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SMOOTH DOOM [UPDATE 4/14/20]


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Can anyone link me to the version with the Doom 64 weapons? I can't seem to find it at all.

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it's in the mod options, under "weapons / skins". just select if you want your weapon to look like doom or d64. you can select this for every weapon.

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that sound caulking is another of those easily overlook little mods that make a difference. i ignored it first when i found it ("eh, another sound wad"), then it became really practical to be able to tell enemies apart easily. like the zombieman and chaingunner make the same grunting sound. or the PE which is pretty silent normally but now makes this strange idle sound. neat to combine with SD as the enemies also look more varied. i liked only the original baron sound better.

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Update! Today I added a chaingunner variant (I'm still testing/working on different heads, so we'll see how this one fares), an improved pass on the chaingunner death, and Blackfish's SSG mutator was too tasty not to throw in. Here's the full changelist:

-added Blackfish's "SSG gibs enemies" mutator (chunky!)
-new pass on chaingunner death
-added "skully" chainguy variant (head sprites by Eriance)
-added missing sguy variant walk rotations (previous oversight)
-fixed alignment on zombie variants
-fixed fancy candelabra not casting dynamic light
-fixed gimpy walk cycle on Baron's 6-7-8 rotations
-removed sprite markers which were causing startup errors
-Monsters Only version is now more compatible with custom HUDS and keys

I am also announcing that I have officially begun work on brightmaps. It's been a long time coming, and it's going to take a shit-ton of work but hopefully it will be worth it in the end!
(EDIT: there was a small issue with the new chaingunner which I've just fixed; if you DL'd right after the update went live you might want to redownload)

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@Pirx, I just figured out the shotgunner bug has nothing to do with Droplets or Smooth Doom being broken, it's just you've got to load Smooth Doom first. We were both making the same loading mistake. :P

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Just downloaded this earlier today and am playing Doom with it, and I've got to say I like it a lot. Thanks for sharing this project, it's far better than Brutal Doom.

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I've seen this mod around for awhile. Finally decided to give it a try. Playing it with original Doom2, current dev version of ZDoom. Nice. Like it so far, but at the start of MAP01, it keeps giving the message in the top left corner - p_startscript: Unknown script "althelmbonus". The message keeps scrolling until I pick up the Helmet. The message comes back at the start of MAP02.

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Yeah, I'm not quite sure what the deal is with that one; there's two scripts that seem to be loading on and off; sometimes they load perfectly and sometimes the game can't find them, even though I know they're in there. I thought it had stopped, but apparently a couple of people are still experiencing this error. Strangely, it seems like shuffling the ACS files around with Slade can fix it sometimes.

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Gifty said:

@Pirx, I just figured out the shotgunner bug has nothing to do with Droplets or Smooth Doom being broken, it's just you've got to load Smooth Doom first. We were both making the same loading mistake. :P


Are you sure?

http://imgur.com/AxgKXxK - My load order
http://imgur.com/zRxrU9B - Frozen in time zombie dude next to an invisible zombie dude.

EDIT: droplets_sdcompat is referring to sprites called 5OSS, where as smoothdoom refers to SOSS

Sguyv1 refers to a frame Y in smoothdoom while droplets_sdcompat refers to a frame X, explaining the frozen animation in the screenshot.

Edit2: In an older version of smooth doom, the death does refer to 50SS.

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I'M GOING INSANE

I totally thought it was working when I started loading Smooth Doom first, now I realize I hadn't been loading the compatibility patch and some stuff is still fucked. Maybe everyone should disregard everything I've said in the last 24 hours, I don't really know what I'm doing. :P

BUT, it seems like with the right edits to the compat patch this could be fixed pretty soon. I'll keep poking.

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I only wish this mod would add better blood decals for walls, Nash's gore mod had some nice blood decals for walls but every time I tried to load a separate wad I made with them it doesn't work and only the stock zdoom blood decals still show.

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Despite all the other problems going on with Droplets, I was able to get the high-res decals to load, so it should be possible to use other wall decals with Smooth Doom.

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  • 1 month later...

New video showing off the planned (and optional) "melties" effect I've been working on! Far out!



In other news, I thing an end to the droplets issue is in sight. I'll let you know.

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This is so awesome! it is like mega upgrade to perkristian smooth weapon animations, and so many options to select only the features I want. Thanks so much for creating this! I still did not try the smooth textures addon, I am going to check it in slade to see how it is like.

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Why are dynamic lights not working? I was looking at the file and they are defined in the mod, but none to be seen in the game.

Ok, I found the issue, it was disscussed on the zdoom forum thread, I can fix it myself, but I encourage the author to not abandon this mod.

I got it working, but the small candle decoration still cast no lights, I tried to compare its code to other decorations, to check for typos or other mistakes, but I can not see anything wrong with it. Help.

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joe-ilya said:

It'll look really cool when the AV resurrects the drowned bodies.

He won't be able to. Or at least I hope not. I think that's the point of the effect; that when a monster dies in a damaging sector, the corpse dissolves and leaves no body, like a Lost Soul or an Afrit. It would still have a Raise State, but without a body, it wouldn't matter.

To which I say: THANK YOU! It's bothered me for ever that corpses in Nukage, and especially Lava, just sit there forever without disappearing. I knew it would require re-defining every monster in Decorate with an Alt-Death sequence which tested against terrain type, or maybe sector type. I just had no clue how to do it. You're a better man than I am, Gunga Din.

Looking forward to seeing that in game!

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I found it. In the gldefs lump, there is only association of the dynamic light to frame of the original version of candle, but not for the alternate version which I was using. So I just had to copy the line and change the frame name to SCAN instead of CAND.

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  • 4 weeks later...

Well, the first run of melties was dragging on too long so I decided to just go ahead with the update since there are fixes that need releasing. Changelist!

-completely new pass on original imp death
-added Xdeath for arachnotron
-added optional "explosion screenshake" effect
-changed bullet casings to official Id software sprites (previously used sprites from Blood)
-improved Zombieman idle stance (now matches shotgunner)
-adjusted shell casing floor clipping (thanks to MISS)
-SSG Gibbing mutator no longer breaks fancy bullet puffs
-ACS scripts randomly not loading SHOULD be fixed
-fixed fancy candles not casting dynamic lights
-fixed chaingunner dynamic lights when firing (also thanks to MISS)
-fixed zombie variants not casting dynamic light when firing (also also thanks to MISS)

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Another update! Still no melties. Soon, I promise! Try out the weapon bobbing effect, it was an enormous pain in the ass but I think it looks quite nice.

-imp death 4 replaced with better looking, new animation (based on David G. sprites)
-added option for enhanced weapon bob (mostly stops weapon from snapping to center-screen)
-improved plasma rifle animation (sprites snagged from Polished Skulltag)
-improved shotgun animation (sprites snagged from Polished Skulltag)
-improved BFG animation (sprites snagged from Polished Skulltag)
-plasma rifle is no longer forced into 3-ball bursts; now fires as few or as many shots as you want, same as vanilla
-"fast pinkies" are now faster
-fixed arachnotron Xdeath only triggering through rockets
-added official Id Software pistol pickup sprite

EDIT: it seems I updated a little too early, some fuckups made it into the update. I put out a hotfix that should resolve everything, but if you downloaded in the last couple hours you might want to do so again.
DOUBLE EDIT: yeah, apparently I screwed the pooch pretty bad. Don't panic, the cavalry's coming.

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Ok, sorry for the delay, but I THINK most of the issues have been resolved for real this time. Let me know how it's working!

-fixed graphical issues in monsters-only version
-fixed zombie variants not appearing in monsters-only version
-fixed arachnotron xdeath in monsters-only version
-fixed bobbing-related crash when using the SSG
-fixed black gloves appearing erroneously in several 64SSG states

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  • 4 months later...

Update after a LONG hiatus. Hopefully the last of the bugs introduced by smooth bobbing are ironed out now.

-fixed missing frames for brown-glove chainsaw
-fixed Doom64 chainsaw erroneously using PC black-glove sprites when smooth bobbing was enabled
-fixed several misdirected states in the SSG code (caused error messages)
-fixed missing dynamic lights for rocket (thanks Rowsol!)
-bloodsplat toggle now affects xdeaths; turn off bloodsplats if you're having gore-related slowdown (thanks, Rowsol part 2!)

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  • 3 months later...

There seems to be some frames missing in one of the imp death animations, the one where they fold in holding their stomach.

Also, is there a way to get some fancier effects ontop of this for things such as imp/caco/hellknight fireballs?

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Ziaeon said:

Also, is there a way to get some fancier effects ontop of this for things such as imp/caco/hellknight fireballs?


Isn't the point to be more Smooth than put more dazzle on top of what's already a good mod?

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Ziaeon said:

There seems to be some frames missing in one of the imp death animations, the one where they fold in holding their stomach.

Also, is there a way to get some fancier effects ontop of this for things such as imp/caco/hellknight fireballs?


Try Beautiful Doom for the fancy lighting/particle effects.

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