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.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.
Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
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.
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.
Re: Smooth Doom
- doomquake777
- Posts: 161
- Joined: Tue Nov 08, 2011 5:00 pm
Re: Smooth Doom
Is there any chance that custom monsters will go through the smoothing process? Or is this limited to strictly vanilla monsters?
Re: Smooth Doom
As cool as that would be, there's just too many custom monsters. It would be a huge amount of work.
- doomquake777
- Posts: 161
- Joined: Tue Nov 08, 2011 5:00 pm
Re: Smooth Doom
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.
Re: Smooth Doom
I was wondering how feasible would be implemeting idle bobbing for weapons in style of Doom 0.3, but of course smoother?
I think it could add another layer of "smoothness" to game.
I think it could add another layer of "smoothness" to game.
- doomquake777
- Posts: 161
- Joined: Tue Nov 08, 2011 5:00 pm
Re: Smooth Doom
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.
Re: Smooth Doom
Oh yes, the Quake III bobbing, I really like it.patrik wrote:I was wondering how feasible would be implemeting idle bobbing for weapons in style of Doom 0.3, but of course smoother?![]()
I think it could add another layer of "smoothness" to game.
- Devianteist
- Posts: 945
- Joined: Wed Sep 24, 2014 4:07 pm
- Location: Creating a SPACE HULK conversion!
- Contact:
Re: Smooth Doom
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.
- mamaluigisbagel
- Posts: 527
- Joined: Wed Jul 09, 2014 7:25 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
Re: Smooth Doom
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)
Re: Smooth Doom
Missing the firing sound under "BobFire" state. Think it is the only state that has it missing.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)
Re: Smooth Doom
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.!
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.!
Re: Smooth Doom
Hey guys, can anyone reupload smoothtextures.pk3? Link in original post seems dead.
Re: Smooth Doom
Works here, here is an reupload:Vdude wrote:Hey guys, can anyone reupload smoothtextures.pk3? Link in original post seems dead.
SmoothTextures.pk3
- JudgeGroovy
- Posts: 99
- Joined: Mon Aug 17, 2015 4:18 pm
- Location: Mega-City One, USA
Re: Smooth Doom
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?
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?

