Project S.I.D.E. - A Complete Overhaul PLUS Upscale
Forum rules
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.
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- Posts: 6
- Joined: Mon Sep 04, 2017 1:58 am
Re: Neural Smooth Doom (ANOTHER Massive update)
Would there be any way to use the normal quality smooth doom first person weapon sprites with the upscaled smooth monsters decoration etc?
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- Posts: 126
- Joined: Mon May 25, 2015 10:52 am
Re: Neural Smooth Doom (ANOTHER Massive update)
Yes; You'll have to remove those sprites from the hi-res folder.Equus wrote:Would there be any way to use the normal quality smooth doom first person weapon sprites with the upscaled smooth monsters decoration etc?
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- Joined: Thu Apr 02, 2020 8:53 pm
Re: Neural Smooth Doom (ANOTHER Massive update)
I updated all of the mods but I'm not a big fan of the audio changes. Deleting the sound folder in SmoothDoom_SE.pk3 made the Chaingun sound go mute. Is there any way to properly remove the new sounds? Can I use the regular SmoothDoom.pk3 ?
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- Posts: 126
- Joined: Mon May 25, 2015 10:52 am
Re: Neural Smooth Doom (ANOTHER Massive update)
Delete every sound in the Sound Folder, but keep the folders; Then Delete everything in SNDINFO from //Weapon Sounds but end at //footsteps, that'll revert everything back.wardo wrote:I updated all of the mods but I'm not a big fan of the audio changes. Deleting the sound folder in SmoothDoom_SE.pk3 made the Chaingun sound go mute. Is there any way to properly remove the new sounds? Can I use the regular SmoothDoom.pk3 ?
Also...
UPDATE 3
Added Extended Sprites to every weapon to work better with Sway mods
Added a TON of Sounds;
Chase and Pain sounds are now 2 for (almost) every monster
More Death sounds (Spent an hour looking up Camel noises to pick out 2 new death sounds for the Imp, not my proudest moment)
Player Pain Sounds (Sourced from Dead Marine)
More Decoration Sounds (Also, sourced from Dead Marine)
Weapon Pickups and Switching sounds.
Adjusted Volumes
Resourced a huge chunk of sounds themselves, now 100% less ear-bleed.
Weapon Select/Deselect Animations with sound and Vanilla behavior (Animation sourced from Beautiful Doom); Turns out all Selections/deselections use 15 tics.
Lost Souls now have Bone chunks fly at death
Zombie, Shotgunner, and Chaingunner now have sound queues to help with telegraphing
All fire decorations have been smoothed out further.
Nash Gore has been updated to Hotfix.
Addons has been updated (WIP) adding Waterfalls and various TNT/Plutonia fixes (Not done with it)
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- Posts: 209
- Joined: Sun Jun 22, 2014 12:47 am
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Kadingir Sanctum, Hell (Postal Code: 666)
Re: Neural Smooth Doom (ANOTHER Massive update)
Looks groovy.
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- Posts: 1059
- Joined: Sat Mar 27, 2004 8:56 pm
Re: Neural Smooth Doom (ANOTHER Massive update)
I'll be completely honest; the new weapon animation frames look terrible. They simply don't fit with the rest of the aesthetic and feel completely out of place. I would leave them as simply upscaled smoothed frames as they were in the previous version, they felt less jarring.
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- Posts: 126
- Joined: Mon May 25, 2015 10:52 am
Re: Neural Smooth Doom (ANOTHER Massive update)
I'm a little confused, is it all of the new Select/Deselect Animations or some of the new sprites inserted for said animations?Scuba Steve wrote:I'll be completely honest; the new weapon animation frames look terrible. They simply don't fit with the rest of the aesthetic and feel completely out of place. I would leave them as simply upscaled smoothed frames as they were in the previous version, they felt less jarring.
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- Posts: 219
- Joined: Fri Nov 03, 2017 6:05 pm
Re: Neural Smooth Doom (ANOTHER Massive update)
Probably the select/deselect animations since they're not smoothed out like the other animations. Same can be said for the extra death animations that were added. I like what you're going for, but unless the new additions can be given the "Smooth Doom" treatment, then they do kind of clash with the rest of the aesthetic.Kazudra wrote:I'm a little confused, is it all of the new Select/Deselect Animations or some of the new sprites inserted for said animations?Scuba Steve wrote:I'll be completely honest; the new weapon animation frames look terrible. They simply don't fit with the rest of the aesthetic and feel completely out of place. I would leave them as simply upscaled smoothed frames as they were in the previous version, they felt less jarring.
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Re: Neural Smooth Doom (ANOTHER Massive update)
select/deselect
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- Posts: 126
- Joined: Mon May 25, 2015 10:52 am
Re: Neural Smooth Doom (ANOTHER Massive update)
Quick update; Weapon Select/Deselect have been smoothed out. Black gloves coming soon.
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- Joined: Tue Apr 28, 2020 3:51 pm
- Graphics Processor: nVidia with Vulkan support
Re: Neural Smooth Doom (ANOTHER Massive update)
This is a fantastic mod, and I really appreciate all the work you put into making things work. Everything looks great!
However, I prefer the vanilla sounds over the ones provided here. I tried following the instructions above (modifying SNDINFO and deleting sounds) however the game lags at certain points and clearly I did something wrong.
Could you perhaps share the pk3 with unmodified sounds, or help guide me through the previous instructions with more detail?
However, I prefer the vanilla sounds over the ones provided here. I tried following the instructions above (modifying SNDINFO and deleting sounds) however the game lags at certain points and clearly I did something wrong.
Could you perhaps share the pk3 with unmodified sounds, or help guide me through the previous instructions with more detail?
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- Posts: 1059
- Joined: Sat Mar 27, 2004 8:56 pm
Re: Neural Smooth Doom (ANOTHER Massive update)
It appears the plasma decal fix still isn't quite right... the entire image displays now, but it's offset to the lower right instead of centered on the burn mark.
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- Posts: 126
- Joined: Mon May 25, 2015 10:52 am
Re: Neural Smooth Doom (ANOTHER Massive update)
It really depends; what sounds would you want to keep?catoshell wrote:This is a fantastic mod, and I really appreciate all the work you put into making things work. Everything looks great!
However, I prefer the vanilla sounds over the ones provided here. I tried following the instructions above (modifying SNDINFO and deleting sounds) however the game lags at certain points and clearly I did something wrong.
Could you perhaps share the pk3 with unmodified sounds, or help guide me through the previous instructions with more detail?
I'm going to make Ambient sounds Optional.
I just fixed them, turns out I have to use the hi-res version AS the default decal and scale it down instead of simply using the hires folder, the bright side is that I can now add more rotations to the Decals.Scuba Steve wrote:It appears the plasma decal fix still isn't quite right... the entire image displays now, but it's offset to the lower right instead of centered on the burn mark.
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- Joined: Sat Mar 27, 2004 8:56 pm
Re: Neural Smooth Doom (ANOTHER Massive update)
Can you post just the patch?
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- Joined: Mon May 25, 2015 10:52 am
Re: Neural Smooth Doom (ANOTHER Massive update)
Okay.
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