Is this in regards to the fix in Civvie 11's video? LolGifty wrote:Update day! The dreaded #shotgungate should be over now.
Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
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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 [UPDATE 5/16/19]
- Rhiannon
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Re: Smooth Doom [UPDATE 5/16/19]
Are the Zombiemen supposed to drop two clips now? If they're gibbed by any means they still only drop the one, but the standard death state drops two (or a rifle and a clip, if the rifle toggle is on).
Re: Smooth Doom [UPDATE 5/16/19]
The Cacodemons blood is RED instead of blue when shot with any gun and the zombieman drops TWO clips instead of one.
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Re: Smooth Doom [UPDATE 5/16/19]
I have been having the same issue with zombieman corpse's blocking movement intermittently.Gifty wrote:Uhh, is this a bug? I haven't experienced it at all, nor have I seen anyone else report it.konamikode wrote:hope the "zombieman corpse blocking the player" bug is fixed soon. i tried fixing it myself, but i couldnt figure out how to make it happen
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Re: Smooth Doom [UPDATE 5/16/19]
I'd like to report this issue tooBKIIKilla wrote:I have been having the same issue with zombieman corpse's blocking movement intermittently.Gifty wrote:Uhh, is this a bug? I haven't experienced it at all, nor have I seen anyone else report it.konamikode wrote:hope the "zombieman corpse blocking the player" bug is fixed soon. i tried fixing it myself, but i couldnt figure out how to make it happen

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Re: Smooth Doom [UPDATE 5/16/19]
Hi Gifty, thank you for your awesome work! I just came in to let you know that an old bug has returned: sometimes when you try to fire the shotgun, your input won't be registered. This happens when you try to fire the weapon right after the animation of the previous shot has ended. I believe you can easily test this for yourself by spamming the fire key when you have the shotgun equipped. This bug was fixed some versions ago, but now it's back.
Re: Smooth Doom [UPDATE 5/16/19]
Hi! Someone can correct me if I'm wrong, but I'm pretty sure this is intended shotgun behavior. Both the vanilla and Smooth shotguns end with a 7-tic a_refire frame. If you hold down the mouse button or click right as it's calling refire, you'll get a quick followup shot, but if you miss the window you have to wait for the end of the frame in order to fire again. It might be back in Smooth Doom because I just reworked the shotgun to be closer to vanilla functionality, whereas previously it was different!Goin'Bananas wrote:Hi Gifty, thank you for your awesome work! I just came in to let you know that an old bug has returned: sometimes when you try to fire the shotgun, your input won't be registered. This happens when you try to fire the weapon right after the animation of the previous shot has ended. I believe you can easily test this for yourself by spamming the fire key when you have the shotgun equipped. This bug was fixed some versions ago, but now it's back.
The zombieman collision bug should be fixed as of the most recent version!DoomMakerPL wrote:I'd like to report this issue tooGetting stuck on zombieman corpses isn't fun, especially since they're so generously sprinkled on every level
I've just fixed the double-clipping zombieman bug, it's really strange because I swore I tested the zombieman rifle functionality like two versions ago and it was working as intended. Oh well. Hotfix will be coming soon to put out some fires. Sometimes I wish I wasn't developing this mod all by myself.

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Re: Smooth Doom [UPDATE 5/16/19]
Is there a specific link to download updated mod?
Re: Smooth Doom [UPDATE 5/16/19]
Hotfix, Hotshot!
changelist:
-fixed zombiemen dropping two clips
-caco gore now makes bouncy sounds
-fixed cacodemon blood color
-fixed bugged chaingunguy firing animation
changelist:
-fixed zombiemen dropping two clips
-caco gore now makes bouncy sounds
-fixed cacodemon blood color
-fixed bugged chaingunguy firing animation
Just the download link on the front page!Leprekon11s wrote:Is there a specific link to download updated mod?
Re: Smooth Doom [UPDATE 5/16/19]
Same.GreenDoomguy1999 wrote:SSG doesn't gib enemies when "Chainsaw gibs enemies" option turned off
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Re: Smooth Doom [UPDATE 5/16/19]
Thanks for your reply, Gifty. This is not an issue I experience with vanilla Doom, only with Smooth Doom. Maybe the animation ends just a fraction of a second too early? I click at the exact moment I see the first neutral frame after firing, and it simply misses my input quite often. It's like I have to wait about 1/10th of a second before I can shoot again (using single clicks, I don't like holding the mouse button down). When I do hold the mouse button down, I see that the weapon fires a lot faster and I barely even notice the first neutral frame, so something definitely seems off here...Gifty wrote:Hi! Someone can correct me if I'm wrong, but I'm pretty sure this is intended shotgun behavior. Both the vanilla and Smooth shotguns end with a 7-tic a_refire frame. If you hold down the mouse button or click right as it's calling refire, you'll get a quick followup shot, but if you miss the window you have to wait for the end of the frame in order to fire again. It might be back in Smooth Doom because I just reworked the shotgun to be closer to vanilla functionality, whereas previously it was different!
EDIT: after more testing, I have come to the conclusion that you are probably right after all, Gifty. Vanilla Doom seems to show comparable behaviour indeed. I'm sorry for causing any confusion!
Last edited by Goin'Bananas on Mon Jun 03, 2019 11:41 am, edited 1 time in total.
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Re: Smooth Doom [UPDATE 6/2/19]
Ah ok thank you.
- Retraux Squid
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Re: Smooth Doom [UPDATE 6/2/19]
Bug report: When zombiemen are gibbed by an explosive barrel with Drop Rifles enabled, they drop nothing.
Loving the updated mod. Some of the finest fun I've ever had in Doom playing with this and the new SIGIL levels. The monster rebalance option is especially wonderful; Pinkies and Barons are now threatening instead of shotgun shell consumers, and Lost Soul hordes are now actually fun to blast through. It feels like it fills the discrepancies in the vanilla roster perfectly.
Suggestion- the rifle could be made more accurate to make it more useful alongside the shotgun and chaingun (in a sort of DMR/marksman role); could also apply to zombiemen with rebalance ticked.
Loving the updated mod. Some of the finest fun I've ever had in Doom playing with this and the new SIGIL levels. The monster rebalance option is especially wonderful; Pinkies and Barons are now threatening instead of shotgun shell consumers, and Lost Soul hordes are now actually fun to blast through. It feels like it fills the discrepancies in the vanilla roster perfectly.
Suggestion- the rifle could be made more accurate to make it more useful alongside the shotgun and chaingun (in a sort of DMR/marksman role); could also apply to zombiemen with rebalance ticked.
- stagefatality
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Re: Smooth Doom [UPDATE 6/2/19]
Is it me, or is the animation for the Chaingunner's firing really off? It kinda looks like he's convulsing rather than simply firing his weapon.
Running latest stable GZDoom.
edit: I see someone else had pointed this out earlier, too.
Running latest stable GZDoom.
edit: I see someone else had pointed this out earlier, too.
Re: Smooth Doom [UPDATE 6/2/19]
"fixed bugged chaingunguy firing animation" a few posts up.