Smooth Weapons Enhanced [v3.2.1]

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Version 3.1.2 released

Postby NightFright » Fri Jan 10, 2020 1:04 am

CHANGELOG (Jan 10, 2020)
- Properly converted all graphics to Doom palette
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Re: PerK's Smooth Weapons Enhanced [v3.1.2]

Postby Agitatio » Fri Jan 10, 2020 3:23 am

Hmm, still the same. I'm testing it with Ancient Aliens and Back to Saturn X.
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Re: PerK's Smooth Weapons Enhanced [v3.1.2]

Postby NightFright » Fri Jan 10, 2020 4:36 am

Can you provide a screenshot maybe? I would like to see what this actually looks like. Also: Does it happen for all weapons or just specific ones?
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Re: PerK's Smooth Weapons Enhanced [v3.1.2]

Postby Agitatio » Fri Jan 10, 2020 6:13 am

GZDoom 4.3.1 with aaliens.wad and perk_enhanced.pk3 only. All weapons are like that.
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Re: PerK's Smooth Weapons Enhanced [v3.1.2]

Postby Ac!d » Fri Jan 10, 2020 7:56 am

The problem is probably the Colormap and/or the Translation Tables of the WAD.
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Re: PerK's Smooth Weapons Enhanced [v3.1.2]

Postby NightFright » Fri Jan 10, 2020 8:05 am

Ancient Aliens uses a different palette and requires its assets to be converted to its own palette. If you look inside the wad, you will see it contains all Doom assets in the new palette. Therefore, assets in normal Doom palette will not be shown correctly since they won't translate properly with internal conversion for some reason. The only way to solve this would be to create conversions of all mod images to the Ancient Aliens palette.

In other news: End of the line. This mod is not compatible with Ancient Aliens.
Last edited by NightFright on Fri Jan 10, 2020 8:08 am, edited 2 times in total.
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Re: PerK's Smooth Weapons Enhanced [v3.1.2]

Postby m8f » Fri Jan 10, 2020 8:07 am

Is converting images to png format out of the question?

Or, this is a limited solution: https://github.com/fragglet/doom-limited-palette
Last edited by m8f on Fri Jan 10, 2020 9:20 am, edited 1 time in total.
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Re: PerK's Smooth Weapons Enhanced [v3.1.2]

Postby Agitatio » Fri Jan 10, 2020 9:15 am

NightFright wrote:Ancient Aliens uses a different palette and requires its assets to be converted to its own palette. If you look inside the wad, you will see it contains all Doom assets in the new palette. Therefore, assets in normal Doom palette will not be shown correctly since they won't translate properly with internal conversion for some reason. The only way to solve this would be to create conversions of all mod images to the Ancient Aliens palette.

In other news: End of the line. This mod is not compatible with Ancient Aliens.

Damn, completely forgot about the fact that sprites are modified too. Same for BtSX. Sorry for bothering then.
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Version 3.1.3 released

Postby NightFright » Fri Jan 10, 2020 9:25 am

Graphics are converted to paletted PNGs now. Luckily, offsets were maintained during this process so nothing needed to be redone. As a bonus, I managed to fix the Plasma Rifle animation which was broken since two months.
Oh yeah, this of course means that the mod is now totally compatible with Ancient Aliens and other pwads that come with modified palettes. But that's just a small side note. 8-) Rock 'n' roll!

Side note: Since this version uses ZScript mixins, GZDoom 4.3.0 or newer is required.

CHANGELOG v3.1.3 (Jan 10, 2020)
- Fixed Plasma Rifle firing animation (broken since v3.1)
- All graphics converted to paletted PNGs

PS: Thanks to m8f for the hint with PNG conversion.
Last edited by NightFright on Fri Jan 10, 2020 9:39 am, edited 1 time in total.
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Re: PerK's Smooth Weapons Enhanced [v3.1.3]

Postby Agitatio » Fri Jan 10, 2020 9:39 am

Thought converting to PNG was out of the question to keep it compatible with some minor palette changes like plasma color and stuff like that, which is present in some WADs. As always, thanks for a quick response!

Edit: There is a minor mismatch now between Plasma and BFG projectiles and their decals. Decals are still paletted.
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Re: PerK's Smooth Weapons Enhanced [v3.1.3]

Postby NightFright » Fri Jan 10, 2020 9:47 am

We will see if this has any negative consequences. For now this measure seems to have more benefits than downsides.
BTW I forgot to mention that you should use latest GZDoom v4.3.x for this since ZScript mixins are used. Therefore I have bumped the version requirement in ZScript and updated the download to reflect the changes.
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Re: PerK's Smooth Weapons Enhanced [v3.1.3]

Postby m8f » Fri Jan 10, 2020 10:28 am

Updated PR https://github.com/NightFright2k19/perk_enhanced/pull/2 so it doesn't have conflicts now.
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Re: PerK's Smooth Weapons Enhanced [v3.1.3]

Postby TheOldKingCole » Fri Jan 10, 2020 11:03 am

I just want to note that the supershotgun reloading animation still looks super choppy
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Re: PerK's Smooth Weapons Enhanced [v3.1.3]

Postby NightFright » Fri Jan 10, 2020 3:35 pm

I couldn't see anything wrong with it. Need to compare it with earlier versions. Did it look better in v3.0?
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Re: PerK's Smooth Weapons Enhanced [v3.1.3]

Postby Nash » Fri Jan 10, 2020 5:58 pm

I still think the Super Shotgun is not accurate 1:1 with vanilla (in other words, it's still not in a state where I can personally verify that "yes, the SSG is a smooth version of the vanilla SSG") and have been meaning to go back and refine it but I just haven't had the time currently.
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