Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
fraggle

Vanilla Doom smooth weapons

Recommended Posts

Posted (edited)

Nah, I'm sure you're explanation was fine. It seems to work when viewing Bloodspeed's dehacked file, but admittedly I don't know WTF I'm doing. Frames 780-782, the ones modified by Bloodspeed's dehacked, seem to correspond to the Romero head. When I open the vsmooth dehacked I get error messages; the frames also seem to correspond to the Romero head, not the chaingun, so I'm obviously doing something wrong.

I at least learned what I need to do: open any new Boom WAD in Slade and check for a dehacked file that may possibly conflict with vsmooth.wad. Vsmooth looks great, but it's not essential, and I don't want to load it after any WAD and possibly break something the mapmaker set up

Edited by Hard2Poop

Share this post


Link to post
Posted (edited)

UPDATE: Turns out I was wrong all along. I just tested out the chaingun with plain ol' Doom 2, no custom maps, and the weapon switching speed is still slow when switching out of the chaingun - but the problem appears to be the Sprite Fix dehacked file. This is the command line I use that causes problems:
> -file pk_doom_sfx_20120224.wad spritefix\D2SPFX19.WAD vsmooth\vsmooth.wad -deh spritefix\D2DEHFIX.DEH

But if I remove D2DEHFIX.deh, then switching out of the chaingun no longer causes problems!

 

EDIT: This problem only occurs when using PrBoom+. I can use the full command line in Crispy Doom, no problem.
EDIT 2: The problem only occurs when using vsmooth.wad with d2dehfix.deh. Obviously you can use the Sprite Fix .wad with its .deh file no problem

Edited by Hard2Poop

Share this post


Link to post
Posted (edited)

There was always something about the smoothed shotgun frames that bothered me... they just never seemed right. I think I figured it out and fixed it; I offset a single tic of timing and added a portion of the hand that should have been there from the beginning. Also includes...

  • Rocket launcher frame timing
  • Plasma rifle firing frame correction
  • Stupid swapping hand sprites on the final frame of the Super shotgun
  • Super shotgun sfx - if you're gonna cheat in Doom 1, might as well get the sounds, too.

 

Fixed Vanilla Smooth Weapons

Edited by Scuba Steve

Share this post


Link to post
8 hours ago, Scuba Steve said:

There was always something about the smoothed shotgun frames that bothered me... they just never seemed right. I think I figured it out and fixed it; I offset a single tic of timing and added a portion of the hand that should have been there from the beginning. Also includes...

Thanks and sorry that I haven't gotten around to incorporating your changes yet because I know you fixed some stuff up a while back. Can you clarify if you changed the dehacked patch? Assuming so, it would be really helpful if you could point out which frames you changed. The dehacked patch is entirely autogenerated and I don't edit it myself - the source code for it is here which you can probably tell is a lot easier to work with. 

Share this post


Link to post

For what it's worth, I watched a 45 minute uv-max run of Doom 2 maps 11 to 20 (plus the secret levels of course) and it didn't desync, so well done keeping that consistent.

Share this post


Link to post

Fixed Vanilla Smooth Weapons

 

I made massive changes to almost every weapon in vanilla smooth Doom...

  • The regular shotgun has been completely redone utilizing the original SHTGB keyframe.
  • Plasma rifle kickback improved.
  • Pistol timing and order rearranged to give a meatier feeling.
  • BFG firing frame overhauled.

@SiFi270 You'll have to let me know if this one desyncs...

Share this post


Link to post

I watched the same demo and it went the same. Then I remembered how some of the earliest versions had problems with nightmare demos so I watched one of those and that went fine too.

Share this post


Link to post

Cleaned Up Vanilla Smooth Weapons

 

I've spent a couple months tinkering on-and-off with the Super Shotgun and I just couldn't get anything I liked while preserving the action frames so it doesn't desynch Vanilla Doom... but today I sat down and just something came up that feels much more dynamic than the previous one. I think it's probably the best you can do without chaining the SSG timing. This includes all the other changes including the Regular Shotgun overhaul. And yes, @fraggle, there is a decorate copy.

Share this post


Link to post

Looks like there was one lone PNG left unconverted. Here's a slightly tweaked version that should run perfectly in all ports, plus it comes with a really easy vanilla installer now too (just extract to your doom or doom2 dir and type "install" then type "play"). Of course, it boots as normal in PrBoom or Choco and you can ignore all the other DOS stuff.

 

vsmooth2.zip

Edited by Doomkid

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×