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
Actually, that sounds like a clever idea, if one wanted to load all of them at the same time. I like it!
Just change around some names, though... the big one should be called "Smooth Doom Complete" and the base version should be just "Smooth Doom".
Just change around some names, though... the big one should be called "Smooth Doom Complete" and the base version should be just "Smooth Doom".
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rileymartin
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Re: Smooth Doom
I got a question about PWADs with custom monsters. I'm playing some Bloodstain which has a new Baron with different attacks but Smooth Doom overwrites him with a regular Baron. Is this mod incompatible with with WADs that add/change enemies or is there a way to load it so that it only affects vanilla monsters and weapons but leaves the custom stuff alone? For instance, running it with something like Valiant.
Re: Smooth Doom
If you load Smooth Doom first and then Bloodstain, then Bloodstain will overwrite anything Smooth Doom had initially loaded (so custom monsters and what not). The Baron would then not be smooth unlike everything else in the mod but the custom attacks and looks from Bloodstain would still load.rileymartin wrote:I got a question about PWADs with custom monsters. I'm playing some Bloodstain which has a new Baron with different attacks but Smooth Doom overwrites him with a regular Baron. Is this mod incompatible with with WADs that add/change enemies or is there a way to load it so that it only affects vanilla monsters and weapons but leaves the custom stuff alone? For instance, running it with something like Valiant.
If you wanted a smooth baron while keeping the custom Bloodstain changes, a patch would need to be made.
Re: Smooth Doom
The baron will be smooth regardless of load order because wads for the most part only replace the actual sprites and not the actor (ie. decorate). The issue will be that the sprites will alternate and look stupid if you don't load smooth doom last.
As for Valiant, that uses DeHacked monsters, and those are not compatible with any monster replacement. He made the VE edition a little while back that removed the DeHacked monsters, so you can play that wad now with Smooth doom if you want.
As for Valiant, that uses DeHacked monsters, and those are not compatible with any monster replacement. He made the VE edition a little while back that removed the DeHacked monsters, so you can play that wad now with Smooth doom if you want.
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rileymartin
- Posts: 40
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Re: Smooth Doom
What happens when I load Smooth Doom before Bloodstain is the Baron has the new model, but whenever he attacks the sprite switches to the Smooth Baron which does the default attack and not the double plasma the new one throws. Maybe I'm not getting something about the load order, but I just use ZDL and put Smooth Doom before Bloodstain in the external files section.
Re: Smooth Doom
Did you try putting it after?
- wildweasel
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Re: Smooth Doom
Does Bloodstain use ZDoom features to define the new Baron, or does it only include a DEHACKED patch? If it's the latter, you might need to create a modified version of Smooth Doom that removes the Baron altogether, due to the strange behavior ZDoom uses whenever DEHACKED is involved.
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rileymartin
- Posts: 40
- Joined: Wed Jan 27, 2016 7:10 am
Re: Smooth Doom
Yep. That's how I originally played the first 15 maps of the mod and didn't realize there's a new Baron until reading about it on the forums. I assumed everything was working fine since the new Auto-Shotgun Guy and Afrit monsters were working as intended.Rowsol wrote:Did you try putting it after?
It comes as a single .wad file and there's no .deh with it, if that's what you mean.wildweasel wrote:Does Bloodstain use ZDoom features to define the new Baron, or does it only include a DEHACKED patch? If it's the latter, you might need to create a modified version of Smooth Doom that removes the Baron altogether, due to the strange behavior ZDoom uses whenever DEHACKED is involved.
Re: Smooth Doom
There is actually a DEHACK text file within the wad that has some mods for the Baron which causes the issue.rileymartin wrote:Yep. That's how I originally played the first 15 maps of the mod and didn't realize there's a new Baron until reading about it on the forums. I assumed everything was working fine since the new Auto-Shotgun Guy and Afrit monsters were working as intended.Rowsol wrote:Did you try putting it after?
It comes as a single .wad file and there's no .deh with it, if that's what you mean.wildweasel wrote:Does Bloodstain use ZDoom features to define the new Baron, or does it only include a DEHACKED patch? If it's the latter, you might need to create a modified version of Smooth Doom that removes the Baron altogether, due to the strange behavior ZDoom uses whenever DEHACKED is involved.
Re: Smooth Doom
I forgot to add this: Smooth water, lava, blood, waste, mud, etc. animations
- zrrion the insect
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Re: Smooth Doom
Iirc those are already in.
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Alexandra
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Re: Smooth Doom
This is odd. I just updated to latest GZDoom and now enemies (all enemies? not sure, at least shotguns and imps) seem to double in UV. Tracked the issue to SmoothDoom.
screenshot
Granted I'm still running a SmoothDoom from August 15 so that may be creating an unexpected interaction w/ new GZDoom. Haven't updated since I always need to rejigger a few things in Slade to make it work with my WAD setup.
screenshot
Granted I'm still running a SmoothDoom from August 15 so that may be creating an unexpected interaction w/ new GZDoom. Haven't updated since I always need to rejigger a few things in Slade to make it work with my WAD setup.
Re: Smooth Doom
Actually, they were formerly included in main mod, but they were moved into separate file to keep compatibility with mods that include new textures.zrrion the insect wrote:Iirc those are already in.
Re: Smooth Doom
What about the Stealth monsters?
Re: Smooth Doom
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.
