NotSoSeriousNick Posted March 9, 2021 (edited) 9 hours ago, lokbustam257 said: -Drag and drop all of the files to either prboom or glboom exe -Use PrBoom+ built-in launcher: -Use some alternative launchers like Doom Explorer -Make a thread about it on this webstite PrBoom + has a launcher? Never appeared to me, always had to use a .bat file. I did manage to make it work via .bat file, turns out I had made a mistake writing it, a missed space between the .wad file and the complevel. I appreciate the help! EDIT: I do have a question, in a bat file, if I want to add more than one wad, do I have to just write -file and then every wad I want to add, or to I need to write -file before each individual wad? Edited March 9, 2021 by NotSoSeriousNick Extra question 1 Quote Share this post Link to post
Andromeda Posted March 9, 2021 3 hours ago, NotSoSeriousNick said: EDIT: I do have a question, in a bat file, if I want to add more than one wad, do I have to just write -file and then every wad I want to add, or to I need to write -file before each individual wad? The former. 0 Quote Share this post Link to post
NotSoSeriousNick Posted March 9, 2021 1 hour ago, Andromeda said: The former. Thanks! 2 Quote Share this post Link to post
NecroPoster Posted May 16, 2021 Sorry to bump this thread but is there any way to make this compatible with Smoothed? Using both seems to bug out this mod (most noticeable with the SSG). 0 Quote Share this post Link to post
Scuba Steve Posted May 16, 2021 (edited) Smooth Doom has terrible animations, so I made changes to this version which has better timing and some altered frame artwork. It's more dynamic and hews closer to the durations and animation of the original game. I'm guessing that's why it doesn't work. Edited May 16, 2021 by Scuba Steve 3 Quote Share this post Link to post
Scuba Steve Posted January 21, 2022 On 2/18/2021 at 8:37 AM, Ralphis said: Just tagging @Scuba Steve and @Doomkid to remind them to tag me back if they ever get around to fixing the green fog on multiplayer item respawns. Have been using this on Odamex servers and, beside the wrong item respawn fog, players love it. Instead of trying to force this through dehacked... would something like dehextra being more beneficial for use with Odamex? 1 Quote Share this post Link to post
Ralphis Posted January 22, 2022 On 1/20/2022 at 11:52 PM, Scuba Steve said: Instead of trying to force this through dehacked... would something like dehextra being more beneficial for use with Odamex? As of a month ago, absolutely 0 Quote Share this post Link to post
Nefelibeta Posted February 10, 2022 This looks abosulutely tremendous. Really helps someone who don't use gzdoom. 0 Quote Share this post Link to post
Scuba Steve Posted February 10, 2022 I've got a DEHEXTRA version being tested right now to make sure it stays vanilla compatible and doesn't break demos. 7 Quote Share this post Link to post
HavoX Posted February 10, 2022 Why, that would make it even better! 0 Quote Share this post Link to post
Scuba Steve Posted July 7, 2022 DEH Extra Smooth Weapons I completely rewrote the smooth weapons to now take advantage of DEHExtra... no more stealing frames and code pointers from other entries, this works with any port that supports DEHExtra. Tested with vanilla and no desynchs with demos... however, complevel9 (boom2.02) fails occasionally and I can't figure out why. Maybe someone can figure it out. 18 Quote Share this post Link to post
Doomkid Posted July 7, 2022 Awesome work as usual Steve! 23 minutes ago, Scuba Steve said: complevel9 (boom2.02) fails occasionally and I can't figure out why. Maybe someone can figure it out. Could it have something to do with how cl9 handles SSG reloading a bit differently? (To clarify, that thing where Doomguy loads 2 nonexistent shells into the barrel after you run out of ammo) 3 Quote Share this post Link to post
Thelokk Posted July 7, 2022 (edited) 29 minutes ago, Scuba Steve said: DEH Extra Smooth Weapons I completely rewrote the smooth weapons to now take advantage of DEHExtra... no more stealing frames and code pointers from other entries, this works with any port that supports DEHExtra. Tested with vanilla and no desynchs with demos... however, complevel9 (boom2.02) fails occasionally and I can't figure out why. Maybe someone can figure it out. Good stuff, though the chainsaw acts up a bit on GZDoom, which if I'm not wrong should support DEHExtra (tested DSDA and the issue isn't there): All other weapons work just fine. Zero idea what the issue might be, sorry. Edited July 7, 2022 by Thelokk 1 Quote Share this post Link to post
Doomkid Posted July 7, 2022 Looks like GZDoom is trying to center the weapon every few frames. Unlike vanilla Doom, most ZDoom family ports center the weapon when firing. I'm not sure if there's a way around this, since GZDoom seems to be interpreting one of the frames as being of the "ok center the weapon now because you're attacking" variety.. 3 Quote Share this post Link to post
Biodegradable Posted July 7, 2022 (edited) Considering we have NightFright's newer enhanced version made for GZDoom, which is the one I've been using for months now, it's a bit of a non-issue, at least for the time being. I guess it'd depend on if Steve wants to be super thorough about this version working across as many DEHExtra-supported ports as he can stomach programming/bugfixing it for. Edited July 7, 2022 by Biodegradable 1 Quote Share this post Link to post
Scuba Steve Posted July 7, 2022 Updated the file; now includes the decorate lump from the original vanilla smooth wad that fixes the chainsaw bug in ZDoom. There are still some weird visual problems with ZDoom because it has some of the worst dehacked support so you're better off using the decorate variant specifically for GZDoom. 4 hours ago, Doomkid said: Could it have something to do with how cl9 handles SSG reloading a bit differently? (To clarify, that thing where Doomguy loads 2 nonexistent shells into the barrel after you run out of ammo) Is there a way to account for this? What causes this? It would be interesting to know if the prior vanilla smooth weapons I tweaked desynchs or if there is something unique about the dehextra version. 9 Quote Share this post Link to post
s4f3s3x Posted September 22, 2022 Are monsters' animations included as well? 0 Quote Share this post Link to post
PKr Posted September 22, 2022 9 minutes ago, s4f3s3x said: Are monsters' animations included as well? No. 0 Quote Share this post Link to post
Ulukai Posted September 23, 2022 What is the latest version for chocolate doom? In this thread there are versions from different users and I don't know which one to use, because I'm having trouble getting it to work. I need help to load in choco. Sometimes a .deh file is included and other not. Which version is recommended for each port? 0 Quote Share this post Link to post
SoDOOManiac Posted September 24, 2022 18 hours ago, Ulukai said: What is the latest version for chocolate doom? In this thread there are versions from different users and I don't know which one to use, because I'm having trouble getting it to work. I need help to load in choco. Sometimes a .deh file is included and other not. Which version is recommended for each port? For Choco you should load the separate DEH file by -deh filename.deh or load the DEHACKED lump from PWAD file by -merge pwadname.wad -dehlump 0 Quote Share this post Link to post
Ulukai Posted September 24, 2022 4 hours ago, SoDOOManiac said: For Choco you should load the separate DEH file by -deh filename.deh or load the DEHACKED lump from PWAD file by -merge pwadname.wad -dehlump Thanks, it works now. I think I used dehextra version in sometime for mistake, copy paste error with files or names. I suppose that dehextra version doesn't work with Chocolate. The next step will be run Choco with Smooth Weapons and Sprite Fixing, if this is possible. 0 Quote Share this post Link to post
Revenant Boys Posted September 27, 2022 On 9/19/2018 at 8:25 AM, fraggle said: I've been sitting on this long enough that I figured I should probably just make a thread about it already and gather some wider feedback. I've been putting together a Dehacked/vanilla-compatible port of Perkristian's smooth weapons mod. While this has been ported to most source ports, as far as I know this is the first vanilla-compatible version, and I had to invent new tooling to gather together enough extra animation frames to make it work. Download here. I'll upload to idgames once I get enough feedback. Features: Replaces all weapons with versions that have more animation frames. I've made this as conservative as possible so that this is just "more animation frames" - you won't find any black gloves or extra fanciness here. Entirely vanilla-compatible and can be literally played with vanilla Doom (batch files are included in the .zip), and Chocolate Doom as well of course. Demo compatible with vanilla Doom - you can play back vanilla demos and they won't desync. Or you can record vanilla demos with it loaded and it shouldn't make any difference. It's been tested against over 9,400 demos from the Compet-N archive which all play back without desyncing (using statcheck). Palette compatible with major mods like BTSX using my limited palette hack (see video below) Source code for the Dehacked patch can be found here in the DEH9000 repository. Yes, that really is the source code. Yes it like gzdoom but is running in bosbox 0 Quote Share this post Link to post
Zaratul Posted September 27, 2022 I understand that post from 7th july has the newest version? OP should be updated with this file. 0 Quote Share this post Link to post
ERREX Posted October 31, 2022 Hi! So I'm not too invest in the whole modding scene etc, but I know and love the "Smooth DOOM" animations that "Gifty" did. It says in the description that the mod is not cross sourceport and so on, but would this be possible for you to do? Sorry for my lack of knowledge, but I would just love to play with this in Crispy DOOM :3 Gifty's Mod: 0 Quote Share this post Link to post
SoDOOManiac Posted November 9, 2022 On 10/31/2022 at 9:55 PM, ERREX said: So I'm not too invest in the whole modding scene etc, but I know and love the "Smooth DOOM" animations that "Gifty" did. It says in the description that the mod is not cross sourceport and so on, but would this be possible for you to do? Sorry for my lack of knowledge, but I would just love to play with this in Crispy DOOM :3 Smooth Doom was converted to DeHackEd by @VGA for use with e.g. Crispy Doom and Doom Retro You can also use the player's smooth weapon animations along with that 0 Quote Share this post Link to post
Proxmin-O Posted November 14, 2022 Now that after years of "enhancing" my skills towards photoshop, i want to redo my work (yes, all of them including the .deh). Just needed to find some DEH "tools" to work on... 0 Quote Share this post Link to post
liPillON Posted November 14, 2022 16 minutes ago, Proxmin-O said: Just needed to find some DEH "tools" to work on... https://doomwiki.org/wiki/WhackEd https://doomwiki.org/wiki/DEH_9000 1 Quote Share this post Link to post
Ralphis Posted November 15, 2022 10 hours ago, Proxmin-O said: Now that after years of "enhancing" my skills towards photoshop, i want to redo my work (yes, all of them including the .deh). Just needed to find some DEH "tools" to work on... I recommend DECOHACK, especially if you have any experience writing DECORATE lumps for zdoom. 2 Quote Share this post Link to post
Scuba Steve Posted November 15, 2022 @Ralphis, was the dehextra smooth weapons finished or was the complevel9 problem still unsolved? 2 Quote Share this post Link to post
Doomkid Posted November 15, 2022 I’m curious about that one too, would love to see it working without issue. 0 Quote Share this post Link to post
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