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
Jaxxoon R
Posts: 772
Joined: Sun May 04, 2014 7:22 pm

Re: Smooth Doom (BOSSES MILESTONE!)

Post by Jaxxoon R »

Same thing's been happening to me with the imp on the platform in E1M1. I'll try to take a look at your scripts to see if I can find anything...
User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom (BOSSES MILESTONE!)

Post by Gifty »

Alright, I think I've tracked it down to the Variants decorate file. Something in there must be fucked. Gonna have a look see.
Blue Shadow
Posts: 5046
Joined: Sun Nov 14, 2010 12:59 am

Re: Smooth Doom (BOSSES MILESTONE!)

Post by Blue Shadow »

Using [wiki]A_SpawnItemEx[/wiki] (instead of A_SpawnItem) with the SXF_NOCHECKPOSITION flag for spawning should fix it.
User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom (BOSSES MILESTONE!)

Post by Gifty »

Hmmm, it restored at least one of the missing monsters, but not all of them. This thing keeps getting weirder.
User avatar
VGA
Posts: 506
Joined: Mon Mar 28, 2011 1:56 am

Re: Smooth Doom (BOSSES MILESTONE!)

Post by VGA »

Can you use MorphActor instead of spawning a variant?
osjclatchford
Posts: 2062
Joined: Mon Feb 07, 2011 5:02 am

Re: Smooth Doom (BOSSES MILESTONE!)

Post by osjclatchford »

:| hmm, this all looks rather familiar...
User avatar
patrik
Posts: 168
Joined: Tue Mar 05, 2013 2:08 am

Re: Smooth Doom (BOSSES MILESTONE!)

Post by patrik »

Great mod you have here. With it, it is like playing vanilla Doom the way I imagined it to be. :)
I see that you included a lot of optional extra features, so could I ask for another additional extra? Would it be possible if you could also add optional smooth zombiemans with pistols? I never quite liked idea of them using rifles, as they attacks seemed to me too weak for such weapon. Thanks for consideration. ;)
User avatar
Onar4241
Posts: 296
Joined: Sun Aug 03, 2014 9:41 am
Location: New York

Re: Smooth Doom (BOSSES MILESTONE!)

Post by Onar4241 »

Are there any awards for mods? I'd like to say that this mod is the BEST!!!

One thing though, don't you really think that those new varieties go anywhere? It's just additional work and so far we have to fix more important things, like the Zombieman's shooting rotations, it feels awkward. I'm not saying that I don't like the varieties, actually, great job on them, but it is just more painstakingly work and finishing everything plus the varieties will take more time, which at the moment, the title is called "Smooth Doom", so why can't we have a simple real "Smooth Doom" mod without the varieties, and when you're done with everything, then continuing working on them? Again, they are not bad, but it is just more insane work.
User avatar
VGA
Posts: 506
Joined: Mon Mar 28, 2011 1:56 am

Re: Smooth Doom (BOSSES MILESTONE!)

Post by VGA »

Since Gifty is doing the work, not us, I don't get why you're so stressed about it , it's his hobby not work :-)
User avatar
TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

Re: Smooth Doom (BOSSES MILESTONE!)

Post by TheMightyHeracross »

Onar4241 wrote:why can't we have a simple real "Smooth Doom" mod without the varieties
A) The "varieties" (variants) you complain about are optional.
B) As Gifty says, all the vanilla stuff is done besides the player and the Wolfenstein SS (to keep the joke and probably Dehacked monsters a la Scythe 2 or Operation Hydra).

That said, I do understand the point about these "MOAR VARIANTS" requests, and that they're a pain (probably) to Gifty, but there's not much to complain about for the variants besides that.
User avatar
Shadez12
Posts: 107
Joined: Sat Aug 03, 2013 2:04 pm
Location: Wow

Re: Smooth Doom (BOSSES MILESTONE!)

Post by Shadez12 »

Where do i get the optional stuff?
User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom (BOSSES MILESTONE!)

Post by Gifty »

It's all in the in-game options menu, beneath video options. C:

edit: BlueShadow very graciously found a fix for the missing monster issue, so I figured I'd better update as soon as possible. The fix is in, and there are some other goodies as well.
Nevander
Posts: 2254
Joined: Mon Jan 06, 2014 11:32 pm

Re: Smooth Doom (BOSSES MILESTONE!)

Post by Nevander »

TheMightyHeracross wrote:... and the Wolfenstein SS (to keep the joke ....
What joke? I feel like this is something I should know since I'm an avid Doom and Wolf 3D fan. I feel embarrassed.
User avatar
TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

Re: Smooth Doom (BOSSES MILESTONE!)

Post by TheMightyHeracross »

No, it's still just the Wolfenstein SS, but the original Wolfenstein animation is part of that joke.
User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom (BOSSES MILESTONE!)

Post by Gifty »

Yeah, maybe "joke" is even too elaborate a term; it's just that looking crude and retro is part of the Wolf3D levels' appeal, and I feel like updating it would take some of the charm out.
Post Reply

Return to “Gameplay Mods”