Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

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

Re: Smooth Doom

Post by Gifty »

Twario wrote:Love this mod, however I'm not sure if it's my rig or what but I've noticed performance issues on some levels while using it with Doom II. The worst example I've seen so far is on level 6, with the crusher and the spiderdemon. As soon as the ceiling touches him, the framerate immediately drops below the single digits. To me it seems to caused by blood/guts on moving surfaces, because I've notice the same thing happening in a few other levels when gibs are on certain doors or elevators. However those weren't nearly as severe as the crusher one.
Yeah, I put in the bloodsplat toggle specifically for situations like The Crusher which generate huge amounts of blood particles. I'd still like to make it more customizeable in the future, but for now turning off bloodsplats in the options menu should make your life a little easier.
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doomquake777
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Joined: Tue Nov 08, 2011 5:00 pm

Re: Smooth Doom

Post by doomquake777 »

Is there any chance that custom monsters will go through the smoothing process? Or is this limited to strictly vanilla monsters?
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Gifty
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Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom

Post by Gifty »

As cool as that would be, there's just too many custom monsters. It would be a huge amount of work.
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doomquake777
Posts: 161
Joined: Tue Nov 08, 2011 5:00 pm

Re: Smooth Doom

Post by doomquake777 »

Darn! Well that's understandable. It would be neat if select monsters from the realm 667 beastiary could be added and smoothified. Maybe someday it will happen. Is there any new features being added soon? I wouldn't mind a DOOM 64 plasma rifle.
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patrik
Posts: 168
Joined: Tue Mar 05, 2013 2:08 am

Re: Smooth Doom

Post by patrik »

I was wondering how feasible would be implemeting idle bobbing for weapons in style of Doom 0.3, but of course smoother? :wink:
I think it could add another layer of "smoothness" to game.
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doomquake777
Posts: 161
Joined: Tue Nov 08, 2011 5:00 pm

Re: Smooth Doom

Post by doomquake777 »

Any reason why picking up keys doesn't register on the HUD? I have to type give (insert Key here) in order to have it actually display.
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LkMax
Posts: 264
Joined: Fri Aug 10, 2012 9:22 pm

Re: Smooth Doom

Post by LkMax »

patrik wrote:I was wondering how feasible would be implemeting idle bobbing for weapons in style of Doom 0.3, but of course smoother? :wink:
I think it could add another layer of "smoothness" to game.
Oh yes, the Quake III bobbing, I really like it. :)
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Devianteist
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Location: Creating a SPACE HULK conversion!
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Re: Smooth Doom

Post by Devianteist »

I've noticed that when you pick up a rifle dropped by a Zombieman, it says you've picked up a pistol. Pretty minor, but I figured you'd want to know.
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mamaluigisbagel
Posts: 527
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Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

Re: Smooth Doom

Post by mamaluigisbagel »

This may be a known bug for a long time (forgive me) but I've just noticed that if shell casings are turned off, the SSG has no firing sound. (still has reload sounds though)
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faslrn
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Re: Smooth Doom

Post by faslrn »

mamaluigisbagel wrote:This may be a known bug for a long time (forgive me) but I've just noticed that if shell casings are turned off, the SSG has no firing sound. (still has reload sounds though)
Missing the firing sound under "BobFire" state. Think it is the only state that has it missing.
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Almonds
Posts: 102
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Re: Smooth Doom

Post by Almonds »

soooo hey everyone, finally decided to sign up for an account here solely to post in this thread i guess?? but anywho id really like to start off by saying that this is easily one of the best 'doom mods' out there for me personally (quotation marks because this isnt really a gameplay mod proper come to think of it but rather a mod that focuses on making doom look prettier idk) and i find myself just replaying it alongside basically anything vanilla-compat like holy shit send help i can't let go of this thing for all I care

the one thing i have come to notice though (and that i meant to post here obviously) is that the visual recoil effect on the plasma rifle seems inconsistent with smooth bobbing off (meaning the screen will stop shaking inbetween bursts without it but the effect is completely normal between every shot fired with it enabled) and that its ROF is fucked and gets changed to a burst fire type if you have black gloves+visual recoil (iirc, mite b wrong since i fixed that shitty bug myself long ago). also managed to fix some error messages that appeared with some certain shotgun combos (bob64recoilcasefire and bob64recoil fire iirc), just wanted to let yall be aware of that

any other than that though the mod plays as youd expect it to. rings a lot of bells and whistles in my head that feel consistent with doom's aesthetic without changing anything about it and looks really really nice (even though some monster anims seem a tad rushed, namely zombiemen and imp which look a tad goofy but it's perfectly understandable considering the tic system). impatiently awaiting a next update on my end. keep up the good work, Gifty and Co.!
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Vdude
Posts: 27
Joined: Fri Aug 16, 2013 8:44 pm

Re: Smooth Doom

Post by Vdude »

Hey guys, can anyone reupload smoothtextures.pk3? Link in original post seems dead.
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VGA
Posts: 506
Joined: Mon Mar 28, 2011 1:56 am

Re: Smooth Doom

Post by VGA »

Vdude wrote:Hey guys, can anyone reupload smoothtextures.pk3? Link in original post seems dead.
Works here, here is an reupload:
SmoothTextures.pk3
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Vdude
Posts: 27
Joined: Fri Aug 16, 2013 8:44 pm

Re: Smooth Doom

Post by Vdude »

Thank you, I appreciate it.
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JudgeGroovy
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Joined: Mon Aug 17, 2015 4:18 pm
Location: Mega-City One, USA

Re: Smooth Doom

Post by JudgeGroovy »

I love SmoothDoom, and I'd like to marry SmoothDoom quite frankly.

One question, I notice the MonstersOnly version hasn't been updated as recently. I usually use the full version anyway, but is the monsters only one still bug free etc?
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