Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

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

Post by Ramirov »

Hi Gifty, i like your work overall.

I was working in a personal mod, it's a mix of Smooth Doom with Dead Marine sounds (i love the 'ching' sound of the chaingun) and an unused asset i've found in the files (the rifle). and other stuff.

This personal project has grown up (no that much) over time, so was thinking on releasing to the public, with your permission of course, since you're the creator of both mods afore mentioned.
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Delfino Furioso
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Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by Delfino Furioso »

Delfino Furioso wrote: Thu Aug 11, 2022 6:14 pm
Delfino Furioso wrote: Fri Oct 08, 2021 3:16 am Hi everybody,
after trying many monsters-only variants of SD and being dissatisfied with most of them I've decided to have a shot at it myself
I'm pretty happy with the results, so I've thought to share them here (feedbacks are welcome)
I went ahead and made a new revision, which ended up incorporating many other changes:
- removed all toggable features (leaving only the extra death animations)
- removed the MENUDEF, CVARINFO, LOADACS lumps (they were used for managing the features' toggles)
- removed most DECORATE actor definitions, keeping only those for Monsters and Projectiles
- removed all unused GFX/SFX resources (effects, gore, weapons, items, powerups, decorations...)
- removed the ANIMDEFS, DECALDEF, KEYCONF, SBARINFO, SNDINFO, TERRAIN lumps (they had no use anymore)
- converted all remaining GFX resources to Truecolor PNGs
- introduced new naming convention for actors
- reorganized the pk3 contents (lump filtering, decorate/gldefs file naming)

Enjoy!
I decided to re-introduced weapons animations (taken from a mod by ScubaSteve)
I've also removed all GLDEFS definition and test for compatibility with ZDOOM 2.8.1 and ZANDRONUM.

The mod is now hosted on GitHub and everything is properly credited:
https://github.com/liPillON/SmoothDoomL ... ses/latest

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

Post by RevanGarcia »

I could be wrong, but there used to be a version of Smooth Doom with monster variants (imps with different faces, zombies with helmets, etc.).
Was I wrong or does anyone have it?
EmperorGrieferus
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Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by EmperorGrieferus »

RevanGarcia wrote: Wed Aug 23, 2023 5:06 pm I could be wrong, but there used to be a version of Smooth Doom with monster variants (imps with different faces, zombies with helmets, etc.).
Was I wrong or does anyone have it?
https://www.mediafire.com/file/6rxovbr6 ... r.pk3/file
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RevanGarcia
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Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by RevanGarcia »

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

Post by SaturnsRing »

I know others here have asked about weapon-only variants before, but I was hoping for something slightly different. These are hands down some of the best animations for the Doom arsenal- and 64's too- and I can't live without these versions of the weapons if I'm gonna be using smoothed animations, plus no other pack offers 64's weapons. But the other weapon-only mods I've picked up print hundreds of errors into the console because they were poorly separated, lack the smoothed water splashes and casings, and more importantly the Plasma Rifle tends to use the pickup sprite... which not only renders renders it invisible, but also it's incompatible with the recent Voxel Doom mods because of this. Funny thing is, all the voxel pickups for the vanilla weapons all work minus the Plasma Rifle! (and the 64 variants, but I don't mind that.)

If anyone's whipped up or plans to make a weapon-only edit that fixes the Plasma Rifle and keeps the effects (And the mugshot. It's perfect.), I'd love to know and give it a shot. I have no modding experience in Doom, and don't want to end up being the next one to make a version that dumps 500 errors per level.
Last edited by SaturnsRing on Sun Dec 10, 2023 3:11 am, edited 1 time in total.
PhoenixCyanFire
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Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by PhoenixCyanFire »

Glitched animations when used with Wadsmoosh. Don't know if anyone else is having this problem. I have the classic weapon textures equipped not the doom 64 one, and it is the classic, except when I fire the weapons it uses the doom 64 version. And some of them are the doom 64 version but uses the classic when I shoot them, like the pistol. Dont know why. please help
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Tormentor667
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Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by Tormentor667 »

Is there a summary somewhere where you can read what's included in Smooth Doom 2.0?
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naidrox
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Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Post by naidrox »

PhoenixCyanFire wrote:
> Glitched animations when used with Wadsmoosh. Don't know if anyone else is
> having this problem. I have the classic weapon textures equipped not the
> doom 64 one, and it is the classic, except when I fire the weapons it uses
> the doom 64 version. And some of them are the doom 64 version but uses the
> classic when I shoot them, like the pistol. Dont know why. please help

Is that the only issue you've encountered with Wadsmoosh? I'm planning to tinker with the mod a bit myself so if there's anything else I might give it a look and try patching it out.

I have a workaround for now - you can comment out the lines of code that enable Smooth Doom weapons to disable them completely (open the .pk3 archibe in SLADE, edit the DECORATE file and put "//" in front of each line that alters weapons) and install Smooth Weapons Enhanced (https://github.com/NightFright2k19/gzdoom_perk-enhanced - the master branch on GitHub is compatible with Wadsmoosh, at least I haven't ran into any obvious issues myelf). They're arguably better than the Smooth Doom ones but follow the same idea.

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