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.
Re: Smooth Doom (Now with more vanilla!)
Posted: Fri Jun 06, 2014 6:09 pm
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
Re: Smooth Doom (Now with more vanilla!)
Posted: Fri Jun 06, 2014 11:32 pm
by DrMoney
Looks great, thanks for all your hard work!
Re: Smooth Doom (Now with more vanilla!)
Posted: Sat Jun 07, 2014 12:20 pm
by bobert
it appears your smooth switches break custom switches.
Spoiler:
Before activating: After activating:
Discovered this while playing requiem.wad
Re: Smooth Doom (Now with more vanilla!)
Posted: Sat Jun 07, 2014 12:45 pm
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.
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.
Re: Smooth Doom (Now with more vanilla!)
Posted: Sat Jun 07, 2014 2:15 pm
by zrrion the insect
I may be able to make switches toggleable. I have an idea how to do it.
Re: Smooth Doom (Now with more vanilla!)
Posted: Sat Jun 07, 2014 2:50 pm
by scissorman11785
So you are going to fix it so more blood decals land on the walls when an enemy is gibbed. Neat.
Re: Smooth Doom (Now with more vanilla!)
Posted: Sat Jun 07, 2014 2:53 pm
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.
Re: Smooth Doom (Now with more vanilla!)
Posted: Sat Jun 07, 2014 4:48 pm
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.
Re: Smooth Doom (Now with more vanilla!)
Posted: Sat Jun 07, 2014 6:37 pm
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.
Re: Smooth Doom (Now with more vanilla!)
Posted: Sat Jun 07, 2014 6:51 pm
by Rowsol
Yea, but that disables all decals. Aside from the covering of switches I love the bloody walls too.
Re: Smooth Doom (Now with more vanilla!)
Posted: Sat Jun 07, 2014 7:00 pm
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.
Re: Smooth Doom (Now with more vanilla!)
Posted: Sat Jun 07, 2014 8:22 pm
by Robomorons
bobert wrote:it appears your smooth switches break custom switches.
Spoiler:
Before activating: After activating:
Discovered this while playing requiem.wad
To make an omelet, you gotta break a few eggs. Or in this case, custom textures.
Re: Smooth Doom (Now with more vanilla!)
Posted: Sat Jun 07, 2014 8:53 pm
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.
Re: Smooth Doom (Now with more vanilla!)
Posted: Sat Jun 07, 2014 9:29 pm
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