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

Re: Smooth Doom (Now with more vanilla!)

Post by Gifty »

New update is live, it cleans up the directory/code a bit, fixes infighting, and addresses many of the tic rate inconsistencies pinpointed by Rowsol (thanks for that, by the way, made my job much easier). At this point I think I've been playing too much with effects, it's time to get back to basics and focus on smoothing the remaining sprites and making the mod work as well as possible. This mod of late has been like the excesses of 70s dick rock, and now it's time for punk. No more fooling around with synthesizers.

Additionally, you'll be glad to know that I've finally put up a monsters-only version for weapon mod compatibility! I tried it out quickly with Weapons of Saturn, seemed to mesh just fine.
User avatar
Mav3rick
Posts: 966
Joined: Sun Jan 13, 2013 6:48 pm
Location: Hell

Re: Smooth Doom (Now with more vanilla!)

Post by Mav3rick »

i suppoce that the extra blood is gone for good?
Spoiler: no wall blood at all
the first version with that blood was nice too bad to see it gone :/ and no it no need to be brutal doom but it was added on his own way and taste
User avatar
DrMoney
Posts: 54
Joined: Mon Jun 10, 2013 11:42 pm

Re: Smooth Doom (Now with more vanilla!)

Post by DrMoney »

Looks great, thanks for all your hard work!
bobert
Posts: 3
Joined: Sun Oct 27, 2013 2:20 pm

Re: Smooth Doom (Now with more vanilla!)

Post by bobert »

it appears your smooth switches break custom switches.
Spoiler:
Discovered this while playing requiem.wad
User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom (Now with more vanilla!)

Post by Gifty »

Naturally, since I redefined all the original switches with custom animations, that's unfortunately going to make them incompatible with custom textures. I might make custom switches toggleable in the future, but I have to learn how first. :P
Mav3rick wrote:i suppoce that the extra blood is gone for good?
the first version with that blood was nice too bad to see it gone :/ and no it no need to be brutal doom but it was added on his own way and taste
I don't think there ever were extra blood decals, were there? It's always been pretty sparse, I actually need to even it out a little because wall decals are currently decided by the number of hits rather than the amount of damage, meaning bullet weapons leave more blood than rockets, which is silly.
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: Smooth Doom (Now with more vanilla!)

Post by zrrion the insect »

I may be able to make switches toggleable. I have an idea how to do it.
scissorman11785
Posts: 35
Joined: Sun May 06, 2012 1:24 pm

Re: Smooth Doom (Now with more vanilla!)

Post by scissorman11785 »

So you are going to fix it so more blood decals land on the walls when an enemy is gibbed. Neat.
User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom (Now with more vanilla!)

Post by Gifty »

Yeah, I apologize because I remember now that someone brought that up before and I never responded, it sort of fell through the cracks.
User avatar
Rowsol
Posts: 999
Joined: Wed Mar 06, 2013 5:31 am
Contact:

Re: Smooth Doom (Now with more vanilla!)

Post by Rowsol »

I only play custom wads and as such I don't even use the HD textures pack that's available since I want all the textures to remain uniform. The same goes for switches.

On the subject of blood. I find the ground blood sprites to be not good (looks like it's standing up off the ground). I don't turn the extra blood option on for this reason. The only blood mod I've ever thought looked good was brutal doom, but that lagged like hell and it was too much of it. To make the blood perfect just do something with the blood sprites that land on the ground. And as I've noted before, I'd prefer they don't land on the walls because they cover switches causing me to get lost.

Blood is a hard thing to get right in this game.
scissorman11785
Posts: 35
Joined: Sun May 06, 2012 1:24 pm

Re: Smooth Doom (Now with more vanilla!)

Post by scissorman11785 »

If you don't like blood decals on the walls then you can simply limit or disable them entirely using the console. I love the blood decals and it would be weird for a horror/action game like Doom to not have blood-drenched corridors.
User avatar
Rowsol
Posts: 999
Joined: Wed Mar 06, 2013 5:31 am
Contact:

Re: Smooth Doom (Now with more vanilla!)

Post by Rowsol »

Yea, but that disables all decals. Aside from the covering of switches I love the bloody walls too.
scissorman11785
Posts: 35
Joined: Sun May 06, 2012 1:24 pm

Re: Smooth Doom (Now with more vanilla!)

Post by scissorman11785 »

No, you can set the decals to any number you want if you use the right CVAR command. I had the same problem with lag when I first got hooked on Brutal Doom so I set the decal limit to 50 until I realized how ridiculous it looked when blood and gore was accumulating everywhere except on the walls.
User avatar
Robomorons
Posts: 18
Joined: Sat Aug 18, 2012 10:21 am

Re: Smooth Doom (Now with more vanilla!)

Post by Robomorons »

bobert wrote:it appears your smooth switches break custom switches.
Spoiler:
Discovered this while playing requiem.wad
To make an omelet, you gotta break a few eggs. Or in this case, custom textures.
User avatar
twinkieman93
Posts: 1075
Joined: Fri Aug 10, 2007 11:13 pm

Re: Smooth Doom (Now with more vanilla!)

Post by twinkieman93 »

It wouldn't break if he wasn't so dead-set on making everything one big self-contained package. People would be okay with having the mod divvied up into separate chunks(one for weapons, one for monsters, and one for textures) so they can mix and match them based on what they're playing. It's the best option from every standpoint.
User avatar
Mav3rick
Posts: 966
Joined: Sun Jan 13, 2013 6:48 pm
Location: Hell

Re: Smooth Doom (Now with more vanilla!)

Post by Mav3rick »

Gifty wrote: I don't think there ever were extra blood decals, were there? It's always been pretty sparse, I actually need to even it out a little because wall decals are currently decided by the number of hits rather than the amount of damage, meaning bullet weapons leave more blood than rockets, which is silly.
Put it like this when they blow into pieces there is no much gibs in the air, yet the blood pieces start to apear like magic lol
but yeah i dont have the early versions and on those there was more gore and blood, its like when you shoot a caco there is no drops or marks of blood but they appear in the floor making it look weird

hope things work well :)
Post Reply

Return to “Gameplay Mods”