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scissorman11785 wrote:X-deaths for the arachnotron.
It already is an XDeath, really. Unless you mean making the mech body explode, which is a lot of art work.
scissorman11785 wrote:Gib sprite collision needs to be adjusted so they don't phase halfway through nearby walls every time they land. It happens a lot and it just bugs the hell outta me when the guts and stuff don't land entirely within bounds.
This can't really be helped, you'd have to make the actor itself larger which is unwise.
I updated my GZDoom (more than 6 months out of date) and SmoothDoom (file date is 8/13/04) and now animated flats aren't smooth (liquids) or don't animate at all (brain-like floor at start of e3m1). Likewise, the waterfalls and pulsing walls at start of e3m6 (Mt. Erebus) are no longer smooth.
Trying to troubleshoot. I kept my old version of SmoothDoom handy for testing.
AMD Radeon 5850 running Catalyst 13.4
Old version of SD + pre-upgrade GZDoom install = smooth flats/textures
Old version of SD + virgin new GZDoom install = smooth flats/textures
Old version of SD + just-upgraded GZDoom install = old textures (this suggests it's GZDoom)
Latest version of SD + virgin new GZDoom install = old textures
Latest version of SD + just-upgraded GZDoom install = old textures (the fact that latest version of SD never has smooth textures suggests it's SD)
I don't know if this is reported at all yet, but I've come across an invisible chaingunner in Plutonia Map02 near the end. Similarly, there seems to be a chaingunner death variant with missing frames and it just vanishes while a chaingun farts out of the aether. Fairly common, but writing it down for the record.
Grigori wrote:Bullet casings (pistol and chaingun) sprites look like they clip through the ground a little bit.
They still do. Adjust Sprite Clipping doesn't help. Also, Fancy Bullet Puffs don't work for SSG.
You can fix the bullet casings easily by just going into slade then going into sprites -> effects -> casings then just moving their position above the horizontal line in the display (consider the line the floor, any part below the line will sink under). I recommend only doing this with the "death" sprites of the casings
I'm not exactly sure how G/Zooms spite clipping adjustment option works but I think whatever kind of actor the casings it is really isn't really effected by it, You see more of a change with monsters, items, decor, etc.
I've done manual sprite adjustment in a number of mods (namely Hideous Destructor) where the sprite adjustment option fails to change. I could be wrong on this, but it seems when you mess about with scaling, there are scaling values where the scaled sprite won't be adjusted. A good example is 9mm casings and 12ga casings; the former's scaling is at a value that still works with sprite adjustment, while the latter is at a scaling that causes 1 line of pixels in the sprite to sink into the ground.Anything that's default size, like in regular Doom, is scaled properly, however.
Medicris wrote:I don't know if this is reported at all yet, but I've come across an invisible chaingunner in Plutonia Map02 near the end. Similarly, there seems to be a chaingunner death variant with missing frames and it just vanishes while a chaingun farts out of the aether. Fairly common, but writing it down for the record.
"farts out of the aether" is gold. How many chaingunner variants are there for one of the most chaingunner-rife mapsets to have only one that's bugged?
First of all, Gifty, thanks for all the effort you put into this mod, it's truly impressive stuff.
I took the liberty of fixing a couple of very minor things, mostly for my own enjoyment, but since this is a popular mod and there hasn't been any updates recently, I figured someone out there might find these small fixes useful.
Corrections made to SmoothDoom.pk3:
Spoiler:
Moved the contents of GLDEFS to the root directory in order to fix the dynamic lighting.
Fixed a typo in GLEDFS that caused the "inverted" dynamic lighting of the Chaingunner:
Adjusted the "dead state" frames of the shell casings and shotgun shells to eliminate the ground clipping:
Update 20/06/2015: enabled dynamic lighting for all the monster variants (Zombieman V1, V2 and V3, Shotgun Guy V1 and V2, and Chaingunner V2) which previously didn't generate light with their attacks.
But perhaps more importantly, I also updated droplets_SDcompat.pk3 to make droplets_unlimited_v12.pk3 work properly with the latest version of Smooth Doom:
Corrections made to droplets_SDcompat.pk3:
Spoiler:
Updated DECORATE.TXT to match all current Smooth Doom's death animations.
Copied Smooth Doom's updated GLDEFS to the root directory and modified the relevant monster entries (Zombiemen, Shotgun Guys, Chaingunners and Arch-Vile) to match Droplet's replacements, in order to enable dynamic lighting for their attacks.
There's probably a more elegant way of doing this, but I'm not well-versed in Doom editing; I literally downloaded SLADE just for this. And, hopefully, these fixes will be obsolete once the original authors decide to update their mods or compatibility patches.
But if you're like me and want to enjoy the best of both worlds right now, this should do. I tested the fixed PWADs thoroughly and didn't notice any issues, even when used in conjunction with other popular enhancements like SBrightmaps or NC HUD; but if any experienced modder wants to take a look and make some improvements of his own, I'd be more than happy to switch to his version.
Would it be okay to use sprites from this project in my own doom mods? I know that you didn't make everything in this pack, as it comes from a wide variety of sources, but I feel like I should ask if overall it would be okay?
EDIT: Just put a video up showcasing a new effect I've been working on! This is the thing that's been holding up the new update, in case you were wondering.
ShinyCrobat wrote:Would it be okay to use sprites from this project in my own doom mods? I know that you didn't make everything in this pack, as it comes from a wide variety of sources, but I feel like I should ask if overall it would be okay?
I encourage anybody to use my stuff and spread it around, so long as it's made reasonably easy for people to find out where that stuff came from (TL;DR please just credit me ). The other things I've dumped into Smooth Doom have pretty much all been community resources, so I don't think there's anything wrong with using them yourself as long as you credit the people involved (my credit list has become a bit of a clusterfuck, so if you're unclear on the origin of a really particular resource I can probably help you out).
The super broad, super general rule of thumb is:
Animation work (except weapons) came from me
All goodies or extras (variants, Doom64 stuff, etc.) came from other people
MISS wrote:I took the liberty of fixing a couple of very minor things, mostly for my own enjoyment, but since this is a popular mod and there hasn't been any updates recently, I figured someone out there might find these small fixes useful.
Bless you, man. I had made a couple of these fixes myself for the new version, but it's taking me forever to release so I appreciate you putting out a hotfix while I'm getting my shit together. Particularly the droplets issue, which was totally stumping me. Great first post! (Better than my first post!)
Oh yeah, and RE: Arachnotron Xdeath, it's on my official wishlist for the next big milestone. It'll happen, it's just been trickier than the other monsters.
I aready posted about Melties in the Doomworld thread, so I don't want to repeat myself, but I just had a thought: It's easier to check for Alt-Death sequence against sector type as that's a binary test (damaging or non-damaging), but testing against damaging Terrain type would allow for more expansion - melting in a Nukage sector, burning up in a Lava sector, freezing/getting covered with snow in an Ice sector, exploding into gibs in a Void/Outer Space sector. Each type of 'corpse death' would require its own set of sprites, so the possibilities are almost limitless. A modder would be able to define his own non-damaging Terrain types. A 'Warehouse' sector where the corpse is attacked and eaten by rats. A 'Graveyard' sector where skeletal hands come out of the ground and drag the corpse down.
And now that these things have poured out of my brain, I realize "That way madness lies".