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
I'm kinda new to doom, but I thought that demons were unable to attack when being damaged with the chainsaw, in vanilla GZDoom (?). At least I don't remember being attacked in the past. But with Smooth Doom it happens to me from time to time. Is that suppose to happen?
- Caligari87
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Re: Smooth Doom
The actor being able to attack is determined by the PainChance (see wiki on [wiki]Pain[/wiki]). It's possible for a monster to avoid painlock even from the chainsaw if the random numbers line up right.
Now if that's unchanged in Smooth Doom then it should work as in regular Doom. If for some reason it's not behaving as expected, then I can only imagine that adding the extra frames to a monster is affecting the balance of the frames-to-damage ratio, but that seems unlikely.

Now if that's unchanged in Smooth Doom then it should work as in regular Doom. If for some reason it's not behaving as expected, then I can only imagine that adding the extra frames to a monster is affecting the balance of the frames-to-damage ratio, but that seems unlikely.
Re: Smooth Doom
The timings of the monsters and guns are inaccurate in Smooth Doom.
Re: Smooth Doom
Thanks, Caligari87! Yeah, I've read that on Wikia before coming here. But even though that seems to explain why monsters can avoid painlock even from the chainsaw, what keeps bothering me is that I can't recall that ever happening with me before with vanilla Doom. Specially not with the demons, whenever I got the chainsaw I felt like I was safe from them.
VGA explanation seems to make more sense to me. How inaccurate are those timings? And how does that affect the game?
VGA explanation seems to make more sense to me. How inaccurate are those timings? And how does that affect the game?
Re: Smooth Doom
Actually they were more accurate than I thought. But unless I made some mistake, these minor things need fixing:
I discovered some inaccuracies to the monsters' timings when I ported them to Dehacked, too.
EDIT: And yes, demons sometimes manage to attack through the chainsawing
I had the same problems:
https://www.doomworld.com/vb/doom-gener ... aw-demons/
Code: Select all
The plasma rifle takes 3 tics longer than it should to reload/cooldown after firing.
The SSG gets weapon-changed several tics faster than it should. (when you try to fire it and it doesn't have ammo)EDIT: And yes, demons sometimes manage to attack through the chainsawing
I had the same problems:
https://www.doomworld.com/vb/doom-gener ... aw-demons/
- JudgeGroovy
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Re: Smooth Doom
Anything you'd say is notable or noticeable? Other than the chainsaw thing.VGA wrote: I discovered some inaccuracies to the monsters' timings when I ported them to Dehacked, too.
Re: Smooth Doom
I haven't noted anything else. But I was playing Back to Saturn X E1 - Get Out of My Stations and this happened:

Isn't Smooth Doom compatible with Back to Saturn? Or did I do something wrong? Anyway, I'm hooked on Smooth Doom, can't play vanilla Doom without it :B

Isn't Smooth Doom compatible with Back to Saturn? Or did I do something wrong? Anyway, I'm hooked on Smooth Doom, can't play vanilla Doom without it :B
Last edited by wildweasel on Tue Mar 22, 2016 2:44 pm, edited 1 time in total.
Reason: Please use thumbnails or smaller images. See the Rules for a guide.
Reason: Please use thumbnails or smaller images. See the Rules for a guide.
Re: Smooth Doom
Back to Saturn X changes the palette and is therefore incompatible with pretty much everything else.
Re: Smooth Doom
I think you can use SLADE to convert all the sprites to the BTSX palette. That should work fine.
- Caligari87
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Re: Smooth Doom
Wouldn't it be possible to simply load a palatte/translation patch to accomplish the same without converting all the sprites?

Re: Smooth Doom
Creating said translation wouldn't really be simpler than converting all the sprites.
Re: Smooth Doom
Thanks, guys! Too much work for the lazy fellow here. I'd just have to play it vanilla... Or maybe it works just fine with Brutal Doom.
Re: Smooth Doom
this is literally all it takes mateaffemaria wrote:Thanks, guys! Too much work for the lazy fellow here. I'd just have to play it vanilla... Or maybe it works just fine with Brutal Doom.

program is SLADE3
- TheMightyHeracross
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Re: Smooth Doom
Don't forget to copy the sprites into a PWAD first! You don't want to do that to your Doom2.wad!
Re: Smooth Doom
The hell are you talking about, we are talking about Smooth Doom, not doom2.wad ...TheMightyHeracross wrote:Don't forget to copy the sprites into a PWAD first! You don't want to do that to your Doom2.wad!
Who would be so stupid?
Gonna check the timings tomorrow probably.
