Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

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Gifty
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Re: Smooth Doom (all non-bosses finished!)

Post by Gifty »

S'all good! You'll be pleased to know that a blood splatter toggle was the first thing I added to the new options menu. The update should be coming along really soon, there's just a minor but persistent bug I have yet to crack.

The "options" update is live! You may now find some of your requests or pet peeves toggleable in-game, no messy mutator system. I've also fixed the blood colors and have begun the process of adding Xdeaths for the remaining monsters.
scissorman11785
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Re: Smooth Doom (Now Customizable!)

Post by scissorman11785 »

FREAKING AWESOME!!! The Xdeath for the pink demon kicks ass; I can't wait to see what you do for the stronger enemies. What other options are you planning to add?
mallo
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Re: Smooth Doom (Now Customizable!)

Post by mallo »

IoS' explosions look weird. :(

Also, the "faces" texture glitches out in software renderer. No idea why, as it seems you didn't touch that part.

Oh, also the splashes in the brown water (I don't even wanna know what's in it) are green.

EDIT: Not sure why, but Revenant seems slower than usual. That's because in it's Spawn state the frames are 3 tics long instead of 2. (Tip: The total length of frames in See/Spawn/Death states doesn't really matter, as it doesn't modify gameplay in any way.)
Last edited by mallo on Sun May 04, 2014 4:37 pm, edited 2 times in total.
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Enjay
 
 
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Re: Smooth Doom (Now Customizable!)

Post by Enjay »

mallo wrote:Also, the "faces" texture glitches out in software renderer. No idea why, as it seems you didn't touch that part.
Ah, but it has been touched. It's set to warp. The texture is not a power of 2 size (128x96) and I don't think that can warp properly in software.


Some minor points. I think the fake float-bobbing of the powerups looks too jerky. Definitely not smooth. Why not use real floatbobbing?

Some randomisation in the trajectories of ejected casings would be good. If you stand in one spot firing the chaingun, each and every casing ends up bouncing in the same way and ends up resting in the same place. It looks odd. :P

I noticed that the baron's blood has red bits in the splats. Is this intentional? Not sure if any other monsters are similarly affected.

Image
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Yutrzenika
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Re: Smooth Doom (Now Customizable!)

Post by Yutrzenika »

Digging all the new flair. The only little minor nitpicks I have is the shells that eject from the pistol are too big to be pistol shells, that, and they look a little dull. And then the Super Shotgun, kinda ejects them sideways, instead of straight out. Giving the shells a bit more variety in how they bounce, and how they eject would be neat too, but like I said, all super minor stuff.
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Jaxxoon R
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Re: Smooth Doom (Now Customizable!)

Post by Jaxxoon R »

Love this mod... Except for how Lost Souls have suddenly become unstoppable sentries of death; In the original you could always sidestep them, now they turn around in midair without warning and gore you repeatedly. Could you looked into what causes this?
Something I really like is the smoother HUD face, but if I could suggest an addition, would you consider the Jaguar's gib animation? It's actually a lot higher-res than the PSX version so it'd be easier to work with.
Blue Shadow
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Re: Smooth Doom (Now Customizable!)

Post by Blue Shadow »

Enjay wrote:I noticed that the baron's blood has red bits in the splats. Is this intentional? Not sure if any other monsters are similarly affected.
I don't think it is. The red bits are just not properly translated, since they're out of the color range that the translation covers. The translation only covers the bright red range (168:191), not the "fleshy" red one (32:47) which these untranslated pixels use. This applies to the blue blood, as well.
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twinkieman93
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Re: Smooth Doom (Now Customizable!)

Post by twinkieman93 »

Jaxxoon R wrote:Love this mod... Except for how Lost Souls have suddenly become unstoppable sentries of death; In the original you could always sidestep them, now they turn around in midair without warning and gore you repeatedly. Could you looked into what causes this?
Cacodemons are also much more aggressive, often shooting two or three lightning balls in a row without pause. I'm not sure how simply adjusting frame lengths and/or adding new frames would result in either of those things. o_0
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Enjay
 
 
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Re: Smooth Doom (Now Customizable!)

Post by Enjay »

twinkieman93 wrote:I'm not sure how simply adjusting frame lengths and/or adding new frames would result in either of those things. o_0
If they are calling and unmodified [wiki]A_Chase[/wiki] more often, they are deciding whether to attack or not more often. Using A_Chase like this:

Code: Select all

A_Chase ("","")
for the additional instances prevents the enemy jumping to an attack sequence and so stops the aggressiveness being increased. Of course, some instances that can put the monster into attack mode should be left in place.
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twinkieman93
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Re: Smooth Doom (Now Customizable!)

Post by twinkieman93 »

So... just cutting out the extra A_Chase uses should fix it?

EDIT: I gave the code a once-over and the frames have in fact been altered; the see state for those monsters in particular has been shortened for some odd reason. Probably because they don't really move their non-existent legs and thus he thought they could get by with a single frame? I dunno.

EDIT 2: The reason became kinda clear when I set the parameters back to normal; the flight movement is a bit jittery. But gameplay should take precedence over the smoothness, and everything ELSE about him is smooth, so... yeah. I also discovered the reason for the lost souls terrifying new homing ability; the "goto Missile+2" was never changed to account for the extra frames to skip. They just loop into their attack until it hits something. While a screaming sentient revenant rocket sounds like a good idea for a monster, that's not what the lost soul is. Should be an easy fix, just change the 2 to a 6.
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Gifty
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Re: Smooth Doom (Now Customizable!)

Post by Gifty »

I have to say that Cacodemon thing has been driving me up the wall until now; I checked and rechecked the tic rates and everything checked out, so I thought maybe I was just seeing things. I didn't know that the smoothened see state triggered the attack impulse more times than necessary (although I should have because I remember now making a similar mistake with another monster). Many thanks for looking into that stuff.

I'm going to be honest about the blood translations and say I thought it could pass as "bits of meat" until I had a better grasp of how translations work. If there was purple in there I would certainly have changed it, but the red bits didn't look terribly out of place to me at the time. All this to say I've learned a lot in a short amount of time and I can make it completely green now.
Mallo wrote:IoS' explosions look weird. :(

Also, the "faces" texture glitches out in software renderer. No idea why, as it seems you didn't touch that part.

Oh, also the splashes in the brown water (I don't even wanna know what's in it) are green.
The face texture is subject to the same warping effect that makes the liquids look so smooth. Unfortunately, the face texture will only warp properly in OpenGL. I've been debating reversing that since I'm a software zealot, but I hadn't reached a verdict yet. As for the Icon of Sin death, that defines its own explosion rather than feeding from the standard rocket actor, so I'm going to have to get in there somehow and define a smoother explosion. The trouble is I think the scripting for the Bossbrain operates on a deeper level than just actor definitions, so I wouldn't be sure where to look. Technically bosses aren't supposed to be done yet, though, so I don't know that I'm on the hook for that one yet. As for the liquid splashes, I've actually been meaning to disable (most of) the flying liquid particles because I don't like them, so that issue will be fixed by removing the particle completely. :P
Jaxxoon R wrote:Something I really like is the smoother HUD face, but if I could suggest an addition, would you consider the Jaguar's gib animation? It's actually a lot higher-res than the PSX version so it'd be easier to work with.
I'm glad you noticed the smooth mugshot, it's something I'd like to do more with once I learn how not to break it. :P Not sure what you mean about the Jaguar gibbing, though; could you elaborate?

With all that said, I've put up a small update to fix issues brought up after the options menu went out. This recent feedback has been massively helpful, so thanks you guys, and see the changelog for a full report. Most of the things mentioned in this post should be taken care of. C:
EDIT: nice catch with the revenant movement speed, Mallo. I just added that fix to today's update.
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Mav3rick
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Re: Smooth Doom (Now Customizable!)

Post by Mav3rick »

There is a problem with the blood, well nothing drop blood or leave a mark of blood on the floor so far, only caco drop blood but the rest of the team is always clearn and i guess you remove practically all the blood :/ even when you kill them with rocked only little pieces and no blood at all which make it almost too saint and clean

oh and a little suggestion, dunno if you may be able to make the attack of certain enemies more animated, like the arch-vile, in the moment he do the invoking will be nice see him do some kind of flashing or see the flames focus in his hands and arms, and the baron when he will do the fire ball it will shine some and reflect that light on him ;)
mallo
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Re: Smooth Doom (Now Customizable!)

Post by mallo »

Gifty wrote:Not sure what you mean about the Jaguar gibbing, though; could you elaborate?
I think he means that face:
Spoiler:
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Slax
... in rememberance ...
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Re: Smooth Doom (Now Customizable!)

Post by Slax »

This is pretty neat. Many thanks.
NiGHTMARE
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Re: Smooth Doom (Now Customizable!)

Post by NiGHTMARE »

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

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