Spoiler:
Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
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: 133
- Joined: Wed Jun 16, 2010 1:19 pm
Re: Smooth Doom (all non-bosses finished!)
This is when it started being unplayable. Why can't this just be a simple mod? Why does it have to introduce stuff like this?
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- Posts: 966
- Joined: Sun Jan 13, 2013 6:48 pm
- Location: Hell
Re: Smooth Doom (all non-bosses finished!)
I just hope that when the final version come out all can be change with a inside menu and no with the mutator, honestly it start to feel like some kind of dlc
better to switch things on/off than keep several files
better to switch things on/off than keep several files
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- Posts: 127
- Joined: Fri Jul 10, 2009 1:08 pm
Re: Smooth Doom (all non-bosses finished!)
Installed and I'll be using this from now it. I'll be even happier when the option to remove the ketchup comes along; that and smooth bosses!
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- Posts: 615
- Joined: Sat Jun 15, 2013 8:21 pm
Re: Smooth Doom (all non-bosses finished!)
Good news, everyone!

More to come on the delicate fineries resting within.

More to come on the delicate fineries resting within.
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- Posts: 526
- Joined: Sun Aug 27, 2006 6:10 am
- Location: some where
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- Posts: 522
- Joined: Mon Apr 09, 2012 12:27 pm
Re: Smooth Doom (all non-bosses finished!)
Given that this project's name is now Smooth Doom (which is an excellent name :]) maybe you should get permission from the folks behind the smooth weapon animations project and whomever did the "smooth switches" mod to make it encompass all those things, for 100% smoothness all around.
Agree on being able to turn off ketchup, it's a bigger liberty to take with the game's aesthetics than simply smoothing animations.
This project kicks ass!
Agree on being able to turn off ketchup, it's a bigger liberty to take with the game's aesthetics than simply smoothing animations.
This project kicks ass!
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- Posts: 502
- Joined: Wed Mar 17, 2004 6:16 pm
- Location: London
Re: Smooth Doom (all non-bosses finished!)
Great mod
I really like it. A lot! 
By the way, looking to the sky on level 1 Episode 1 for DooM, i wonder if could be feasible to animate the clouds to make more dynamic!


By the way, looking to the sky on level 1 Episode 1 for DooM, i wonder if could be feasible to animate the clouds to make more dynamic!
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- Posts: 615
- Joined: Sat Jun 15, 2013 8:21 pm
Re: Smooth Doom (all non-bosses finished!)
Thanks very much! PK's smooth weapons are already bundled in here (from the improved release), and I'm still trying to track down the smooth switches, as I'd bundle those in a heartbeat. If anybody knows where to find those, let me know. (edit: similarly, if anyone knows where I could get the bullet casing sprites from Blood that would also be helpful)JPL wrote:Given that this project's name is now Smooth Doom (which is an excellent name :]) maybe you should get permission from the folks behind the smooth weapon animations project and whomever did the "smooth switches" mod to make it encompass all those things, for 100% smoothness all around.
Agree on being able to turn off ketchup, it's a bigger liberty to take with the game's aesthetics than simply smoothing animations.
This project kicks ass!
Unfortunately I think an animated sky texture would be a pretty crazy undertaking, I don't think I could do it.
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- Posts: 502
- Joined: Wed Mar 17, 2004 6:16 pm
- Location: London
Re: Smooth Doom (all non-bosses finished!)
Yeah, indeed. I will do if couldGifty wrote:Unfortunately I think an animated sky texture would be a pretty crazy undertaking, I don't think I could do it.


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- Posts: 771
- Joined: Mon May 17, 2010 9:45 am
Re: Smooth Doom (all non-bosses finished!)
This is all I could manage to find so far: http://forum.zdoom.org/viewtopic.php?f=37&t=34400Gifty wrote:I'm still trying to track down the smooth switches, as I'd bundle those in a heartbeat. If anybody knows where to find those, let me know.
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- Posts: 1112
- Joined: Sat May 22, 2010 12:49 pm
Re: Smooth Doom (all non-bosses finished!)
Now that I think of it, the thing that mostly annoys me in these blood particles is the fact that they're super-duper Hi-res sprites that do not fit with rest of the world.
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- Posts: 35
- Joined: Sun May 06, 2012 1:24 pm
Re: Smooth Doom (all non-bosses finished!)
It's unanimous: the spatter particles are too high-res. Make them lower-res and they'll fit the game's old-school pixelated aesthetic better. I think you should implement the spatter particles from the Nashgore wad; they look more appropriate and won't cause slow-down.
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- Posts: 1075
- Joined: Fri Aug 10, 2007 11:13 pm
Re: Smooth Doom (all non-bosses finished!)
I think you need to learn the definition of unanimous, because two people saying it's too high-res out of however many people have said anything about the gore so far isn't it.scissorman11785 wrote:It's unanimous: the spatter particles are too high-res. Make them lower-res and they'll fit the game's old-school pixelated aesthetic better. I think you should implement the spatter particles from the Nashgore wad; they look more appropriate and won't cause slow-down.
I'm going to make this clear for anyone who may not understand the issue: the gore's appearance is not the issue. In fact, I think it looks fine. The issue is that there's so much of it that looking in the direction of several gibbed corpses results in immense amounts of slowdown, and when it's still "in flight" it obstructs the player's view to an unnecessary degree. However, there's no need to discuss fixes for it because he's already working on it, as a gore slider is appearing in the next update. Or at least a gore option, I'm not sure if it'll be a slider. So can we stop complaining about the gore and move on to talking about actual problems, please?
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- Posts: 35
- Joined: Sun May 06, 2012 1:24 pm
Re: Smooth Doom (all non-bosses finished!)
I admit that I exaggerated when I said 'unanimous,' but quite a few people other than myself have taken issue with the spatter particles. They look too crisp and out of place in a game as awesomely retro as Doom.
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- Posts: 35
- Joined: Sun May 06, 2012 1:24 pm
Re: Smooth Doom (all non-bosses finished!)
I apologize for my nagging. I'll stop now.