Xenaero Posted March 9, 2016 Loving this with the black ops addon, great work! It's nice to see someone port the fun little aesthetics over to Retro. 0 Share this post Link to post
VGA Posted April 3, 2016 Xenaero said:Loving this with the black ops addon, great work! It's nice to see someone port the fun little aesthetics over to Retro. Thanks. Doom Retro v2.1 which just came out has fixed the casting call issue. 0 Share this post Link to post
indrema Posted May 22, 2016 Hi VGA, the link are down, can you please re-host? TNX! 0 Share this post Link to post
TheNerdTurtle2 Posted May 24, 2016 Yep I was really looking forward to this haha links are down 0 Share this post Link to post
VGA Posted May 26, 2016 Links are up. Why aren't the OneDrive links working though :( 0 Share this post Link to post
VGA Posted October 30, 2016 Links updated, savage gif added R.I.P. 56k modem users (1997 - 2016) 0 Share this post Link to post
DANZA Posted February 18, 2017 Is there any chance of this being made compatible with PrBoom+, just like the Black Ops mod? That would be great *.* 0 Share this post Link to post
VGA Posted February 18, 2017 DANZA said:Is there any chance of this being made compatible with PrBoom+, just like the Black Ops mod? That would be great *.* This needs some additions to the DEHACKED support of the port, there was no way to complete this mod without pestering Doom Retro's developer to add more states etc. The changes needed are discussed here with the developer of Crispy Doom, who may make the changes for his port to support SMOOTHED. https://www.doomworld.com/vb/wads-mods/84859-black-ops-smooth-weapons-dehacked-mod/2/ 0 Share this post Link to post
fabian Posted June 1, 2017 In order not to derail the "Black Ops" thread any further (sorry for that!) I will repeat my last question here: Quote I am a moron! I was missing a single fscking comma in the sprnames[] array, so two consecutive entries were concatenated. Fixing this and adding Doom Retro's additional BLD2 sprite in between seems to have finally fixed this. \o/ I remember there were issues with A_RandomJump() being applied to weapon states, how do I trigger this? And I remember the cast ending being broken by this. Anything else? 0 Share this post Link to post
VGA Posted June 2, 2017 (edited) I knew it would be just a silly discrepancy and not a real problem! In Black Ops I was using RandomJump to randomly choose between different muzzle flashes for variety. Using it in weapon states was crashing Doom Retro and prboom, Brad fixed it, find the commit from Sep 10, skip past the unrelated stuff. (prboom didn't fix it, so I removed the code pointer to make it compatible, tsk tsk, so you shouldn't need to fix it for Black Ops to work, RandomJump isn't used in the newer version) https://github.com/bradharding/doomretro/issues/178 The cast call of Doom Retro when using SMOOTHED was fixed here: https://github.com/bradharding/doomretro/issues/237 I can't think of any other problems. Well, demo compatibility is lost between vanilla and dehacked demos certainly. Because a couple of things are not tic-perfect, like the Chaingun in Black Ops. Edited June 2, 2017 by VGA 0 Share this post Link to post
fabian Posted June 2, 2017 4 hours ago, VGA said: prboom didn't fix it, so I removed the code pointer to make it compatible, tsk tsk, so you shouldn't need to fix it for Black Ops to work, RandomJump isn't used in the newer version So, wrong thread again, sorry! /o\ Anyway, I'd like to figure that out. Where can I find the last version that uses RandomJump in weapon states? 0 Share this post Link to post
VGA Posted June 2, 2017 I found some old WIP version I had kept as a backup. According to the name, it is before I worked on the BFG. I see it has a RandomJump code pointer, so it should work in Doom Retro and crash in prboom+. I think in some other port (Eternity maybe?) the pointer was just ignored. BlackOps before BFG.7z 0 Share this post Link to post
fabian Posted June 7, 2017 So, finally all of this will be supported in the next Crispy Doom release! Thank you very much for your patience in these threads. /o\ Here's the commits: https://github.com/fabiangreffrath/crispy-doom/commit/04b532117154e6caf655f02ab6dca241c5043496 https://github.com/fabiangreffrath/crispy-doom/commit/bddb24389e43fbab8152db9a69147d39324e16e2 https://github.com/fabiangreffrath/crispy-doom/commit/149ec131e9861e1ec963a5aac7f1b7a817a01a54 Please check out the next daily build at http://latest.chocolate-doom.org/ 1 Share this post Link to post
Gifty Posted June 7, 2017 Oooh, I'm excited to try this with Crispy Doom. Thank you for porting this stuff over, guys c: 0 Share this post Link to post
VGA Posted June 19, 2017 I released a version 8 with a new alternate death for the Zombieman, now he has 3 normal deaths and the XDeath. Now Crispy Doom is also compatible with this mod (and Black Ops, so you can load them both) 2 Share this post Link to post
SoDOOManiac Posted September 22, 2018 (edited) I've slightly modified the addon to give the chaingunner the proper sound (bullet shot, not shotgun blast with pumping sound when stopped shooting) and the same rate of fire as the player. UPD: Also gave the WolfSS the bullet sound and made the hand shine and blood of Hell Knights/Barons brighter, both green- and red-blooded versions of Hell Nobles are bundled (SMOOTHED_Z and SMOOTHED_ZR respectively). Meet SMOOTHED: ZEdition! SMOOTHED_Z.zip P. S. Concerning the Heavy Weapons Dude fix, this had been done before for Vanilla chaingunner Edited July 2, 2021 by Zodomaniac : Updated SMOOTHED: ZEdition 3 Share this post Link to post
VGA Posted October 17, 2018 @Zodomaniac How does this affect the Chaingunner gameplay-wise? 0 Share this post Link to post
taufan99 Posted December 29, 2018 Apologies for the bump, but I really like the maximal use of the DeHackEd here. Keep it up, VGA! 0 Share this post Link to post
SoDOOManiac Posted February 26, 2019 (edited) On 10/17/2018 at 4:00 PM, VGA said: @Zodomaniac How does this affect the Chaingunner gameplay-wise? Sorry for the late reply. He fires with a tad faster rate (same firerate and same sound as the player) and is therefore a bit more deadly. 0 Share this post Link to post
bojan_dk Posted December 5, 2019 (edited) What is the name of the UI mod on the first post? Edited December 5, 2019 by bojan_dk 1 Share this post Link to post
TheNoob_Gamer Posted December 6, 2019 On 12/6/2019 at 12:42 AM, bojan_dk said: What is the name of the UI mod on the first post? That HUD is part of the source port OP is using - Doom Retro. 1 Share this post Link to post
Phobos Anomaly Posted February 14, 2020 Hey @VGA, I've encountered an unfortunate bug with newer versions of DOOM Retro that include the MBF Dog. It seems that when trying to spawn the dog with SMOOTHED.wad loaded, the game crashes :-( 0 Share this post Link to post
bradharding Posted February 14, 2020 47 minutes ago, Phobos Anomaly said: Hey @VGA, I've encountered an unfortunate bug with newer versions of DOOM Retro that include the MBF Dog. It seems that when trying to spawn the dog with SMOOTHED.wad loaded, the game crashes :-( Are you using DR v3.5? Just tried spawning dogs friendly/hostile in DOOM and DOOM 2 and they spawn fine with no crash. Are you using any other wads? 2 Share this post Link to post
Phobos Anomaly Posted February 14, 2020 Just now, bradharding said: Are you using DR v3.5? Just tried spawning dogs friendly/hostile in DOOM and DOOM 2 and they spawn fine with no crash. Are you using any other wads? Yes, I just tried it. It does indeed work when using just SMOOTHED.wad I found the offending wad, it's BlackOps.wad, unfortunately. 0 Share this post Link to post
VGA Posted February 14, 2020 (edited) @Phobos Anomaly I created Black Ops before Brad added the extra MBF states. So Black Ops is using a lot of unused vanilla and MBF states. Also, when I created that mod, Doom Retro did not have dogs and they aren't part of Doom anyway :D If you want to play with dog allies, load only SMOOTHED. 0 Share this post Link to post
Phobos Anomaly Posted February 14, 2020 1 minute ago, VGA said: @Phobos Anomaly I created Black Ops before Brad added the extra MBF states. So Black Ops is using a lot of unused vanilla and MBF states. Also, when I created that mod, Doom Retro did not have dogs and they aren't part of Doom anyway :D If you want to play with dog allies, load only SMOOTHED. *sadface* lol, I really just use it for the smoothed weapon animations. The regular weapon animations juxtaposed against the smoothed monster animations is just a bit irritating. Do you know of any way to get the smoothed weapon animations combined with the smoothed monster animations (and extra deaths and such) in a way that doesn't break DR? 0 Share this post Link to post
VGA Posted February 14, 2020 (edited) @Phobos Anomaly Doom Retro isn't broken just because you can't spawn dogs. Fight your own battles lol! I will check it out tomorrow and see how many states would need to be moved. In the meantime you can use the command "spawn friendly baronofhell" if you want a wingman! 1 Share this post Link to post
Phobos Anomaly Posted February 14, 2020 Just now, VGA said: Doom Retro isn't broken just because you can't spawn dogs. Fight your own battles lol! I will check it out tomorrow and see how many states would need to be moved. In the meantime you can use the command "spawn friendly baronofhell" if you want a wingman! Ok, sounds good! Thanks! :-) 0 Share this post Link to post
bradharding Posted February 14, 2020 FWIW Although rearranging those states would be the best solution (if @VGA wants to, of course), I've just implemented a fix for the next version of DR that will at least stop the crash. 2 Share this post Link to post