Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

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Gifty
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Re: Smooth Doom (With Dynamic Lights!)

Post by Gifty »

MaxVonSydow wrote:I thought about it yesterday while playing, is there something that could add more immersion.
And i though, what if the enemies would eject shell casings as well?
Don't know what you guys think about this, but i feel that could add to the experience.
If this was implented it should be a toggle option in the menu.
(shellcasings: off, player, player + monsters
Would be pretty damn badass to see the spiderdemon eject giant casings at monster speed.
Yeah, actually, this is also something I want to do. It would be super easy, I just keep forgetting. :P
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zrrion the insect
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Re: Smooth Doom (With Dynamic Lights!)

Post by zrrion the insect »

Switches could be done with some XLAT/ACS/CVARINFO magic, but it would only work in doom/boom format maps since XLAT doesn't translate lines in Hexen or UDMF maps, but it would be better than nothing I suppose.
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Reisal
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Re: Smooth Doom (With Dynamic Lights!)

Post by Reisal »

Is it all right to use some of the assets here (particularly some monster sprites) in my own mod?
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Gifty
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Re: Smooth Doom (With Dynamic Lights!)

Post by Gifty »

Yeah, certainly. :)
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Reisal
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Re: Smooth Doom (With Dynamic Lights!)

Post by Reisal »

All right, thanks. Credits for the assets I've used (mostly monster) were added.

I've also noticed some attacks have one sided frames, such as the zombieman and chaingunner (and lesser extent, a single frame for the sergeant). Are these being worked on?
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Gifty
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Re: Smooth Doom (With Dynamic Lights!)

Post by Gifty »

Indeed they are; Sarge started those "weapon draw" frames for extra flash, and I just never finished the rotations. I've been working real slow lately, but I will get to it.

Sorry, I know my excuse for everything is SARGE ATE MY HOMEWORK. :P
Naitguolf
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Re: Smooth Doom (With Dynamic Lights!)

Post by Naitguolf »

I've tried to play with Knee-Deep in ZDoom, but once i choose fists, i cannot select back any other weapon, also some "!" appears ocasionally...
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Reisal
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Re: Smooth Doom (With Dynamic Lights!)

Post by Reisal »

I think KDiZD has weapon replacements, which explains it.
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Gifty
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Re: Smooth Doom (With Dynamic Lights!)

Post by Gifty »

The monsters-only version of Smooth Doom might fix that, but I can't speak for KZiZD's custom monsters and textures.
Onslaught Six
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Re: Smooth Doom (With Dynamic Lights!)

Post by Onslaught Six »

I didn't like the default HUD face's animation cycle, it wasn't "random" enough for me, because Doomguy's eyes are always going from center to left, to center to right, and back to center. This isn't how I imagine someone who is glancing in different directions would realistically look, and the vanilla game doesn't do it either--if you watch vanilla Doomguy, there will be moments where he glances directly from left to right, because of how the face animations are randomized. In addition, there was the blinking Doomguy mod by NightFright, which I believe came from the original topic for this, but was never added.

So here's a patch that fixes both of these things. What I did was, instead of randomly playing the "look left" or "look right" animations, there is one solid "looking around" animation, which is relatively long and random-looking to simulate actual randomness. I also added blinking to the "angry" shooting face, although as it currently exists, it sometimes causes the animation to continue to play for a little bit after you stop firing--feel free to remove this if you don't like it. I also didn't like two frames of the "full health" looking animation, so I made my own. (I realize the goal of the mod is to be "smooth" but it looked...inhumanly smooth, instead of natural.) Hopefully you'll like it and decide to add it to the mod. (To run the patch, just load it after SmoothDoom.)
https://dl.dropboxusercontent.com/u/626 ... inkmod.wad

I am also working on a destructible objects add-on, which you could probably make a toggle-able option. (Also, I think a few of the monster deaths are just a tad too quick--the regular Imp death and Caco death, for example, are just a little too fast.)
Side note: There are some common additional attack frames for the Baron (and subsequently, Hell Knight) that I'd love to see added to this project, even if they go "unused" since the vanilla game doesn't use them. Here's the sprites I'm talking about:
Image
Ashenwraith
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Re: Smooth Doom (With Dynamic Lights!)

Post by Ashenwraith »

Getting this error, sorry if I missed it in a previous post--am new here. I think maybe because I don't have Sprite Fixing Project working with this right?

SmoothDoom.pk3:decorate/zombieman.txt" line 36: Unexpected token string constant "MoDeathToggle"

===================

Apparently this has something to do with data loading and the .bat

Does anyone know what goes into the bat?

I've tried:

ZANDRONUM.exe skulltag_actors.pk3 skulltag_data.pk3 SmoothDoom.pk3

And of course I don't have skulltag_data.pk3 from the installation so instead I tried:

ZANDRONUM.exe skulltag_actors.pk3 zandronum.pk3 SmoothDoom.pk3

Still it doesn't work.
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Gifty
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Re: Smooth Doom (With Dynamic Lights!)

Post by Gifty »

I'm thinking the problem is that you're using Zandronum, which Smooth Doom doesn't support (I guess I should put some sort of disclaimer up for that, most mods do). Mainly I test in Zdoom, and to a lesser extent GZdoom; sorry for not mentioning that in the OP. Welcome to the forum, though!

Also, OnslaughtSix, good work on all this stuff; I can't wait to see what you're doing with the destructible objects. The "rampage" face animation is something I've experimented with before, and I'm not really happy with how it plays out currently (the fact that it has to finish the sequence before returning to the normal face bugs me, and I haven't been able to get around it) so I think I'm going to leave it as-is for now. The blinking on the idle face, though, looks GREAT and I will totally add that.
I remember finding those baron sprites when digging through the Brutal Doom resources, and I wouldn't mind adding them but I feel like there should be some kind of context; perhaps there could be some kind of effort to make the baron visually different from the knight, so they're not strictly palette swaps?
Onslaught Six
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Re: Smooth Doom (With Dynamic Lights!)

Post by Onslaught Six »

Gifty wrote:Also, OnslaughtSix, good work on all this stuff; I can't wait to see what you're doing with the destructible objects. The "rampage" face animation is something I've experimented with before, and I'm not really happy with how it plays out currently (the fact that it has to finish the sequence before returning to the normal face bugs me, and I haven't been able to get around it) so I think I'm going to leave it as-is for now. The blinking, though, looks GREAT and I will totally add that.
Completely understandable. I think unless the HUD face code gets altered significantly soon, this is the best we'll get. (It would be nice if it could "cut off" the animation entirely when the shooting ends, instead of stopping the "loop.")

There's actually already a default pack of destructible shit I'll be basing it off of; some of the static items will just remain unchanged while the animated items (torches etc.) will need a little work. Shouldn't be a problem though, just needs time and effort!
I remember finding those baron sprites when digging through the Brutal Doom resources, and I wouldn't mind adding them but I feel like there should be some kind of context; perhaps there could be some kind of effort to make the baron visually different from the knight, so they're not strictly palette swaps?
Well, the way I used the sprites (in an older unfinished "enhancement" type mod) was to give the Barons another attack; they would randomly use these sprites and spit out a three-way attack, which wasn't very significantly more difficult than their standard attacks, but changed things up a little bit. I think that itself is a little bit beyond the scope of this project, however. (That won't stop me from wanting the sprites, and unfortunately I'm not a very good animator myself.) Likewise, I think differentiating the Hell Knights too much goes a little beyond this project's scope, to remain relatively vanilla.

I was always a fan of replacing Hell Knights with Hell Warriors or Satyrs from R667, myself, but that's neither here nor there. (I would like the scope of this to increase slightly to offer revamped versions of some common R667 monsters like the red horned and mech leg Pinkies, Soul Harvesters, etc. although I think their usage would be best done as a side pack.)
Ashenwraith
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Re: Smooth Doom (With Dynamic Lights!)

Post by Ashenwraith »

Gifty wrote:I'm thinking the problem is that you're using Zandronum, which Smooth Doom doesn't support (I guess I should put some sort of disclaimer up for that, most mods do). Mainly I test in Zdoom, and to a lesser extent GZdoom; sorry for not mentioning that in the OP. Welcome to the forum, though!

Also, OnslaughtSix, good work on all this stuff; I can't wait to see what you're doing with the destructible objects. The "rampage" face animation is something I've experimented with before, and I'm not really happy with how it plays out currently (the fact that it has to finish the sequence before returning to the normal face bugs me, and I haven't been able to get around it) so I think I'm going to leave it as-is for now. The blinking on the idle face, though, looks GREAT and I will totally add that.
I remember finding those baron sprites when digging through the Brutal Doom resources, and I wouldn't mind adding them but I feel like there should be some kind of context; perhaps there could be some kind of effort to make the baron visually different from the knight, so they're not strictly palette swaps?
Any plans for Zandorum or GZdoom compatibility?

If it's a compatibly issue than perhaps some frames/data are simply missing or undefined?

==============

By the way, what format are the graphics in--are they protected from editing?
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Gifty
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Re: Smooth Doom (With Dynamic Lights!)

Post by Gifty »

GZdoom compatibility is already a go, I just added dynamic lights! All I meant was that I don't test GZdoom as heavily or as often as standard Zdoom since I'm a software snob. :P

Zandronum compatibility isn't really on my to-do list—personally I find it to be kind of a superfluous port, and since it's primarily for multiplayer I figure not a lot of people will want to play this mod with it anyway.

The graphics are in basic Doom format, you can edit them as much as you like, all you have to do is get a utility that can convert them to PNG so they're editable (I suggest SLADE).

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