Gifty Posted July 21, 2014 (edited) Smooth Doom is a spriting project/general enhacement that adds newly drawn frames to all of DOOM's weapons and actors. What does this mean? Well, the game's pixel art will look much more lush and slick, like a Metal Slug game, or Earthworm Jim, or any game you like that has really elaborate sprite animation. Imagine Perkristian's smooth weapon mod, but applied to the whole of DOOM. The goal is to continually sharpen the visuals in this way without altering any of the gameplay (save for some optional mutators). Since cross-mod compatibility is kind of a nightmare, I've decided to make Smooth Doom as much of a general enhancement one-stop shop as possible, with snazzy (totally optional) effects including casings, particle effects, and a custom gore system, to name just a few! _________________DOWNLOAD HERE! (Google Drive link) _________________ A full changelog can be found in the Zdoom thread. Public Service Announcement: • 1:1 vanilla faithfulness is the mission statement, but small incongruities do crawl through from time to time. I try to get on these as quickly as possible, but if you do notice anything, be sure to let me know! • This is a GZdoom mod, and will not work with other ports such as Zandronum. Cross-port compatibility isn't planned at this time. • The extra options/goodies are available through the in-game options menu; people often think they're in a separate archive, but they're actually all in the main file! Just press ESC and everything will be in the options menu! Edited April 14, 2020 by Gifty 47 Quote Share this post Link to post
joe-ilya Posted July 21, 2014 That was cool! The shotgun has a wierd visual glitch where the other half of the hand doesn't appear, even though it exists in doom. 0 Quote Share this post Link to post
scifista42 Posted July 21, 2014 Looks very nice, you've surely succeeded in your effort. I personally won't be using this as a mod in a long-time scale (I'll gladly stay with my less-smooth classics), but I like it. By the way, isn't the HK's/Baron's attack animation broken? They fire their projectiles later than they swing a hand. I read about it in the ZDoom changelog and you called it "fixed" (regarding tic-duration), but visually it seems odd to me. 0 Quote Share this post Link to post
joe-ilya Posted July 21, 2014 scifista42 said:Looks very nice, you've surely succeeded in your effort. I personally won't be using this as a mod in a long-time scale (I'll gladly stay with my less-smooth classics), but I like it. By the way, isn't the HK's/Baron's attack animation broken? They fire their projectiles later than they swing a hand. I read about it in the ZDoom changelog and you called it "fixed" (regarding tic-duration), but visually it seems odd to me. I don't have this problem, try using the latest version. 0 Quote Share this post Link to post
scifista42 Posted July 21, 2014 I'm using the July version from the OP in this thread. I've found out that the visual problem (actually a slight one) is not present in hardware renderer (GZDoom), only in software (ZDoom). Is it even possible? Or can it be my eyes fooling me? 0 Quote Share this post Link to post
Guest Unregistered account Posted July 21, 2014 Wow, this is fantastic! Could you add a setting for toggling the alternative deaths? It really adds a new dimension to Doom. Zipping through the Inmost Dens is such a blast! :D 0 Quote Share this post Link to post
Gifty Posted July 21, 2014 Joe667 said:Wow, this is fantastic! Could you add a setting for toggling the alternative deaths? Yup, that was added recently. Check the options menu! scifista42 said:I'm using the July version from the OP in this thread. I've found out that the visual problem (actually a slight one) is not present in hardware renderer (GZDoom), only in software (ZDoom). Is it even possible? Or can it be my eyes fooling me? This isn't a hardware vs. software issue, it's in the animation. Originally I had coded the baron/knight's attack to be way too fast, and I later realized this and tweaked the animation to be truer to the vanilla version (since this mod aims to not alter gameplay); that's what I meant when I said it was "fixed," the ticrate had been reverted to its true duration as in the original game. Unfortunately, this meant I had to redistribute the frames in the animation, and the way it is currently the baron looks a little slow in tossing the fireball. Gameplay-wise everything's fine, but it is a minor visual quirk. 0 Quote Share this post Link to post
kb1 Posted July 21, 2014 No credit for me, for inspiration, and what not? :) Just wearing you out, man. Not quite what I had in mind, but credit where credit is due. Good job! 0 Quote Share this post Link to post
RUSH Posted July 22, 2014 This is AWESOME! When do you think the boss monsters will be finished? I'm looking forward to playing this! 0 Quote Share this post Link to post
Gifty Posted July 22, 2014 kb1 said:No credit for me, for inspiration, and what not? :) Just wearing you out, man. Not quite what I had in mind, but credit where credit is due. Good job! Thanks, man! I know you were joking but I can totally get your name down if you want. :P RUSH said:This is AWESOME! When do you think the boss monsters will be finished? I'm looking forward to playing this! I've been pretty slow lately (X-Com modding just took off and it's distracting me), but I'm gearing up to start bosses really really soon. Like, "I've started on the Cyberdemon" soon. 0 Quote Share this post Link to post
Reisal Posted July 22, 2014 Two things that bug me: 1) Chaingunner's readying gun animation is one sided and looks weird facing you but actually firing at somebody else. 2) Zombieman's readying gun animation is also one sided. Are the sprites being worked on for the angled sides? 0 Quote Share this post Link to post
Gifty Posted July 22, 2014 Glaice said:Two things that bug me: 1) Chaingunner's readying gun animation is one sided and looks weird facing you but actually firing at somebody else. 2) Zombieman's readying gun animation is also one sided. Are the sprites being worked on for the angled sides? As I said on Zdoom, yep! I'm going to finish those. 0 Quote Share this post Link to post
saski Posted July 22, 2014 Very nice! Any chance you can add brightmaps too? 0 Quote Share this post Link to post
Reisal Posted July 22, 2014 Gifty said:As I said on Zdoom, yep! I'm going to finish those. Ah, all right. Do you think the new frames should be disabled until all rotations are ready? 0 Quote Share this post Link to post
joe-ilya Posted July 30, 2014 Some switches behave differently and the cell packs use the same sprite. 0 Quote Share this post Link to post
Gifty Posted July 31, 2014 Fixing the cell thing as we speak (what a weird oversight), could you be a little more specific about the switches? 0 Quote Share this post Link to post
RUSH Posted July 31, 2014 This is by far the greatest enhancement mod I have ever played. Forget those cheesy 3D Doomsday models or those obnoxious Brutal Doom re imaginings. This retains everything I love about classic Doom and builds upon that. I had a blast replaying Doom 1 + 2 and will continue through every other WAD I own. A fantastic job Gifty! 0 Quote Share this post Link to post
Gifty Posted July 31, 2014 Wow, thank you! That makes me feel super groovy. 0 Quote Share this post Link to post
Egregor Posted July 31, 2014 Is there a way you could get permission to incorporate Perkistan's high quality SFX into this MOD? 0 Quote Share this post Link to post
joe-ilya Posted July 31, 2014 Egregor said:Is there a way you could get permission to incorporate Perkistan's high quality SFX into this MOD? He's using his smooth weapons, no idea why he didn't use the SFX too. 0 Quote Share this post Link to post
Gifty Posted July 31, 2014 Because this is primarily a graphics mod and people would complain about extra sounds pumping up the file size. I'd include it in a heartbeat, but it's super easy to autoload so I'm giving you the choice. 0 Quote Share this post Link to post
RUSH Posted August 2, 2014 Here's a very weird glitch I've noticed: while using Smooth Doom on Plutonia - Map 02 (Well Of Souls) the stone walls at the very beginning of the level are completed replaced with that red/blue E3M6: Mt. Erebus texture. This happens while using ZDoom on software graphics. 0 Quote Share this post Link to post
Gifty Posted August 2, 2014 Yeah, this is because the stone wall texture typically replaces FIREBLU, but since Smooth Doom defines a custom animation for FIREBLU, it overrides Plutonia's replacement. I'm looking into a way to make the animated textures optional to be more compatible with custom level sets, since custom switches are also a problem for some people. 0 Quote Share this post Link to post
RUSH Posted August 2, 2014 Ah okay. Still having a blast though :) 0 Quote Share this post Link to post
Blastfrog Posted August 2, 2014 Probably the only thing that Sarge spawned that I like. Generally good work here, but I feel it needs improvement in a few areas. There's a lot of cases of shading just "jumping" like the baron's leg with the foot forward, or some parts that appear untouched, like the commando's severed right arm not smoothly falling. I haven't taken a close enough look at these yet to determine myself, but I ask: has the work of the excellent "sprite fix" project been taken into account? I.e. have its fixes been integrated into these animations, including alignment? 0 Quote Share this post Link to post
Devalaous Posted August 2, 2014 I hope Doom Expanded one day picks up and borrows parts of this (with permission of course) to further upgrade its "classic only" appeal. It too has issues with conflicting textures, anything that changes textures should be an add-on, not part of the core mod. 0 Quote Share this post Link to post
Quaker540 Posted August 2, 2014 I really like this mod. Finally this is something that doesn't get far away from Doom. Totally recommended. 0 Quote Share this post Link to post
Gifty Posted August 5, 2014 Sodaholic said:I haven't taken a close enough look at these yet to determine myself, but I ask: has the work of the excellent "sprite fix" project been taken into account? I.e. have its fixes been integrated into these animations, including alignment? I get asked this a lot so I should probably give a definitive answer: the sprite fixes are implemented about 50/50. I was not using the fixed sprites as a base when I started, but I adopted them half-way through and am gradually going back and applying the remaining fixes retroactively. 0 Quote Share this post Link to post
zzzornbringer Posted August 5, 2014 i guess this is not brutaldoom compatible? or are these already incorporated into brutaldoom? anyways, going to take a look. 0 Quote Share this post Link to post
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