing random monster decorations and rotating key cards back?
- NickCometh
- Posts: 4
- Joined: Tue May 21, 2019 4:54 pm
Re: Smooth Doom [UPDATE 5/16/19]
EmperorGrieferus, if I read your comment right, that means you've made a SmoothDoom edit of sorts so the tics are fixed. Would you mind sharing this, as sdaa already asked?
Re: Smooth Doom [UPDATE 5/16/19]
Uhh, is this a bug? I haven't experienced it at all, nor have I seen anyone else report it.konamikode wrote:hope the "zombieman corpse blocking the player" bug is fixed soon. i tried fixing it myself, but i couldnt figure out how to make it happen
-
- Posts: 1
- Joined: Wed May 29, 2019 12:10 pm
Re: Smooth Doom [UPDATE 5/16/19]
Actually made an account just to answer this, accidentally got another z in my username, whoops.Gifty wrote:Uhh, is this a bug? I haven't experienced it at all, nor have I seen anyone else report it.konamikode wrote:hope the "zombieman corpse blocking the player" bug is fixed soon. i tried fixing it myself, but i couldnt figure out how to make it happen
When infinitely tall monsters is enabled, zombieman corpses block my path. Also, the chaingunner firing animation is a little buggy.
Re: Smooth Doom [UPDATE 5/16/19]
I've experienced it, too. It's rare, but decently easy to replicate when passing through doors.Gifty wrote:Uhh, is this a bug? I haven't experienced it at all, nor have I seen anyone else report it.konamikode wrote:hope the "zombieman corpse blocking the player" bug is fixed soon. i tried fixing it myself, but i couldnt figure out how to make it happen
- stagefatality
- Posts: 28
- Joined: Mon Dec 15, 2014 8:19 am
- Location: Brunswick, Maine
Re: Smooth Doom [UPDATE 5/16/19]
I also had the same corpse blocking issue while playing this with NOVA. (can't directly imgur it because the site's messing up)
Running on latest stable GZDoom.
Running on latest stable GZDoom.
Re: Smooth Doom [UPDATE 5/16/19]
I posted it back in page 108:Gifty wrote:Uhh, is this a bug? I haven't experienced it at all, nor have I seen anyone else report it.konamikode wrote:hope the "zombieman corpse blocking the player" bug is fixed soon. i tried fixing it myself, but i couldnt figure out how to make it happen
It seems to happen if the ceiling is low enough that you can't jump or something.Someone64 wrote:I berserk punched a few zombiemen and their corpses started blocking me: https://gfycat.com/unequaledhardfireant
In that video, you could see the last zombieman corpse ISN'T blocking me but after I killed the lost souls that flew over the zombieman corpse, it strated blocking me too for some reason.
Re: Smooth Doom [UPDATE 5/16/19]
Thanks for the heads-up, I'll investigate this. Might put out a minor bugfixing update soon just so we don't have to wait on this stuff.
-
- Posts: 5
- Joined: Tue May 21, 2019 1:36 pm
Re: Smooth Doom [UPDATE 5/16/19]
I had the same issue with the zombieman too. for me it was the one where he's on his side.
Also, with the black gloves option there don't appear to be any gloves at all on the punching animation. I appreciate you work and I'm just mentioning it in case it's bug or something.
Also, with the black gloves option there don't appear to be any gloves at all on the punching animation. I appreciate you work and I'm just mentioning it in case it's bug or something.
Re: Smooth Doom [UPDATE 5/16/19]
Any chance pinkies could also be included in that update or is that a more major thing? As reported in viewtopic.php?f=43&t=45550&start=1605#p1104544 (page 108)Gifty wrote:Thanks for the heads-up, I'll investigate this. Might put out a minor bugfixing update soon just so we don't have to wait on this stuff.
ngetal wrote:I'm currently playing TNT on UV -fast, which, when done without smooth doom, makes pinkies faster. However when I play with the current (16th May) version of smooth doom, pinkies are always slow, no matter whether I turn on monster rebalance or not. This wasn't a problem with the April version - I did not use the fast pinkies and pinkies were still fast when setting the global fast monsters flag. I would expect this mod to honor that global gameplay flag when it's set.
Re: Smooth Doom [UPDATE 5/16/19]
Yeah, I was trying to make the pinky mutator less hacky and awkward, but I didn't realize at the time that tampering with the +FAST flag would break other things along the way. I'm going to make a workaround in the next version that should leave that unbroken.
Also, I just figured out the zombieman blocking bug. For some godawful reason the a_noblocking function was removed from his deathstate, which is almost surely the cause of the wackiness with collision. Will push a bugfix update soon.
Thank you! Not right now, the mod has gotten so big I'm currently trying to pare down some of the stuff that feels unnecessary and work on polishing the core stuff. Monster variants in particular make animation improvements WAY harder, because I have to do like triple the amount of work to make improvements to one monster.40KN wrote:Chainsaw/SS gibbing is really, really cool; thanks for the update! Any plans on bringing random monster decorations and rotating key cards back?
Also, I just figured out the zombieman blocking bug. For some godawful reason the a_noblocking function was removed from his deathstate, which is almost surely the cause of the wackiness with collision. Will push a bugfix update soon.
- Sgt Nate V
- Posts: 168
- Joined: Sat Mar 04, 2017 4:21 pm
- Location: somewhere
Re: Smooth Doom [UPDATE 5/16/19]
This has been reported before, but I recorded and edited up a video showing how the black-gloved SSG's animation is slightly off for a couple of frames. This does not occur with the other SSG sprites.
(Sorry if the sound is out of sync on the link, it wasn't on the original file)
https://streamable.com/pc56a
(Sorry if the sound is out of sync on the link, it wasn't on the original file)
https://streamable.com/pc56a
-
- Posts: 2
- Joined: Fri May 31, 2019 9:33 am
Re: Smooth Doom [UPDATE 5/16/19]
I just made an account to say that I'm using the April 12th version and I have easily restored rotating keys and monster skin variants with the gibs that were up to the April 12th version minus the headless zombieman since he has no head/skull to lose being nuked/fragged by rockets/plasma/super shotgun.
Re: Smooth Doom [UPDATE 5/16/19]
Update day! The dreaded #shotgungate should be over now.
changelist:
-better color translation for green gore
-reworked shotgun animation for accurate ticrate and better audio sync
-fixed shotgun decal error
-fixed "monster rebalancer" breaking the pinkies in -fast mode
-fixed wacky zombieman collision bug
-smooth doom no longer replaces STBAR
-fixed black glove SSG having weird frames on recoil
-lowered volume of casings
changelist:
-better color translation for green gore
-reworked shotgun animation for accurate ticrate and better audio sync
-fixed shotgun decal error
-fixed "monster rebalancer" breaking the pinkies in -fast mode
-fixed wacky zombieman collision bug
-smooth doom no longer replaces STBAR
-fixed black glove SSG having weird frames on recoil
-lowered volume of casings