Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Projects that alter game functions but do not include new maps belong here.
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.
User avatar
stagefatality
Posts: 28
Joined: Mon Dec 15, 2014 8:19 am
Location: Brunswick, Maine

Re: Smooth Doom [UPDATE 6/2/19]

Post by stagefatality »

Oh whoops, I'm blind. Sorry 'bout that.
User avatar
doomfiend
Posts: 526
Joined: Sun Aug 27, 2006 6:10 am
Location: some where

Re: Smooth Doom [UPDATE 6/2/19]

Post by doomfiend »

I kind of miss the feature of being able to mix and match the Doom and Doom 64 weapons :C but still good stuff none the less, I noticed there's no brightmaps is that a planned feature? just curious is all
User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom [UPDATE 6/2/19]

Post by Gifty »

doomfiend wrote:I kind of miss the feature of being able to mix and match the Doom and Doom 64 weapons :C but still good stuff none the less, I noticed there's no brightmaps is that a planned feature? just curious is all
Yep! I've wanted brightmaps for a long time, the main roadblocks up to this point have been some feature bloat which was going to triple the workload (a lot of which has been pruned down for this reason), and the fact that a lot of the animations are still a first pass draft and I'm leery of creating brightmaps for them before they get a second pass improvement. But yeah, I feel like they're closer than ever now!
ngetal
Posts: 7
Joined: Sun May 19, 2019 2:18 pm

Re: Smooth Doom [UPDATE 6/2/19]

Post by ngetal »

Gifty wrote:-fixed "monster rebalancer" breaking the pinkies in -fast mode
This works well now, thank you!
User avatar
Gorec
Posts: 313
Joined: Tue Feb 09, 2016 9:41 pm
Location: )()()()()()()()()()()()(

Re: Smooth Doom [UPDATE 6/2/19]

Post by Gorec »

when gibbed hellknights and barons drop some red blood
also made a video about ssg on black gloves
https://www.youtube.com/watch?v=lvrWZDOstpo
User avatar
Jamie Faith
Posts: 8
Joined: Sat Feb 02, 2019 1:58 am
Preferred Pronouns: She/Her
Contact:

Re: Smooth Doom [UPDATE 6/2/19]

Post by Jamie Faith »

I'm getting a weird error where the DOOM 64 shotgun plays the classic DOOM shotguns frames :shock:
User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom [UPDATE 6/6/19]

Post by Gifty »

Put out another quick fix patch with some bug squashes. To paraphrase a smarter man, if you start fixing bugs, and you KEEP fixing bugs, it stands to reason that you'll run out of bugs sooner or later.

changelist:
-light goggles have new, totally sexy animation
-fixed zombieman not dropping rifle when gibbed
-fixed chainsaw/SSG gib options conflicting with each other
-smooth Doom no longer replaces keys
-fixed issue with Doom64 shotgun showing PC muzzle flash
-fixed erroneous frame in black SSG firing animation

-monster rebalance mutator:
*spider mastermind has lower painchance
*enemy fireball projectiles are now slightly faster
User avatar
GreenDoomguy1999
Posts: 54
Joined: Thu Aug 07, 2014 2:40 am

Re: Smooth Doom [UPDATE 6/6/19]

Post by GreenDoomguy1999 »

Bugs:
-Cacodemon jumps to pain state after throwing fireballs
-Hell Knight and Baron of Hell throwing 2 fireballs(Monster Rebalancer option is turned off)
User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom [UPDATE 6/6/19]

Post by Gifty »

God damn. Ok, I just pushed a hothothotfix for those two issues. I really need to test more. :P
User avatar
faslrn
Posts: 512
Joined: Tue Mar 24, 2015 3:43 pm
Location: Steam: faslrn
Contact:

Re: Smooth Doom [UPDATE 6/6/19]

Post by faslrn »

Gifty wrote:God damn. Ok, I just pushed a hothothotfix for those two issues. I really need to test more. :P
Production = Testing 8-)

Really loving the new animations, especially some of the walk re-works. Keep up the good work dude.
rattollo
Posts: 1
Joined: Thu Jun 06, 2019 2:35 pm

Re: Smooth Doom [UPDATE 6/6/19]

Post by rattollo »

Hello, I noticed that when using -fast mode the pinkies move as expected, but they don't also bite faster as they should. Is a fix planned for that?

Keep up the good work, I love this mod! :)
User avatar
BROS_ETT_311
Posts: 218
Joined: Fri Nov 03, 2017 6:05 pm

Re: Smooth Doom [UPDATE 6/6/19]

Post by BROS_ETT_311 »

Hey man, just tried out the latest quickfix (06.06.19) and found there's a bit of a mismatch with sguy's missile state brightmap. Should reference "SPSR F" as opposed to "SPOS F", but other than that it's a solid build as far as I can tell :D .
DoomCATO
Posts: 17
Joined: Sun Nov 26, 2017 2:26 pm

Re: Smooth Doom [UPDATE 6/6/19]

Post by DoomCATO »

The pistol Casing for the Black Gloves is not off when you switch it OFF.
User avatar
Gorec
Posts: 313
Joined: Tue Feb 09, 2016 9:41 pm
Location: )()()()()()()()()()()()(

Re: Smooth Doom [UPDATE 6/6/19]

Post by Gorec »

YEAS i found what caused some stupid bug with ssg on black gloves

BSSG C 1 A_PlaySound ("weapons/sshoto", 7)
when it should be
BLXT C 1 A_PlaySound ("weapons/sshoto", 7)

also cacoballs are faster but rebalance option is off
MaxVonSydoww
Posts: 9
Joined: Thu Dec 14, 2017 7:06 am

Re: Smooth Doom [UPDATE 6/6/19]

Post by MaxVonSydoww »

Reading through this thread i get the impression that Gifty is considering to let his sprites get the Neural upscale treatment someday. And that it is a matter of time and getting his sprites as close to perfection as possible before going highdef.

I pray to Odin and just sacrificed a virgin in the hopes that this will happen one day!
Post Reply

Return to “Gameplay Mods”