Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

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NullWire
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Joined: Fri Dec 18, 2015 4:48 pm

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by NullWire »

Is there any brightmap addons for this mod?
EmperorGrieferus
Posts: 123
Joined: Wed May 31, 2017 5:39 am

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by EmperorGrieferus »

NullWire wrote:Is there any brightmap addons for this mod?
https://www.doomworld.com/forum/topic/1 ... d-edition/
EmperorGrieferus
Posts: 123
Joined: Wed May 31, 2017 5:39 am

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by EmperorGrieferus »

https://drive.google.com/file/d/15qij_M ... sp=sharing
There you go. Didn't manage to move M_DOOM up a bit, so it wouldn't be covered with "New Game" (Because I still didn't find out how to write MENUDEF).
EmperorGrieferus
Posts: 123
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Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by EmperorGrieferus »

ALL HAIL VARIABILITY!
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Gifty
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Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by Gifty »

Hi folks, my phone's been blowing up lately with download requests for the PK3 link on the main page, it seems like some google drive update may have wiped the access settings I had for the file. I've updated the link with one that SHOULD be accessible to all, let me know if you guys are still having problems.
EmperorGrieferus
Posts: 123
Joined: Wed May 31, 2017 5:39 am

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by EmperorGrieferus »

Gifty wrote:Hi folks, my phone's been blowing up lately with download requests for the PK3 link on the main page, it seems like some google drive update may have wiped the access settings I had for the file. I've updated the link with one that SHOULD be accessible to all, let me know if you guys are still having problems.
It's working.
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Delfino Furioso
Posts: 118
Joined: Sat Mar 27, 2021 3:21 pm

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by Delfino Furioso »

Hi everybody,
after trying many monsters-only variants of SD and being dissatisfied with most of them I've decided to have a shot at it myself
I'm pretty happy with the results, so I've thought to share them here (feedbacks are welcome)

https://www.mediafire.com/file/ijz6lj5o ... y.pk3/file


My objective was to get something along the lines of "SMOOTHED.WAD" by VGA, over at doomworld (it is dehextra-based, crispy-friendly and perfectly fine on its own merits, but has some issues with gzdoom's builtin gldefs - so using it was not an option for me)

I've started with the latest official Gifty's build (dating back to april 2020, if I'm not mistaken)
My job has simply been to comment-out and chopping-off anything that I was able to identify as non-monster-related
As such, I take no credit in anything and I left the original credits.txt as it was

I've ended up changing defaults in CVARINFO and stripping down the following:
- DECORATE code for anything but monsters, monster projectiles, gore, EvilEye decoration
- SPRITES for anything but monsters, monster projectiles, gore, EvilEye decoration
- ANIMDEFS, DECALDEF, KEYCONF, SBARINFO, SNDINFO, TERRAIN definitions
- SOUNDS and STORAGE folders

I've also removed the MENUDEF lump because any feature exposed by the SD Settings page has been removed or disabled.
EmperorGrieferus
Posts: 123
Joined: Wed May 31, 2017 5:39 am

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by EmperorGrieferus »

I forgot, how do you solve the red blood decals in green/blue blood decals problem?
I just decided to put precolored decals from NashDecals.
SaveTheDoomer
Posts: 149
Joined: Sun Apr 11, 2021 4:20 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by SaveTheDoomer »

I've tried to download the pk3, but an account is required...
Stormyface
Posts: 1
Joined: Sun Oct 31, 2021 9:35 pm

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by Stormyface »

Hello everyone,

I'm a fan of the smooth weapon animations, and the enhanced gore this mod offers. However, I'm not so keen on the monster animations (it sometimes conflicts with certain mods or maps like Ancient Aliens). I've tried deleting the monsters folder from the pk3, but that seems to also remove the corrected blood colors for hell knights and cacodemons, as well as the enhanced gore. Is there any way to keep the gore but remove the smooth monsters?

Thanks in advance.
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Delfino Furioso
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Joined: Sat Mar 27, 2021 3:21 pm

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by Delfino Furioso »

there would be too much stuff to edit

if you're not interested in smooth decorations/items/projectiles neither, I would suggest you to use these three mods instead:
- Smooth Weapons Enhanced by NightFright
- NashGore by Nash
- cBlood by Nash
pjals
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Joined: Sun Oct 31, 2021 10:49 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by pjals »

Is there a mirror of this (or someone could do it for me) since I don't really feel like making another Google account (as you see I do not like/use Google)
EmperorGrieferus
Posts: 123
Joined: Wed May 31, 2017 5:39 am

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by EmperorGrieferus »

pjals wrote:Is there a mirror of this (or someone could do it for me) since I don't really feel like making another Google account (as you see I do not like/use Google)
You don't need an account to download it.
speedy
Posts: 8
Joined: Sun May 02, 2021 12:45 pm
Graphics Processor: Not Listed

Re: Smooth Doom [UPDATE 9/25/19]

Post by speedy »

haunteddentures wrote:i noticed two small issues with the most recent update and with my limited slade knowledge was able to fix them.
smooth doom 4-14-20 bug.png
the most apparent one is that the shortgreentorch is now blue. this can be fixed by going into DECO/Decoration.txt, finding this section:

Code: Select all

Actor ShortTorch_Green : ShortGreenTorch replaces ShortGreenTorch
{
states
	{
	Spawn:
		BLSH ABCDEFGH random(2,3) bright
		loop
	}
}
and changing it back to how it was in a previous version of smoothdoom

Code: Select all

Actor ShortTorch_Green : ShortGreenTorch replaces ShortGreenTorch
{
translation "192:207=112:127","240:247=11:12"
states
	{
	Spawn:
		BLSH ABCDEFGH random(2,3) bright
		loop
	}
}
the other issue is that shortredtorch seems to be missing it's dynamic lights. to fix this go into GLDEFS and go to line 511 and change:

frame BLSH { light SMALLREDTORCH }

to

frame RESH { light SMALLREDTORCH }
Thanks for the fix!

I didn't see a patched version available for download with your fixes so here's a patched pk3 of the main (bugged) 4/13/2020 version if anyone doesn't want to make these changes themselves:
https://1drv.ms/u/s!Ao2MqUeQXiS5iGY9Qdi ... 4?e=eY7fyO
speedy
Posts: 8
Joined: Sun May 02, 2021 12:45 pm
Graphics Processor: Not Listed

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by speedy »

EmperorGrieferus wrote:
NullWire wrote:Is there any brightmap addons for this mod?
https://www.doomworld.com/forum/topic/1 ... d-edition/
Is there a compatible set of Brightmaps though that would work with the latest version of Smooth Doom?

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