Floowand Posted May 30, 2023 Is it intended that the fists don't have gloves in the black gloves addon? 0 Quote Share this post Link to post
Alaux Posted May 30, 2023 26 minutes ago, Floowand said: Is it intended that the fists don't have gloves in the black gloves addon? Unless I somehow missed Fist sprites with black gloves amongst Smooth Doom's assets - which I don't think I did - it is exactly as it is in Smooth Doom. The fists have no gloves in the base WADs, so neither do they in the addon. 2 Quote Share this post Link to post
BabyGiggles Posted July 2, 2023 (edited) This is awesome! Thank you for this! Edited July 2, 2023 by BabyGiggles 1 Quote Share this post Link to post
SuyaSSS Posted July 29, 2023 @Alaux When I'm trying to run this mod it gives this error on both Woof and Nugget Doom 0 Quote Share this post Link to post
Alaux Posted July 29, 2023 Just now, SuyaSSS said: @Alaux When I'm trying to run this mod it gives this error on both Woof and Nugget Doom I see you're using an outdated version of Woof, and one which just so happens to have issues with DSDHacked (inherently, Nugget releases from around that time also had those issues). Could you try with the latest release? 1 Quote Share this post Link to post
SuyaSSS Posted July 29, 2023 6 minutes ago, Alaux said: I see you're using an outdated version of Woof, and one which just so happens to have issues with DSDHacked (inherently, Nugget releases from around that time also had those issues). Could you try with the latest release? Yeah, that was the problem. It works now, Thanks! 1 Quote Share this post Link to post
Alaux Posted August 4, 2023 SD21 and SD21-Classic have been updated to V5 and V3 respectively. Notable changes shared between both updates: fixed Pinkies when playing with Fast Monsters, which weren't made faster up until now due to a bug in DECOHack; enemies constantly facing their targets while attacking. Rest of shared changes: Spoiler - Fixed Plasma Rifle not setting the Player thing to its firing state when firing continuously - Smoothed Small Green Torch - Tweaked Archvile attack animation - Reformatted and cleaned up code All changes specific to SD21: more explosion effects!; improved randomization once again; fine-tuned Shotgun casing spawning offsets. All downloads links in the OP. 8 Quote Share this post Link to post
NihalRahman123 Posted August 11, 2023 This is some Dehacked Black Magic. Amazing stuff 2 Quote Share this post Link to post
liPillON Posted August 22, 2023 when using this mod we should enforce complevel 21 question: what happens if a mapset relies on some engine quirks of lower complevels? is it possible to break something? 0 Quote Share this post Link to post
Alaux Posted August 22, 2023 12 minutes ago, liPillON said: when using this mod we should enforce complevel 21 question: what happens if a mapset relies on some engine quirks of lower complevels? is it possible to break something? You yourself said it; the mapset relies on complevel-specific quirks. I'm afraid some things will break, whatever they'll be. To be fair I haven't run into any game-breaking issues myself, at least not yet, but it's probably just a matter of time until I play through a mapset that really needs some specific complevel. 0 Quote Share this post Link to post
liPillON Posted August 22, 2023 I mean, playing wads intended for -lets say- complevel 9 and that do not implement any dehacked modification... should be safe, right? at least for maps that don't heavily exploit boom features/bugs 0 Quote Share this post Link to post
Alaux Posted August 22, 2023 6 minutes ago, liPillON said: I mean, playing wads intended for -lets say- complevel 9 and that do not implement any dehacked modification... should be safe, right? at least for maps that don't heavily exploit boom features/bugs So long as they don't rely on cl9 quirks that aren't present in cl21, they should work. For reference, I recently played through ICHINICHI (cl3) with SD21, worked just fine. I'm pretty sure I also played through at least some of Hydrosphere (cl9) with it, no issues either. 1 Quote Share this post Link to post
deleted-account Posted September 18, 2023 I cropped up a weapons-only version for anyone interested... Love this project!SD21_Weapons_Only.zip 8 Quote Share this post Link to post
valzi Posted April 24, 2024 On 9/18/2023 at 6:04 PM, deleted-account said: I cropped up a weapons-only version for anyone interested... Love this project!SD21_Weapons_Only.zip That's nearly what I came back to the thread for, "deleted-account!" I'll take it for now, but here's what I realllllllly want: Everything (including fancy extras) EXCEPT monsters. I'm playing with voxels and don't want the monsters to be overwritten. Can anyone who exists help me with that? 0 Quote Share this post Link to post
Lila Feuer Posted May 7, 2024 Only just now learned about this, I normally wouldn't care about such things because I guess I just expect anything at this point when it comes to GZDoom but seeing something like this in Nugget of all places is exciting and might use this to spice up any Boom-compatible mapping playthroughs! 0 Quote Share this post Link to post
Donowa Posted May 18, 2024 could a version of this be made that replaces the pistol with the zombieman's rifle? 0 Quote Share this post Link to post
Alaux Posted May 18, 2024 1 hour ago, Donowa said: could a version of this be made that replaces the pistol with the zombieman's rifle? I like the idea. Just visually or also in terms of functionality, though? I think the Rifle is faster than the Pistol. 0 Quote Share this post Link to post
Donowa Posted May 18, 2024 2 minutes ago, Alaux said: I like the idea. Just visually or also in terms of functionality, though? I think the Rifle is faster than the Pistol. both, i assume the smooth doom rifle has much lower spread making it viable as a sniping weapon 0 Quote Share this post Link to post
Gifty Posted May 18, 2024 I sort of moved on from developing Smooth Doom years ago so to see it continue a life of its own years later with community ports and forks is really gratifying. Thanks and keep up the good work, folks! :D 8 Quote Share this post Link to post
hobomaster22 Posted May 18, 2024 I enjoy this a lot and had some thoughts. Recently I was playing MAP23 of Doom 2 in City Only. Gigantic open map that starts with 3k monsters and I slap SD21 on top because Helion can handle it. However, problems arise later with a lot of the gore and ammo casing type things that stick around forever. As the map went on the 1% lows were steadily going down and I did some profiling. Towards the end of the map Helion was processing 18k sprites to render which accounted for nearly 40% of the CPU processing. I'm thinking these types of things could have a tic duration (maybe one minute?) so that they will get destroyed eventually. 0 Quote Share this post Link to post
Alaux Posted May 18, 2024 7 minutes ago, hobomaster22 said: I'm thinking these types of things could have a tic duration (maybe one minute?) so that they will get destroyed eventually. I'm split between improving performance and keeping evidence of the carnage around. Perhaps I could give those props a random permanence time, e.g. 1 to 4 minutes, and a decreased chance to remain forever. By the way, did that map happen to have (some of) those props on moving lifts? Helion might be different in this regard, but at least in a "traditional" port like Woof/Nugget, that particular occurrence hits performance. 0 Quote Share this post Link to post
hobomaster22 Posted May 18, 2024 20 minutes ago, Alaux said: I'm split between improving performance and keeping evidence of the carnage around. Perhaps I could give those props a random permanence time, e.g. 1 to 4 minutes, and a decreased chance to remain forever. By the way, did that map happen to have (some of) those props on moving lifts? Helion might be different in this regard, but at least in a "traditional" port like Woof/Nugget, that particular occurrence hits performance. There is practically nothing moving at this snapshot. I profiled Helion and almost 40% of the CPU time was consumed purely by just rendering sprites. Out of curiosity I added some quick test code to see exactly how the counts work out and here is the list: The bullet casing caught my attention. I think this one is because this map has an encounter with hundreds of chaingunners that also get resurrected by archviles later. I never really processed that their firing was ejecting shell casings but that appears to be a huge culprit in this example. It also throws hundreds of cacos at you towards the end that I ended up spamming with the BFG which is probably the worst offender overall. 0 Quote Share this post Link to post
Alaux Posted May 18, 2024 9 minutes ago, hobomaster22 said: The bullet casing caught my attention. I think this one is because this map has an encounter with hundreds of chaingunners that also get resurrected by archviles later. I never really processed that their firing was ejecting shell casings but that appears to be a huge culprit in this example. It also throws hundreds of cacos at you towards the end that I ended up spamming with the BFG which is probably the worst offender overall. In any case, both gore and casings are to blame, so both need to be limited. 0 Quote Share this post Link to post
Donowa Posted May 18, 2024 1 hour ago, Alaux said: In any case, both gore and casings are to blame, so both need to be limited. for casings, i'd argue that it'd be acceptable to just add the casings to the weapon viewsprites since they're so small (and also since most of the ports that this cater to don't have good freelook) 0 Quote Share this post Link to post
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