Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Projects that alter game functions but do not include new maps belong here.
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.
sibullski
Posts: 22
Joined: Fri Apr 17, 2020 11:28 pm

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by sibullski »

mamaluigisbagel wrote:honestly I'd like that option too, but only for the sake of using other mods with the smooth monsters. I believe before you could comment them out in the pk3 but it never worked for me.
smooth monsters FTW
User avatar
inbtwn
Posts: 6
Joined: Sun Mar 12, 2017 6:11 pm
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: Somewhere

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by inbtwn »

mamaluigisbagel wrote:honestly I'd like that option too, but only for the sake of using other mods with the smooth monsters. I believe before you could comment them out in the pk3 but it never worked for me.
I second this. An option for toggling this, or at least a seperate 'SmoothDoom_MonstersOnly.pk3' file for v2 would be nice.
User avatar
Slax
... in rememberance ...
Posts: 2121
Joined: Tue Oct 19, 2010 7:01 am
Location: Window office.

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by Slax »

Spriteclad wrote:SmoothDoom_MonstersOnly.pk3
Vote number 3, right here.
bricks041059
Posts: 13
Joined: Mon Jun 24, 2019 11:24 am
Graphics Processor: nVidia with Vulkan support

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by bricks041059 »

i personally only really care for the smooth weapons, the smooth monsters aren't really a must for me. and i don't think the mod would lose sense if it had more options.
TheOldKingCole
Posts: 245
Joined: Wed Jan 30, 2019 7:12 pm

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by TheOldKingCole »

So I noticed that the weapon sprites are somewhat pulled back compared to how they should be. I'm not really a fan of this, is it possible to get a setting to extend the sprites?
User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by Gifty »

TheOldKingCole wrote:So I noticed that the weapon sprites are somewhat pulled back compared to how they should be. I'm not really a fan of this, is it possible to get a setting to extend the sprites?
This is part of the weapon sway mod, I'm going to try and tweak it before the next update as it is a little bit weird.
Dist.Dog
Posts: 2
Joined: Sat May 20, 2017 1:56 am

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by Dist.Dog »

There are a couple of bugs that I've found
  • Lost Souls just dissapear after impacting
  • The chaingun sound cut offs as soon as you stop pressing fire
And some opinions/suggestions
  • The bloodsplatters look cool, but I feel like it shouldn't look so dark and flat, as the original sprite looked like a puncture rather than a mist of blood
  • Maybe the revenant could be it's separate actor? Not with a different sprite but with a different sound, like crackling firecrackers rather than loud ricochets.
  • The rifle is very good, thank you.
DefectiveByDesign
Posts: 13
Joined: Sun Oct 04, 2020 11:52 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by DefectiveByDesign »

Can someone fix the incompatibility with smooth weapon and Neural upscale mods?
https://www.doomworld.com/forum/topic/1 ... nt-2121975
https://www.doomworld.com/forum/topic/9 ... e-2x-v-10/

The smooth weapon mod only works if I disable the plamagun and pistol in decorate, and change the doomguy.txt weapon names to their originals.
As for the Neural upscale, it only works with textures that smoothdoom doesn't replace, and it would be great if the new textures were made compatible instead of outright disabling them.

additional: I found a bug in the baron, as he claws his arm around when walking.

Also:
https://www.youtube.com/watch?v=q2i6FXVjNT0
Maybe someone can look into this app.
Last edited by DefectiveByDesign on Wed Oct 07, 2020 6:07 am, edited 1 time in total.
User avatar
Panzermann11
Posts: 147
Joined: Wed Sep 14, 2016 1:30 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: 'Nam, baby!

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by Panzermann11 »

Dist.Dog wrote:The bloodsplatters look cool, but I feel like it shouldn't look so dark and flat, as the original sprite looked like a puncture rather than a mist of blood
Speaking of that, I feel like the new blood and gore effects don't fit Doom whatsoever and looks like it belongs in a Build Engine game or something. The new blood impact sprite should belong in the enhanced sprites option, the vanilla ones can just keep the one from the old version.

I also find the gore effects in the old version to be more detailed and fitting; you can see big amounts of blood exploding and plenty of their chunks remains splattering all over the place and they all still look good enough to be in Doom, artstyle-wise.

I get the new blood effects in 2.0 still has to be finished but they seem to be heavily toned down compared to the old version; the gib effects doesn't look that good anymore while other big enemies like the cacodemon and baron/knight is just reduced to a simple gib sprite. That's it, no sastifying blood explosion nor flying gibs whatsoever.

I think it'd be a good idea if 2.0 had stuck with the ones in the old version (And at least try to improve upon it) instead of competely remaking them.

These are the gore effects in 2.0 along with the cacodemon ones:



And these are from the current stable version:

Last edited by Panzermann11 on Fri Sep 17, 2021 8:29 am, edited 1 time in total.
sr_ludicolo
Posts: 1
Joined: Thu Oct 01, 2020 12:41 pm

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by sr_ludicolo »

Hey G is there a way to make it so only monsters are smoothened so I can use other weapon mods? BTW great work love this mod.
DoomeRez
Posts: 9
Joined: Sat Aug 03, 2019 8:47 pm

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by DoomeRez »

Hey all!

Can somebody tell me if there is a way to change default bullet impact effects to water splashes when shooting liquids?

As far as I understand Smooth Doom already has water splashes built in according to this post:
Gifty wrote:Destructible objects aren't something I was planning on doing, but OnslaughtSix is experimenting with them and if he produces anything I'll add it. Brightmaps are on the horizon, mostly dread has been holding me back. :P

Oh, and water splashes are already in, silly!
But when I shoot water/slime/any other liquid I get default effects (smoke and sparks). On a side note when shells drop into water they produce correct water splashes.
You do not have the required permissions to view the files attached to this post.
User avatar
Gen5lock131
Posts: 32
Joined: Wed Sep 09, 2020 3:27 am
Graphics Processor: nVidia (Modern GZDoom)

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by Gen5lock131 »

Can anyone tell me if there is a way to make Smooth Doom compatible with Reikall's Voxels (viewtopic.php?f=46&t=58340&hilit=reikall) ?
Or is it a lost cause? There seem to be some incompatibilities in regards to the explosive barrels and the plasma gun.
Keel
Posts: 1
Joined: Mon Oct 15, 2018 6:42 pm

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by Keel »

Is it normal that Archviles can resurrect gibbed monsters when using this mod?
dmslr
Posts: 74
Joined: Tue Aug 06, 2019 2:11 am

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by dmslr »

Keel wrote:Is it normal that Archviles can resurrect gibbed monsters when using this mod?
They can even without the mod.
Scuba Steve
Posts: 1059
Joined: Sat Mar 27, 2004 8:56 pm

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by Scuba Steve »

DefectiveByDesign wrote:Can someone fix the incompatibility with smooth weapon and Neural upscale mods?
https://www.doomworld.com/forum/topic/9 ... e-2x-v-10/
About a month ago, it was pointed out to me that the Smooth Weapon neural upscale mod I made in that thread was linked incorrectly... if you download it now from the link above, it should work properly now.

Return to “Gameplay Mods”