Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

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Jaxxoon R
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Re: Smooth Doom (FLIP THE SWITCH!)

Post by Jaxxoon R »

Something I've noticed is that the Chainsaw and Rocket Launcher pickups display their PC sprites for a split second when the map first loads, It's especially noticeable in The Spirit World. Also, whatever you did to gimp infighting effects custom monsters as well.
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Rowsol
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Re: Smooth Doom (FLIP THE SWITCH!)

Post by Rowsol »

Robomorons wrote:Okay, so I was playing along with the thing and I noticed that monsters weren't infighting as much as they should. The lost souls were infighting but the big dudes weren't. In order to double check this, I went to the Fortress of Mystery in order to have the barons and cacos fight each other. Long story short, my suspicions were correct. They were not infighting. They were damaging each other, sure, but they were all focused on me. In order to triple check this, I went back to the Fortress of Mystery without Smooth Doom in order to make sure that the problem wasn't with GZDoom itself. It wasn't. The barons and cacos were infighting as they should. The problem itself stem from Smooth Doom and it's a problem that REALLY needs to be fixed ASAP.
For some bizarre reason he added +NOTARGET to the monsters so they can't infight. And also, instead of just inheriting from the original monsters he copy pasted all their basic info. Not really seeing the point.

I will say that I'm really impressed with the gib animation. Looks great, and I for one am glad the walls stay clean. One of my biggest gripes with brutal doom was the blood covering switches and me getting lost for 10 minutes because I couldn't see it.
Last edited by Rowsol on Thu May 29, 2014 9:57 pm, edited 1 time in total.
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Armaetus
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Re: Smooth Doom (FLIP THE SWITCH!)

Post by Armaetus »

Why is there terrain.wad in the PK3? Doesn't ZDoom/GZDoom/Zandronum use those by default?

Also, very nice job with the animations.
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Gifty
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Re: Smooth Doom (FLIP THE SWITCH!)

Post by Gifty »

Sorry that things have been quiet lately, I don't really have an excuse, although I will say that Counter Strike is a harsh mistress.
Rowsol wrote:For some bizarre reason he added +NOTARGET to the monsters so they can't infight. And also, instead of just inheriting from the original monsters he copy pasted all their basic info. Not really seeing the point.
That was all Sarge; I'm still a coding neophyte so I was afraid to monkey with his script for fear of breaking something, but it looks like parts of it were already broken. Monster infighting will be fixed in the next update, thanks for pointing out the cause of the issue.

Similarly, the Terrain wad was part of Sarge's old file structure and I've been putting off fixing it since it's a terrible mess in there. (thanks for the kind words you guys, by the way)
Jaxxoon R wrote:Something I've noticed is that the Chainsaw and Rocket Launcher pickups display their PC sprites for a split second when the map first loads, It's especially noticeable in The Spirit World. Also, whatever you did to gimp infighting effects custom monsters as well.
This is due to the weapons performing a check on spawning to see if 64 mode is turned on; currently the check takes a little longer than it needs to because I was afraid of bogging down the player's system, but maybe it would be ok to make it a little quicker so visual quirks like that don't happen. It's just that the last time I tried this, it was for all the Doom64 pickups and the CPU strain of all those powerups constantly checking and rechecking the script crashed Zdoom. I've been a little more timid since then. :P
zrrion the insect wrote:I noticed that there is an option to have Doom64 style items, as well as Doom64 weapons, I have some Doom-styled Doom 64 weapons that you could look at if you are interested: This.
Yes! I perused your stuff when I was working on the last update, I used your pickup sprite for the Rocket Launcher. Excellent stuff. I would love to use your Plasma Rifle, but I need to make cooldown sprites to match and that prospect frightens me. :P

FINALLY, thank to Nightmare for pointing out the KZID resources, those keycard rotations and dead marines might make it in somewhere.
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zrrion the insect
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Re: Smooth Doom (FLIP THE SWITCH!)

Post by zrrion the insect »

Gifty wrote:...that prospect frightens me.
Yeah, the frightfulness of a cool down frame for it is why I haven't made one yet. I'll see about giving it another try here before too long.
Naitguolf
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Re: Smooth Doom (FLIP THE SWITCH!)

Post by Naitguolf »

Aw, as much I love the smooth switch, could you please put it on an option toogle? Because using a hi-res wad turns once pressed the button to the lower res texture :(
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Rowsol
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Re: Smooth Doom (FLIP THE SWITCH!)

Post by Rowsol »

Ok, here's some things I've found wrong.

1. Cacodemon has a chase tic of 1 instead of 3. He will be 3x more aggressive as normal. Make sure to raise his speed to 8 if you fix this.
2. Lost soul chase tic was changed from 6 to 3 to accommodate the extra sprites but this makes them twice as aggressive as before. I took off +MISSILEMORE which sorta puts it back to vanilla.
3. Imps and barons/knights are slightly off, 1 or 2 tics in their missile states, don't remember which.
4. Zombieman chase tics changed from 4 to 3, but this is fine in my opinion considering how weak they are.
5. Demons and Spectres don't have the Fast tag on their "chase, melee, pain" states as they do on vanilla. They also have an 8 tic delay before biting, when it should be 16... and a 9 tic pain duration when it should be 4.
6. Fatso has 3 extra tics between each shot. Just reduce the 10 to a 7 on each occurrence.
7. Some of the monsters have chase sequences like ABCDCBA while others are normal like ABCD. Not really sure what's up with that.
8. 5OSS Q is a shotgunner sprite and it's on the end of the imp's Death1.
9. Arachnotron has a 7 tic delay between shots when it should be 8.
Last edited by Rowsol on Mon Jun 02, 2014 9:11 pm, edited 3 times in total.
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ravage
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Re: Smooth Doom (Now Customizable!)

Post by ravage »

NiGHTMARE wrote:Regarding the faces texture, you just need to increase its size to 128x128. Here's a 10 second attempt, someone else could undoubtedly produce something better - though if it's warping it doesn't really need to look perfect anyway.

Image
Image I made this a while back, perhaps it can be found a new home?
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Jaxxoon R
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Re: Smooth Doom (FLIP THE SWITCH!)

Post by Jaxxoon R »

Bad news cometh:
Image
A lamp for no reason? They don't call Satan the light bringer for nothing!
Looks like I've interrupted someone's romantic demonic dinner, here.
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Gifty
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Re: Smooth Doom (FLIP THE SWITCH!)

Post by Gifty »

Are you sure that's not on your end? I'm 99.9% sure that's not in the mod.
ravage wrote:*faces*
I made this a while back, perhaps it can be found a new home?
Excellent! As good as NiGHTMARE's version looked, a non-stretched one will be even better.
Rowsol wrote:Anyway, redoing all the code in this would take forever so I'm not gonna bother personally but it's all a mess like this. I know the base was Mark's work, and it shows. Not saying you should redo it all either, but it just sucks to look at it.
The fuckage is pretty daunting (and some of it's my own :P ), but I would like to make some kind of cleanup effort soon, since tiny errors in the monster code have a way of popping up later in the gameplay. The terrain wad is item number one, though, since the Russian doll packaging makes it a pain in the ass to edit.
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NeuralStunner
 
 
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Re: Smooth Doom (FLIP THE SWITCH!)

Post by NeuralStunner »

Personally, I would go ahead and restart "from scratch". You have the original-original actors to reference, and code itself shouldn't be too time-consuming. The result would be more reliable than trying to clean up all the more subtle problems.

(Saying this as someone who has rewritten several mods himself, after seeing them starting to become unworkable.)
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Sinael
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Re: Smooth Doom (FLIP THE SWITCH!)

Post by Sinael »

Is it possible to have this as a DEHACKEd mod? The smooth weapons mod have such version and it works fine.
The reason I ask is that there is a relatively new Doom port for android (not going to advertise here), based on prBoom+, and it supports such mods - smooth weapons work really well with it, and I see no reason to why smooth monsters would be different.
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NeuralStunner
 
 
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Re: Smooth Doom (FLIP THE SWITCH!)

Post by NeuralStunner »

Sinael wrote:Is it possible to have this as a DEHACKEd mod?
There would be enough unused states in the state table to smooth every monster. Now, if there's some kind of table expansion I don't know about, that would be another matter...
Onslaught Six
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Re: Smooth Doom (FLIP THE SWITCH!)

Post by Onslaught Six »

Gifty wrote: This is due to the weapons performing a check on spawning to see if 64 mode is turned on; currently the check takes a little longer than it needs to because I was afraid of bogging down the player's system, but maybe it would be ok to make it a little quicker so visual quirks like that don't happen. It's just that the last time I tried this, it was for all the Doom64 pickups and the CPU strain of all those powerups constantly checking and rechecking the script crashed Zdoom. I've been a little more timid since then. :P
IMO the entire thing weighs the mod down considerably. If you're going to do 64 smooth weapons, they should be an optional side-PK3 and not interfere with the monsters.
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Blox
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Re: Smooth Doom (FLIP THE SWITCH!)

Post by Blox »

I also love how much said "Doom64 mode" wrecks Zanbabwe compatibility.

But yes, if the mod has weird issues then rewriting it shouldn't be very hard. (Although it will be tedious.)

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