Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

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FireHusky
Posts: 130
Joined: Sun Nov 25, 2012 3:02 pm

Re: Smooth Doom (With Dynamic Lights!)

Post by FireHusky »

Gifty wrote:Update get! Notable changes: I finished the missing zombie missile rotations, added rotating keys (couldn't hold out any longer), and put in some alternate skins for the zombieman. That last one is supposed to be optional but this update is so overdue I had to delay the toggle switch and also the classic style torches until next time. Oh, and the bloodsplats finally look more appropriate; I had a strange fondness for the creepy hi-res ones, but I understand this has been a long time coming. Thanks to Nash for his impeccable gore sprites on that one.

Check the full report, it's quite tasty.
One of the imp's deaths seem to be frozen in place. :P
Spoiler:
Other than that, great mod! Can't wait to see where it'll be in the future. Truth be told, I've been stalking it for awhile.
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SamVision
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Location: Behind You

Re: Smooth Doom (FACES!)

Post by SamVision »

I have to say I don't really like the BFG animations, seems kind of unimaginative and it doesn't even use the unused recoil frame.
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Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom (FACES!)

Post by Gifty »

I'm just using Perkristian's weapons straight out of the box, seems like nobody had a problem with his animations until I started using them. :P

Also yeah, oops, just noticed the imp thing and also a minor issue with the zombie skins. Just sent up a fix, thanks for pointing it out.
Naitguolf
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Joined: Wed Mar 17, 2004 6:16 pm
Location: London
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Re: Smooth Doom (FACES!)

Post by Naitguolf »

The link seems didnt work, can you check it please? :)
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Gifty
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Re: Smooth Doom (FACES!)

Post by Gifty »

I'm not having any problems with the Mediafire link, but here's an another link you can try.
Naitguolf
Posts: 502
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Location: London
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Re: Smooth Doom (FACES!)

Post by Naitguolf »

Thank you.

Strange, is like mediafire didnt respond from my network, no ping. Anyway, downloaded from dropbox :)
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Gifty
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Re: Smooth Doom (FACES!)

Post by Gifty »

Glad that it worked! C:
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Average
Posts: 626
Joined: Fri May 20, 2011 4:28 am

Re: Smooth Doom (FACES!)

Post by Average »

This is getting better and better everytime I try it! I have another request though. Would it be possible to make it compatible with the SBrightmaps.pk3? I really miss those glowing eyes...

Also, if it's not outwith the scope of the project. Destructable lamps would be lovely too. Ooh, ooh and water splashes too like Cosmetic Doom or njsplash. :P

I totally love the vanilla gameplay of Doom but I'm also mad about 'interactive' environments too. That's kinda why I like the idea of things like lamps that break and water that reacts to footsteps. I don't feel these things break the game play but I'm aware that this is a path you might not want to go down... I have tonnes of suggestion like these (ie/ the breathing animations from static enemies in Brutal Doom) I just wish I could code them myself but I just not smart enough! :)
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Gifty
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Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom (FACES!)

Post by Gifty »

Destructible objects aren't something I was planning on doing, but OnslaughtSix is experimenting with them and if he produces anything I'll add it. Brightmaps are on the horizon, mostly dread has been holding me back. :P

Oh, and water splashes are already in, silly!
Naitguolf
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Re: Smooth Doom (FACES!)

Post by Naitguolf »

Gifty wrote:Oh, and water splashes are already in, silly!
Mmm are your sure? Shooting the water didnt make any splash :S
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Average
Posts: 626
Joined: Fri May 20, 2011 4:28 am

Re: Smooth Doom (FACES!)

Post by Average »

Cool. Thanks for replying. I'll keep an eye on OnslaughtSix's stuff. I can imagine how much hassle the brightmaps will be. Good luck!

I see the water splashes for things like shell casings but I don't see splashes for Doomguy's feet. For instance, with Cosmetic Doom if you walk through water backwards you can see the splashes left in your wake but Smooth Doom doesn't do that. Was that a deliberate choice?
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VGA
Posts: 506
Joined: Mon Mar 28, 2011 1:56 am

Re: Smooth Doom (FACES!)

Post by VGA »

I think it has splashes for going in and out of liquids.
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doomfiend
Posts: 526
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Re: Smooth Doom (FACES!)

Post by doomfiend »

They are probably player orientated splashes and not projectile ones like you would find most commonly used in Brutal Dewm
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President People
Posts: 149
Joined: Sat Apr 28, 2012 10:40 am

Re: Smooth Doom (FACES!)

Post by President People »

The infravision replacement disappears after going through its Spawn state.

The use of Stop instead of Loop seems to be the culprit:

Code: Select all

	spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(CallACS("64StylePickups")==1, "64spawn")
	SVIS abcd 3 bright
	SVIS eeee 3
	stop
	64spawn:
	VI64 abcd 3 bright
	VI64 eeee 3
	stop
And speaking of infrared…

Image

Mugshots depending on your powerups would be pretty cool. Imagine Blursphere Doomguy, or his face flashing blue when he picks up a Soulsphere.
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NantoCodd
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Joined: Thu Jul 18, 2013 12:58 am
Location: The Ultimate DOOUMB

Re: Smooth Doom (FACES!)

Post by NantoCodd »

I remember there is a mod somewhere that add glancing left and right frame for god mode mugshot. Maybe add them too?
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