Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

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sdaa
Posts: 13
Joined: Tue Apr 09, 2019 4:31 am

Re: Smooth Doom [UPDATE 5/16/19]

Post by sdaa »

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.
Could you share this version?
40KN
Posts: 14
Joined: Wed May 08, 2019 8:23 am

Re: Smooth Doom [UPDATE 5/16/19]

Post by 40KN »

Chainsaw/SS gibbing is really, really cool; thanks for the update! Any plans on bringing random monster decorations and rotating key cards back?
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NickCometh
Posts: 4
Joined: Tue May 21, 2019 4:54 pm

Re: Smooth Doom [UPDATE 5/16/19]

Post by NickCometh »

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?
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Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom [UPDATE 5/16/19]

Post by Gifty »

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
Uhh, is this a bug? I haven't experienced it at all, nor have I seen anyone else report it.
wizzradical
Posts: 1
Joined: Wed May 29, 2019 12:10 pm

Re: Smooth Doom [UPDATE 5/16/19]

Post by wizzradical »

Gifty wrote:
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
Uhh, is this a bug? I haven't experienced it at all, nor have I seen anyone else report it.
Actually made an account just to answer this, accidentally got another z in my username, whoops.

When infinitely tall monsters is enabled, zombieman corpses block my path. Also, the chaingunner firing animation is a little buggy.
40KN
Posts: 14
Joined: Wed May 08, 2019 8:23 am

Re: Smooth Doom [UPDATE 5/16/19]

Post by 40KN »

Gifty wrote:
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
Uhh, is this a bug? I haven't experienced it at all, nor have I seen anyone else report it.
I've experienced it, too. It's rare, but decently easy to replicate when passing through doors.
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stagefatality
Posts: 28
Joined: Mon Dec 15, 2014 8:19 am
Location: Brunswick, Maine

Re: Smooth Doom [UPDATE 5/16/19]

Post by stagefatality »

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.
Someone64
Posts: 425
Joined: Tue Feb 23, 2016 11:59 am

Re: Smooth Doom [UPDATE 5/16/19]

Post by Someone64 »

Gifty wrote:
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
Uhh, is this a bug? I haven't experienced it at all, nor have I seen anyone else report it.
I posted it back in page 108:
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.
It seems to happen if the ceiling is low enough that you can't jump or something.
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Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom [UPDATE 5/16/19]

Post by Gifty »

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.
killaken2000
Posts: 5
Joined: Tue May 21, 2019 1:36 pm

Re: Smooth Doom [UPDATE 5/16/19]

Post by killaken2000 »

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.
ngetal
Posts: 7
Joined: Sun May 19, 2019 2:18 pm

Re: Smooth Doom [UPDATE 5/16/19]

Post by ngetal »

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.
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)
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.
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Gifty
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Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom [UPDATE 5/16/19]

Post by Gifty »

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.
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?
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.

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.
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Sgt Nate V
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Location: somewhere

Re: Smooth Doom [UPDATE 5/16/19]

Post by Sgt Nate V »

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
HyperAlpha
Posts: 2
Joined: Fri May 31, 2019 9:33 am

Re: Smooth Doom [UPDATE 5/16/19]

Post by HyperAlpha »

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.
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Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom [UPDATE 5/16/19]

Post by Gifty »

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
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