Alaux Posted January 4, 2023 (edited) Smooth Doom MBF21 (or SD21 for short) is a recreation of the original ZDoom-based Smooth Doom using MBF21 and DSDHacked, therefore making it playable on a handful of ports outside of the ZDoom family. SD21 comes in two flavors: the standard edition features not only smooth animations, but also some of the original's optional fanciness features, such as extended gore, extra particle effects, bullet and shell casings, extra decorations and alternative death animations. If you want none of that extra fanciness, though, you can instead get the Classic Edition, with smooth animations only. If you fancy, a black gloves addon compatible with both editions is available too! Gameplay-wise, SD21 should be fairly close to vanilla -- probably even more so than Smooth Doom itself -- but not identical. More on that further down the post. While I can't really show off the animations with static images, I can show you the fancy effects: More screenshots: Spoiler All screenshots taken in Valiant: Vaccinated Edition. Note that this isn't an exact recreation of Smooth Doom; apart from obvious limitations, other general changes and/or improvements have been made, such as tweaks to the animations and particles, and I'll gladly continue to improve it based on community feedback. As should be implied by now, SD21 requires an engine with MBF21 and DSDHacked support, such as Woof, Nugget Doom or DSDA-Doom. Of course, due to the heavy usage of DeHackEd, it is prone to run into issues with mods that have their own DeHackEd patch for anything other than string replacements, but it might work in some cases (for example with Scythe 2 and Hydrosphere). Most pre-release testing (that is, playing through the entirety of Valiant VE with the mod) was done on Nugget Doom. Before reporting any bugs, please check the KNOWN BUGS section of the info text file. Lastly, while the intention is to keep vanilla gameplay intact, you still need to use Complevel 21 (MBF21) which will affect a fair bit of things. Due to that and some other factors, SD21 SHOULD NOT BE USED FOR DEMO RECORDING/PLAYBACK, generally speaking. Alright, that's all. Here are the download links: Smooth Doom MBF21 (file updated 04/Aug/2023) SD21 Classic Edition (file updated 04/Aug/2023) Black Gloves Addon (file updated 27/May/2023) As always, all and any feedback would be greatly appreciated. Have fun! Edited April 20 by Alaux 74 Quote Share this post Link to post
fai1025 Posted January 4, 2023 *sees those fancy effect* *downloaded* 2 Quote Share this post Link to post
Shepardus Posted January 4, 2023 Neat, I didn't know you could do all this with MBF21! 0 Quote Share this post Link to post
Dweller Dark Posted January 5, 2023 I already like Smooth Doom and it's related mods, but I'm using this as much as I can from now on. I do think I found something odd, though, sometimes there'll be random flashes on or around enemies. I'm not sure if it's specifically related to the mod, since I have dynamic lighting on and I'm using the hardware renderer with GZDoom. That spot near the exit door on Evilution's first map is where I noticed it. 0 Quote Share this post Link to post
Alaux Posted January 5, 2023 13 minutes ago, Dweller said: I do think I found something odd, though, sometimes there'll be random flashes on or around enemies. I'm not sure if it's specifically related to the mod, since I have dynamic lighting on and I'm using the hardware renderer with GZDoom. That spot near the exit door on Evilution's first map is where I noticed it. Not entirely sure of what might be happening there. That said, I really suggest you use the original Smooth Doom if you're on GZDoom, it's still superior in some ways if you ask me, not to say actually designed with that port in mind. 1 Quote Share this post Link to post
Mr Masker Posted January 5, 2023 Back when I used to use Gzdoom mainly, I used Smooth Doom for most of my Vanilla playthroughs, so to see this is very cool. Will absolutely download! 0 Quote Share this post Link to post
Alaux Posted January 7, 2023 (edited) Version 2 of SD21 has been released. Just a few minor changes, really. Nothing to point out, so have the full changelog: Spoiler - Gave DROPOFF and TELEPORT flags to multiple things - Added COMPLVL lump - Added missing names to some DeHackEd things - Updated [text file] to mention more known bugs Download link in the OP. Edited January 7, 2023 by Alaux 5 Quote Share this post Link to post
Floowand Posted January 7, 2023 Playing this with Bloodier Gibbing is really nice! 1 Quote Share this post Link to post
Sparktimus Posted January 7, 2023 Very very cool mod! I've tried this with Woof, Nugget Doom, and Doom Retro and it works like a charm. I do have a very specific bug to report though. Having the vertical recoil feature enabled on all three ports works mostly fine, but for both the shotgun and SSG, the recoil effect seems to trigger twice within half a second of each other. It seems to only do it on the initial reload animation for both guns. 0 Quote Share this post Link to post
Alaux Posted January 7, 2023 2 minutes ago, Sparktimus said: Having the vertical recoil feature enabled on all three ports works mostly fine, but for both the shotgun and SSG, the recoil effect seems to trigger twice within half a second of each other. It seems to only do it on the initial reload animation for both guns. You're right. I just tested it on Nugget Doom and I think I know why it happens: You may notice that the recoil happens when the shell casings are ejected. Said casings are spawned by dummy projectiles which then spawn the casings themselves. The dummy projectiles are spawned by means of MBF21's A_WeaponProjectile() action, which triggers recoil. It's not noticeable with the Pistol and Chaingun because the casings are spawned roughly in sync with the actual firing. I can't think of a way to prevent this for now, I hope it doesn't get very annoying. 0 Quote Share this post Link to post
Sparktimus Posted January 7, 2023 15 minutes ago, Alaux said: You're right. I just tested it on Nugget Doom and I think I know why it happens: You may notice that the recoil happens when the shell casings are ejected. Said casings are spawned by dummy projectiles which then spawn the casings themselves. The dummy projectiles are spawned by means of MBF21's A_WeaponProjectile() action, which triggers recoil. It's not noticeable with the Pistol and Chaingun because the casings are spawned roughly in sync with the actual firing. I can't think of a way to prevent this for now, I hope it doesn't get very annoying. Oh it's no biggie! I only switch the recoil effect on sometimes so it's nothing really all that pressing at all, just thought I'd pass it along c: Only thing I'd know to suggest is maybe have a separate version that doesn't include the shell casings, but this is probably an issue that I wouldn't be surprised if literally only me would notice or care about :V 0 Quote Share this post Link to post
Alaux Posted January 7, 2023 1 minute ago, Sparktimus said: Only thing I'd know to suggest is maybe have a separate version that doesn't include the shell casings, but this is probably an issue that I wouldn't be surprised if literally only me would notice or care about :V I thought about it for a bit. As mentioned in the OP, most of the fancy effects in SD21 are optional in Smooth Doom, so I might make a watered-down version without (some of) them if more people want it. 0 Quote Share this post Link to post
Sparktimus Posted January 7, 2023 7 minutes ago, Alaux said: I thought about it for a bit. As mentioned in the OP, most of the fancy effects in SD21 are optional in Smooth Doom, so I might make a watered-down version without (some of) them if more people want it. In the same vain as Smooth Doom itself, you could also have versions dedicated to just weapons or monsters only. 1 Quote Share this post Link to post
Alaux Posted January 7, 2023 6 minutes ago, Sparktimus said: In the same vain as Smooth Doom itself, you could also have versions dedicated to just weapons or monsters only. There are other mods that manage to do that with older standards (see Vanilla Doom smooth weapons and SMOOTHED), I don't think we need more of the same. Then again, I might make changes to weapon and monster animations that could warrant my own versions of those mods on the same standards. As said earlier, we'll have to see what the community wants. 1 Quote Share this post Link to post
rfomin Posted January 7, 2023 4 minutes ago, Alaux said: There are other mods that manage to do that with older standards (see Vanilla Doom smooth weapons and SMOOTHED), I don't think we need more of the same. But SD21 is more compatible with light DEHACKED mods, for example I tested it successfully with Scythe 2 and Sunder (Sunder crash with "Vanilla Doom smooth weapons"). 0 Quote Share this post Link to post
Sparktimus Posted January 7, 2023 Well as I've said, this bug is a very specific and minor bug that honestly doesn't do that much to bother me and only applies to one niche feature of those ports. I'd hazard a guess and say most people don't really play with recoil on in those ports so this is a very small nitpick on its own. Everything else has worked perfectly so far, though! 0 Quote Share this post Link to post
Alaux Posted January 7, 2023 1 minute ago, rfomin said: But SD21 is more compatible with light DEHACKED mods, for example I tested it successfully with Scythe 2 and Sunder (Sunder crash with "Vanilla Doom smooth weapons"). Well, not all states are modified and used for SD21's content (for example, the SS and Keen remain unchanged), so some things might just happen to work. It really depends on how each patch is built, so I personally wouldn't go around saying that it is, generally speaking, more compatible with other mods, and trying to make partial versions of SD21 with compatibility in mind would probably be hit-and-miss. 0 Quote Share this post Link to post
liPillON Posted January 8, 2023 hey! this is sweet AND neat! question: seeing as this requires complevel21, what if I use it to play a mapset designed for complevel9? would playing under CL21 prevent any CL9 quirks the maps are relying on from happening? sorry for the dumb question but complevels theory tends to fly well over my head... PS: if you are open to suggestions for this, I think that the blood effects happening when a monster gets hit could be nerfed a bit.. 0 Quote Share this post Link to post
Alaux Posted January 8, 2023 2 minutes ago, Delfino Furioso said: would playing under CL21 prevent any CL9 quirks the maps are relying on from happening? I'm not entirely sure, honestly, but I believe it is a possibility. Then again, I've been using complevel 21 as my default ever since I started using Woof (i.e. before I forked it and made Nugget Doom) and never noticed any issues, so you might just be fine. 6 minutes ago, Delfino Furioso said: PS: if you are open to suggestions for this, I think that the blood effects happening when a monster gets hit could be nerfed a bit.. I'll consider it. Are you asking due to performance or just personal taste? 1 Quote Share this post Link to post
Floowand Posted January 8, 2023 This does not provide compatibility with colored blood, right? When I shoot the cacos/baron/HK, a small amount of colored blood comes out and the rest in red. 0 Quote Share this post Link to post
liPillON Posted January 8, 2023 10 minutes ago, Alaux said: I'll consider it. Are you asking due to performance or just personal taste? just personal taste.. that was one of the things I removed when I made my personal edit of Gifty's work 1 Quote Share this post Link to post
Alaux Posted January 8, 2023 (edited) On 1/8/2023 at 5:53 PM, Floowand said: This does not provide compatibility with colored blood, right? When I shoot the cacos/baron/HK, a small amount of colored blood comes out and the rest in red. Due to how blood works in SD21, not all of it is colored appropriately. As far as I'm concerned, proper "compatibility" requires modification of the source ports themselves. Not a hard thing to implement if you ask me, but I don't think I can get all source port devs to do it without first discussing it and probably making a spec. Maybe if I think hard enough I can figure out a way to make it work, we'll have to see. Edited January 12, 2023 by Alaux 2 Quote Share this post Link to post
hobomaster22 Posted January 9, 2023 Very awesome stuff. Glad you included the decohack source as well. Not sure if it was intentional, but gibs have +NOBLOCKMAP and this means gibs will not move with a moving floor. 0 Quote Share this post Link to post
Alaux Posted January 9, 2023 11 minutes ago, hobomaster22 said: Not sure if it was intentional, but gibs have +NOBLOCKMAP and this means gibs will not move with a moving floor. As mentioned in the text file, this is intentional. Judging by my own testing, including the gibs in the BLOCKMAP (that is, not giving them the NOBLOCKMAP flag) might have a noticeable impact on performance, at least for as long as they're in mid-air. 0 Quote Share this post Link to post
hobomaster22 Posted January 9, 2023 3 minutes ago, Alaux said: As mentioned in the text file, this is intentional. Judging by my own testing, including the gibs in the BLOCKMAP (that is, not giving them the NOBLOCKMAP flag) might have a noticeable impact on performance, at least for as long as they're in mid-air. That makes sense. I am commenting on the gibs that stay forever. I noticed this on Doom 2 MAP01 where I gibbed the trooper on the lift. Lowering the lift leaves the skull and pools of blood float when lowering the lift. I guess this is why ZDoom added MoveWithSector. 0 Quote Share this post Link to post
Alaux Posted January 9, 2023 9 minutes ago, hobomaster22 said: That makes sense. I am commenting on the gibs that stay forever. I noticed this on Doom 2 MAP01 where I gibbed the trooper on the lift. Lowering the lift leaves the skull and pools of blood float when lowering the lift. I guess this is why ZDoom added MoveWithSector. I should point out that when I tried giving them that flag, I also gave it to the blood effects that are spawned together with the gibs. Said blood effects disappear after a rather short while, so I should try giving the flag to just the gibs and see if the frame drops are mitigated. 1 Quote Share this post Link to post
Sixty-nine Posted January 10, 2023 i can't believe i underestimated mbf21... 0 Quote Share this post Link to post
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