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Smooth Doom on MBF21 + DSDHacked (Standard Edition V5 and Classic Edition V3 Released)


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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.

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  • 1 month later...
  • 4 weeks later...

@Alaux When I'm trying to run this mod it gives this error on both Woof and Nugget Doom

image.png.af70014abd832055a8a7f4b3e685787f.png

 

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Just now, SuyaSSS said:

@Alaux When I'm trying to run this mod it gives this error on both Woof and Nugget Doom

image.png.af70014abd832055a8a7f4b3e685787f.png

 

I see you're using an outdated version of Woof, and one which just so happens to have issues with DSDHacked (inherently, Nugget releases from around that time also had those issues).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?

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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I see you're using an outdated version of Woof, and one which just so happens to have issues with DSDHacked (inherently, Nugget releases from around that time also had those issues).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!

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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.

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  • 2 weeks later...

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?

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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.

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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

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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.

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  • 7 months later...
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?

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  • 2 weeks later...

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!

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  • 2 weeks later...

could a version of this be made that replaces the pistol with the zombieman's rifle?

 

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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.

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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

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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

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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.

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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.

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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:
503329036_sd21counts.png.8a7c2dc65d31dbdd75ad1b110debad2a.png
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.

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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.

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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)

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