The fully remade version of my smooth doom fork,now freshly updated!!!
I was thinking... these additions to the mod are destroying the main mod from the inside out and messing up some sprite code so i said "f***k it" and remade the whole thing with new sound code and i remade a liquid mod called "liquid patch v2" so it can work alongside smooth doom. Added multiplayer fix where gloves keep changing colors. Added smooth liquid falls.Fixed bug on final boss of going down
And the previous versions weren't bug free. Thus the remake
Now it will work on basically any newer zdoom port out there, and yes i checked zandronum(why this exists at the first place) Gzdoom, Lzdoom, Qzdoom (lol).
Update: April 29th 2021: added gore finally , from the smooth doom ketchup addon from dDefinder (and remade the shit out of the code so it works on zandronum) so now you can smoothly kill some f**king demons while you paint the level red, blue or green ;)
PS:Thx for the support and downloads, it really helps. (and if you see bugs or glitches please comment)
yours truly, Delashin
I can't complain about it. I really like the ability to set the weapon skins per weapon rather than in bulk. SmoothDoom is the only one with awesome D64 skins.
Мне Нравиться Такие Моды На Doom
Yet another small update to the mod; i added a exception to the code that removes the "lost souls count as kills" glitch in the zdoom ports. This is a small quality of life update and expect more like these in the future. The date of the update is 5.16.2021 so if you downloaded an older version and wanted the "lost soul fix" re-downloads are now available.
why you might ask? i wanted the mod to be as vanilla as it can be and the updates down the line will add or change some small stuff. Now you can use the mod to speedrun and if you want to add this fix to yourself for speedruning just open the (zdoom port of choice).pk3 (for example zandronum.pk3) and just go to decorate and open the lost soul decorate file and add -COUNTKILL flag to the rest.
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Damn... the more i test the mod the more i want to add stuff...the liquids have been remade (the smooth liquid mod i used before had some comp. issues) , the desc. has been changed, new file has ben made, i dont want to put new versions of the mod every time i update it bcs it can be overwhelming for everyone (including me).
New update, read bolded text in description.
Another update adding smooth liquid falls.
There is a glitch where the chainsaw blinks in and out rapidly when I'm using it.
hmm, i tested the latest version with gzdoom, lzdoom and zandronum and i can't replicate the glitch. Can you provide more details about the port, rendering and such?
I'm using the GZDoom 4.6.0 with Vulkan hardware rendering.
using the same config you gave me and testing all three versions (normal, gore and mp) using all gloves and the d64 skin i still can't replicate the glitch. Maybe you are using some addons that are incompatible with smooth doom.
I’m not using any other graphics addons with Doom.
its probably sprite missing problem ill fix it asap
Were you using any custom maps when you encountered this glitch?
Nope, just the vanilla WADs.
After triple checking the files , testing the new version on 2 computers with gzdoom 4.6 on vulkan, opengl and softpoly , i still cant replicate the glitch. If its starts to become a greater issue in the future ill try my best to fix it (what ever it may be) but for this i realy cant find whats missing, it could be that the mod is originally made for zandronum so the code might break on some instances.
Also, i put a video up to say i wasn't tripping .
Thanks for trying =)
Thanks for telling me glitches and sorry for not being able to fix this one.
New discovery!! the mod works with Zdoom as long as it is the "latest" (2016) version, so old school smooth dooming anyone?
you can get the "latest" zdoom here Zdoom.org
Should we expect to see d64 versions of the plasma gun and bfg any time soon?
Due to the limitations of the older smooth doom code its possible but very hard to implement those 2 so i wont promise anything. I still want it to be compatible for zandronum and zdoom so code ,as of my understanding, wont change.
Would it be possible to include options for D64-style muzzle flashes? I remember older versions of Smooth Doom having that option.
-short answer : yes
-long answer : The version of smooth doom dsd remake is based on is the last version that was compatible with zandronum, and the inclusion of doom64 muzzle flashes was implemented in the version that is a later release intended for gzdoom, so it would be possible to "remake" the newer d64-style muzzle flashes from scratch. Making the flashes for the intended d64 weapons would be straight forward , but forcing them on to the original weapon sprites would be a pain. While it can be coded into the menu to switch between them , just remaking the og d64 sprites included in this version would be the more possible option.
I'd be happy with the D64 flashes only being on the D64 weapons. That's how I always used to set it up anyway.
Then ill remake them as soon as i can.
Great! Thanks!
Any chance this works with custom maps like Back to Saturn X or Ancient Aliens? I haven't tried this remake with them, yet, but the original Smooth Doom (when playing maps such as these) has color issues and a weird plasma gun glitch where holding it displays the gun icon in the top-left corner rather than the 'holding-the-plasma-gun' sprite. I tried playing without Smooth Doom, but I've been spoiled, and I just can't play Doom at all without Smooth Doom anymore.
btsx should work fine but due to fluid animations the water becomes still, as for ancient aliens it has severe color problems that come from smooth doom. I would recommend beautiful doom if you need the smooth animations, and for it to work fine.
this issue is often found on maps that have custom color palettes and weapon sprites already in them, maps that have color palettes only
i haven't seen any problems. "How to fix this ?" editing of the wad itself and deleting animations seems to work but for wads like "doom zero" i haven't found any luck.
For some reason i'm not able to switch weapons even though i have my keys bound?
Probably a source port issue or something in the options , after hours of testing, i never seen this kind of problem with the mod.
It would be cool to see a chainsaw gibbing feature. Otherwise, this is a fantastic remake!
Can i make a skin petition? i really love this mod, but something that i've always hated was the chaingun aluminium skin color, can you make the weapon darker? i've tried to modify the pk3 to change it myself, but i don't know how to import stuff without errors.
hi there, sorry for the late reply, what i could do is change a few pixel values to appear a darker shade or remake the texture from the base. This mod is about smoothing the og sprites and the chaingun is like that in the original , the best i can do is recreate the sprites one by one and upload them as an addon. So yes that can happen.
and if you would like some other specific sprites as a replacement, or even yours, you can send them to me and i can modify the pk3 and fix errors.
This is by far the best variant of smooth doom mod I've seen. Packed with great features, lots of customisation options, simply a must have. Combine Delashin's Smooth Doom Remake + Perkristian Doom SFX mod + Fullscreen Huds and you have a perfect, "refreshed" Doom experience.
However I found a rather annoying bug (I'm using GZDoom v4.7.1) - for some reason this mod messes up "triggers" on some maps in situations when enemies should jump out from around the corners etc. I noticed this on Verdant Citadel - after the first bridge four machine gunners should jump around the corner at you if you get close but they just stand there behind wall. Without this mod the trigger works just fine and they jump out. I bumped into similar problems while playing TNT: Revilution. Changing mod load order doesn't help. Kinda weird because this mod only changes visual aspects of the game. Those same triggers work just fine with regular Smooth Doom, Brutal Doom v21, Project Brutality 3.0, Brutal Doom Platinum 3.0 and a couple of other "overhaul" type of mods.
I also noticed turning off custom decorations variants doesn't always work on all maps, not sure if this is caused by the map itself or the mod (Auger Zenith megawad has this problem for example).
Ok, bug report over, thank you very much for this great mod!
thx for the review , i've also found the bug on Verdant Citadel, i think its the monster acs yet i might be mistaken , DSDr is based on an old version of smooth doom made to run with zandronum so the problem might be there. If i find a solution for messed up triggers ill let you know.
I really love this mod. too bad it's not compatible with Back to Saturn or Ancient Aliens. Oh well. Any who the issue I found out side of that is that when the blood that pool overlaps another, lets say when two monsters die at the same spot, tends to start glitching out, not to bad but enough to notice. I was wondering if there was a way to disable the pool coming out, kind of like droplets?
hello there , sorry for a really late reply , the problem is that the code used in the gore mod provided (ketchup designed to work with smooth doom) the best way to instantly solve it is to use a different gore mod with working pools. If you are talking about the main mods gore , 2 sprites of blood pools naturally stack up and they create that glitch effect. Sorry for no recent updates , im working on something big .
For everyone that downloaded this mod or its other versions, i thank you all for 3000 downloads. I never knew it was going to be this big considering its a smooth doom fork. Im glad that i made an impact on the community and im glad that all of you enjoy my work, im sorry that the main mod didnt get any recent updates im still relatively new to doom modding . Ill keep working on small stuff such as the addons provided and such. I have DSDR as stable as i can currently get it, and i hope to better it for the future. Again thank you all for 3k downloads.
Hello Delashin! I'd like to possibly request a version of the gore file that does not include the brutalized Wolfenstein SS enemy, along with any other assorted changes to this monster. A lot of wads replace only this enemy along with command keen, so using the "weapons only" pack isn't the best solution. I'm playing Going Down and I am having 0 issues up until the final boss on Map29, which replaces the Wolfenstein enemy. In the normal PK3 (the one without the ketchup gore), it functions properly, and the boss behaves normal; meanwhile, on the gore file, it dies in almost one hit due to the changes to the Wolfenstein enemy and its gore. If possible, could there be a patch file or when a seperate PK3 that is the same as what you have made for the ketchup gore version, but just without the changes to the Wolfenstein enemy. This would be greatly appreciated, and would have my genuine heartfelt thanks (This is my favorite mod to play on and Going Down is my favorite wad, and it's a shame the final boss is bugged out; being able to play without this bug but not losing the gore features for other enemies would be a dream come true). LMK if this is possible by any chance if you see this. Love your work here! 🔥🔥
Thx for the support , i will remove the brutalised ss entierly as i find it unnessesary , ill update the file in a few days and edit just the gore version so no need for overwriting, its a shame i didnt see this oversight earlier , thx for letting me know
FIXED IT!!! it took me much, much longer then expected. the bug should be fixed now.
A new update for the gore version, removed the wolfenstein ss gore for compatibility issues. Make sure to re-download if you have the same issue. Changed the file name to "DSD Remake Complete" since you are getting 3 versions of the mod. If you see any bugs , feel free to let me know, feedback is always much appreciated.
4000 downloads. I would never think of that amount , this being a fork and all, i know its a bit cliche but i can not thank you enough for making this mod as big as it is. Im so grateful for this community and the fact that i m apart of it. As always , thank you and let me know if you see any bugs , because this mod isn't as stable as it is popular. Feedback is much appreciated and again, Thank you.
Thank you so much for this! Do you think you might add brightmaps in the future, like this: Doomworld.com
no problem, i'll look into it , i have to first optimize the main release then ill see if it even works for zandronum
Awesome, thank you!
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