SmoothDoom Weapons Hi-Res-VanillaComplete;Refinement stage

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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Jamie Faith
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Re: SmoothDoom Weapons Hi-Res-VanillaComplete;Enhancements s

Post by Jamie Faith »

Thanks but those arent 4x upscaled tho
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Darkcrafter
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Re: SmoothDoom Weapons Hi-Res-VanillaComplete;Enhancements s

Post by Darkcrafter »

v 0.96 - SSG enhanced. Now the doomguy holds two red shells instead of 1 like in the original Doom, contributes to SSG's brutality more - in my opinion of course.
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Darkcrafter
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Re: SmoothDoom Weapons Hi-Res-VanillaComplete;Refinement s

Post by Darkcrafter »

v0.97 - January 20, 2021 update - the majority of guns polished a bit more.
iBrokeMyAss
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Re: SmoothDoom Weapons Hi-Res-VanillaComplete;Refinement sta

Post by iBrokeMyAss »

dammnnnn looks pretty sick
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Darkcrafter
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Re: SmoothDoom Weapons Hi-Res-VanillaComplete;Refinement sta

Post by Darkcrafter »

As soon as I think this looks done "enough" I will try to upscale the stuff even further. I'm thinking on adding black gloves variant but this is what I'm really not sure about; or not that soon. The work is super tedious! :blergh:
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Darkcrafter
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Re: SmoothDoom Weapons Hi-Res-VanillaComplete;Refinement sta

Post by Darkcrafter »

v.0.98 - April 5, 2022 update some enhancements here and there, chainsaw, zombieman riffle, and minor pistoll oddities were fixed.
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Darkcrafter
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Re: SmoothDoom Weapons Hi-Res-VanillaComplete;Refinement sta

Post by Darkcrafter »

v0.981 - April 20, 2022 update, plasmagun edits.
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SpecialSidekick
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Re: SmoothDoom Weapons Hi-Res-VanillaComplete;Refinement stage

Post by SpecialSidekick »

Great work, thank you! I am enjoying this mod a lot. 2 nitpicks though. The muzzle flash of the chaingun isn't centered and appears to be slightly to the right. This wasn't an issue with your earlier mod (the one for normal doom instead of smooth). Also, the knuckle of the middle finger on the left hand is doing weird things when firing the pistol. I believe it's just one frame that's used twice during the firing animation. Looks like some kind of A.I. issue.

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