Phobos Anomaly Posted February 24, 2020 @bradhardingYep, stopped the crash! The teleport sprite shows up, but the dog doesn't spawn. At least it doesn't crash though, thanks! 0 Share this post Link to post
SoDOOManiac Posted March 16, 2020 (edited) SMOOTHED: SEdition returns! SMOOTHED_S.zip In this video showcase you'll see the perilous chaingunners and bright-handed/blooded Hell Nobles. You're welcome to take a look at the Nightmare happening at the Not That Simple map: Memento Mori MAP07 :) Edited December 11, 2022 by SoDOOManiac : Renamed download to SEdition to match my nickname tweak 2 Share this post Link to post
Phobos Anomaly Posted May 17, 2020 @bradharding @VGA I'm noticing a new issue after the latest update, 3.5.8. Smoothed includes a few death animations for monsters and they are normally chosen at random from what I remember correctly, but it seems now that the game always uses one death animation for every monster. Any idea what could be causing this? 0 Share this post Link to post
VGA Posted May 17, 2020 Did the RandomJump codepointer stop working properly? 0 Share this post Link to post
bradharding Posted May 18, 2020 18 hours ago, Phobos Anomaly said: @bradharding @VGA I'm noticing a new issue after the latest update, 3.5.8. Smoothed includes a few death animations for monsters and they are normally chosen at random from what I remember correctly, but it seems now that the game always uses one death animation for every monster. Any idea what could be causing this? Thanks. I'll look into it. It's probably due to this change. 0 Share this post Link to post
bradharding Posted May 19, 2020 Sorry for the double post, but I've managed to resolve this issue. It will be fixed in the next point release of DOOM Retro. 2 Share this post Link to post
VGA Posted May 23, 2020 On 5/17/2020 at 2:12 PM, Phobos Anomaly said: @bradharding @VGA I'm noticing a new issue after the latest update, 3.5.8. Smoothed includes a few death animations for monsters and they are normally chosen at random from what I remember correctly, but it seems now that the game always uses one death animation for every monster. Any idea what could be causing this? Brad just released 3.5.9 which should fix this. 2 Share this post Link to post
TheNoob_Gamer Posted July 10, 2020 (edited) With recent efforts to implement Extended Dehacked to Eternity (aibeit partially), PRBoom+ (umapinfo fork), GZDoom, I think this topic deserves a bump to give people an idea of what Extended Dehacked is capable of. 2 Share this post Link to post
Altazimuth Posted July 10, 2020 I was contemplating bumping this anyway saying EE can now play it (and also asking to update the OP w/ a link to Black Ops since signatures are dead). This (and Black Ops) are what I used for testing whilst implementing the new stuff. Anyway yeah EE can run this and Black Ops as of the next devbuild. 3 Share this post Link to post
VGA Posted July 12, 2020 On 7/11/2020 at 2:47 AM, Altazimuth said: I was contemplating bumping this anyway saying EE can now play it (and also asking to update the OP w/ a link to Black Ops since signatures are dead). This (and Black Ops) are what I used for testing whilst implementing the new stuff. Anyway yeah EE can run this and Black Ops as of the next devbuild. I edited the OP to put a link to Black Ops, thanks for working on this. 1 Share this post Link to post
liPillON Posted September 28, 2021 Hi, I have had this wad in my gzdoom autoload since that port gained full dehextra support back in version 4.6.0 Since deploying the recently released 4.7.0 version, I've started noticing that the rocket launcher blast radius is bigger than usual: the player is taking damage despite being well over the expected safe distance in a large room (such as kinsie's test map) explosion decals spreads across almost all walls I've tested this in a clean gzdoom 4.7.0 setup without loading any other mod. I'm not facing such issues when using the 4.6.1 release. I'm lacking the knowledge to correctly determine if this is a bug with gzdoom or the wad coding itself. Would anyone (@VGA ideally) try to help me in identifying what's going on? Thank you! 0 Share this post Link to post
VGA Posted September 28, 2021 But why would you use this mod with GZDoom instead of Smooth Doom, on which it is based on? This mod is meant for source ports without advanced modding support. Still, sounds like GZDoom broke something since this mod has been unmodified for years. I will update my GZDoom soon and test it. Maybe it is conflicting with other mods you have loaded? 1 Share this post Link to post
liPillON Posted September 29, 2021 I'm using a batch-powered wad launcher of my own making It gives me the choice to activate Smoothed and/or BlackOps (thank you for them, btw ;) ) on a megawad-basis. This way I'm always able to play using smooth weapons/monsters, unless a mapset has its own customized arsenal/bestiary. In the past I've used NightFright's enhancement of Perkristian's weapons, but I've never been able to find a monsters-only version of SmoothDoom which wasn't full of bugs, oversights or questionable choices. I always liked your vanilla-friendly approach more, so I've jumped boat as soon as gz gained dehextra support. Thank you for taking the time to look into this! uh and btw the issue appears even when launching "gzdoom.exe -iwad DOOM2.WAD -file SMOOTHED_v8.WAD" in a clean gz setup 0 Share this post Link to post
liPillON Posted October 3, 2021 it seems that the issue was indeed caused by a regression within dehextra support in gzdoom this commit should have fixed it https://github.com/coelckers/gzdoom/commit/3c961a2aa26ec8548b15b066d74fc8d89a09bdca 2 Share this post Link to post
VGA Posted October 5, 2021 I suspected as much. I mean ... the mod hasn't changed :D 0 Share this post Link to post
liPillON Posted November 8, 2021 hello again, I'm back! just a simple question this time.. does this wad contain any resource from revenant's sprite fixing project? in other words, do SMOOTHED take care of all/some of the enhancement present in D1SPFX/D2SPFX ? 0 Share this post Link to post
VGA Posted November 8, 2021 Yes, it is a total replacement for the monster sprite animations! 0 Share this post Link to post
liPillON Posted November 8, 2021 (edited) ok so it replaces them AND in doing so it fixes them too, right? sorry I don't mean to be pedantic.. I just need some clarification and, being non-native english speaking, I'm trying to be as explicit as possible to avoid any confusion 1 Share this post Link to post
VGA Posted November 9, 2021 12 hours ago, Delfino Furioso said: ok so it replaces them AND in doing so it fixes them too, right? sorry I don't mean to be pedantic.. I just need some clarification and, being non-native english speaking, I'm trying to be as explicit as possible to avoid any confusion Yes, the sprites are redone by members of the community. Any original alignment issues or the stray weird brown pixel on the SSG or random transparent pixels are fixed. 3 Share this post Link to post
Donowa Posted March 1 19 hours ago, dawidgranie said: Very nice! Works like a charm. these posts are fine on newer threads but the thing is with forums making a reply bumps a post up and since there's been no activity for 3 years you should only really bump this post if you found a bug or something important 2 Share this post Link to post
James Alexander Posted April 9 Hello, a question, could you tell me the name of the hud? Better a link if possible haha 0 Share this post Link to post
liPillON Posted April 9 if you are referring to the hud seen in the GIF appearing in the opening post, that's DoomRetro built-in fullscreen hud 0 Share this post Link to post
James Alexander Posted April 10 20 hours ago, liPillON said: if you are referring to the hud seen in the GIF appearing in the opening post, that's DoomRetro built-in fullscreen hud What a shame because I want it on gzdoom haha, well, no way, thanks for answering 0 Share this post Link to post
VGA Posted August 20 Since this mod was released a LOT of ports have added DEHEXTRA support, so I edited the OP to remove some outdated compatibility information. Nice to see people still use this in 2024 even though the thread gets buried for years at a time :D I also confirmed that the links for this and for Black Ops still work. 0 Share this post Link to post
TasAcri Posted October 25 (edited) This is the only smooth monsters mod i have found so far that doesn't also add unnecessary and unrelated effects (like blood splatters for instance). So even though hit's old, it could still be useful. However, using it in DOOM 2 makes some monsters disappear instead of showing their death animations and corpses :( 0 Share this post Link to post
VGA Posted October 28 On 10/25/2024 at 2:19 PM, TasAcri said: This is the only smooth monsters mod i have found so far that doesn't also add unnecessary and unrelated effects (like blood splatters for instance). So even though hit's old, it could still be useful. However, using it in DOOM 2 makes some monsters disappear instead of showing their death animations and corpses :( First time I hear about this, which port are you using? And which monsters? 0 Share this post Link to post
TasAcri Posted October 28 (edited) I'm using GZDoom. I remember the pinky monster disappearing. In the end, i managed to get rid of the blood splatters in SmoothDoom so i'm using that now. 1 Share this post Link to post