Now that sounds like an excellent use of the dual pistols idea...JudgeGroovy wrote:One idea/thought, would be awesome if dual pistols were an alternate option for the zombieman rifle.
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.
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.
- DoomKrakken
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Re: Smooth Doom
- JudgeGroovy
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Re: Smooth Doom
Technical question, was curious about lighting / brightmaps. I haven't been loading GZDoom's lights and brightmaps pk3s, and I notice SmoothDoom has those effects, notably on the torches. Are there any differences between the lighting and brightmaps in your mod, and the ones in the default GZDoom pk3s? Especially the lighting.
And I assume we're not supposed to load those PK3s along with SmoothDoom, since it wold be redundant, or would it matter? I know the brightmaps would differ because of the new animations anyway. Thanks.
And I assume we're not supposed to load those PK3s along with SmoothDoom, since it wold be redundant, or would it matter? I know the brightmaps would differ because of the new animations anyway. Thanks.
Re: Smooth Doom
I believe it's just the default pk3 definitions with the names changed to work with the new actors.
Re: Smooth Doom
The SmoothDoom lights are redefined to include all the extra frames (and the renamed actors, like Rowsol said). I'm pretty sure loading the standard lighting PK3s won't wreck anything, but they probably won't work as intended. The brightmaps are similarly redefined, so the standard brightmaps PK3 won't work, and the ones included in SmoothDoom are currently disabled because they aren't finished. (They work, though, if you feel like enabling them yourself)
Doom64 chainsaw bug
Hello, I have recently installed a new version, tested it out in ultimate doom, everything seems to work fine, i set the weapons and the pickups to look like doom64 but i noticed a problem with the chainsaw.
The wepon sprite when on the floor looks like the doom64 chainsaw, and this is fine, i pick it up and the weapon idle animation is indeed the one of doom64 but when i use it the sprites revert back to the classic doom chainsaw.
This didnt happen in a previous release.
Screenshots in the spoiler
The wepon sprite when on the floor looks like the doom64 chainsaw, and this is fine, i pick it up and the weapon idle animation is indeed the one of doom64 but when i use it the sprites revert back to the classic doom chainsaw.
This didnt happen in a previous release.
Screenshots in the spoiler
Spoiler:
- LemonWolf3322
- Posts: 5
- Joined: Wed Jul 08, 2015 1:16 pm
Re: Smooth Doom
Well, I have another suggestion. Epic 2 has quite a few monster variants, namely an alternate dark imp (which is grey and has green eyes rather than being black and having yellow eyes), a revenant with green glowing eyes, and a chaingunner that has a bandana, handkerchief, or headband wrapped around the top of his head to make him look like a ninja or something. You could use one of those monster sprites as a variant for one of the monsters. Another idea for a variant is a Diabolist edit in Brutal DooM (I don't know the original source, sorry) which gives the Arch-vile horns. That would make for a pretty cool variant too.
- DoomKrakken
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Re: Smooth Doom
Original source for what? If you're referring to the Diabloist, it's one of Eriance's creations.
I prefer Arch-Viles with horns over "bald" Arch-Viles. (THANK YOU BRUTAL DOOM!)
I prefer Arch-Viles with horns over "bald" Arch-Viles. (THANK YOU BRUTAL DOOM!)
- sappinmahsentry
- Posts: 20
- Joined: Fri Sep 04, 2015 5:17 pm
Re: Smooth Doom
This is a really nice mod, if it's your first time playing doom, use this as a gateway. All that said I do have a tiny nitpick, Doomguy's eyes should move much, much faster than that. They should move as fast as our eyes, where we can see them move. Doomguy always moves his eyes as far as he can to the side, so his eyes should always move at peak speed, which is about 900°/s. I would also like if people made smooth versions of other mods, such as Nazis, or Wolfendoom.
- raymoohawk
- Posts: 1153
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Re: Smooth Doom
noticed a possible bug, when using freedoom the demon starts out with the freedoom worm (saem for the spectre). it may be a problem on my end tho, since im using a slightly older gzdoom build (for some reason cant access the drd page to get latest)
- Devianteist
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Re: Smooth Doom
This also occurs in GLOOME 2e09053718-release (whatever that means) as well as GZDoom 1.8.10.raymoohawk wrote:noticed a possible bug, when using freedoom the demon starts out with the freedoom worm (saem for the spectre). it may be a problem on my end tho, since im using a slightly older gzdoom build (for some reason cant access the drd page to get latest)
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Spilskinanke
- Posts: 14
- Joined: Sat Sep 19, 2015 9:01 pm
Re: Smooth Doom
Great work man, do you think you can do something like Smooth Heretic in the far future? That game needs some love, and better weapon animations.
Re: Smooth Doom
Can I use the rocket launcher, explosion, barrel and supershotgun sprites for a project of mine? I'll credit of course
Re: Smooth Doom
Yep! Just so you know, the explosion was done by Minigunner and a lot of the weapon stuff is modified from other people's resources (Doom64 weapons are mainly Cage, PCDoom weapons are Perkristian). I THINK the barrel is CeeJay; it comes from the Doom Forever mod. The Doom64 weapons are probably the only sprites where I'd warrant a credit, myself.
Re: Smooth Doom
Can I find all of the credits in the credit lump?
Re: Smooth Doom
The names are in there, but the attributions are a little vague; that's why I did my best to specify who did what in the post above.


