kalensar
correct various errors 1- the keyconfig when I mixed it with the weapons mod did not appear, only the fists and the pistol appeared 2- the smooth items were still there and they weren't the vanilla ammunition and if you grabbed that ammunition that is not, you would not reload it 3- remove all the decorations of the and the tanks from the map and leave only the liquids and monsters 4 the weapons that zombies drop Those are all the mistakes, although I admit that you did well, you eliminated the weapons and left the elements, I am very proud and that is why I put them on the credits.
I've completed the Demon and the Revenant but I will have to post them after the next stable version of Doom Retro because there were some port additions needed (more sprite names)
I'm also adding explosive deaths for the other monsters, since the resources are there. Vanilla game only has XDeath for zombieman,shotgunguy,imp and chaingunner. With a new dehacked property that Doom Retro's port author added, I'm going to make it so that big damage kills have a change to destroy mid-tier monsters with a smooth animation. RIP N' TEAR!
Do you plan on implementing some of the smaller smoothness like the added frame for the armor that smooth doom does to make the armor glowing smoother? That would be a really nice small touch.
I really admire what you're doing here. I haven't actually checked it out yet though since I'm waiting for the complete version. The weapons wad is cool. I always play with black gloves myself too. even been putting together a custom weapons graphic wad to use with doom retro. Now I gotta work on making them smooth too. :P
Yeah, I deliberately kept this project separate so it doesn't touch anything weapon-related. So users can use whatever they want, either Black Ops or something else ... or nothing.
I have practically finished the monsters (only the Mastermind is left) so please use this and keep an out out for wrong sprites in animations, bad offsets, changes in behaviour from vanilla etc.
I will definitely work on using all the community resources available to improve all animations in items, projectiles and explosions.
Finally gave this a go and I'm very impressed. (if only DR could do voxels, and maybe colored lighting, I'd never go to another engine combined with these smooth animations).
The timing on somethings seem a bit awkward though. Most noticeably, the imp walking animation. It seems like they are animating faster than they are actually moving. If that makes sense. As though they are tip toeing almost.
On a related note, it would be nice to have a left handed pistol version of black ops.
I just noticed the weird graphic bug with the ssg in doom2 that Filipianosol pointed out. Never noticed before because I only just started using black ops and with Ultimate doom only so far.
I also checked out that left handed version. Thanks. Looks cool. Though if you look close, you can see what I was talking about with the actual gun stock itself being mirrored from that of the original doom. I may take a crack myself at editing a faithful version. Gonna take a while though. I do all my sprite editing in ms paint. :P
Not a big fan of how the bfg looks smoothed personally. I think if the whole gun moved back would look better. I think I've seen a better smooth version somewhere but can't recall where I saw it.
The Imp does look better now. Though he looks like he's limping a little. But that's just me splitting hairs really. :P
Smooth Doom builds on the smooth weapons mod by Per Kristian Risvik and was further inspired by the visual enhancements to animations showcased in Brutal Doom; though unlike Brutal Doom, Smooth Doom does not make any changes to the gameplay itself, being a visual enhancement only.
However, some players may prefer to keep the original gameplay and weapons of Doom, and only enjoy the improved visuals of the enemies. For those players, there are several mods that offer Smooth Doom monsters only, without changing anything else in the game. These mods replace all the original enemies of Doom with those of the Smooth Doom version, making them more detailed and varied.
Smooth Doom monsters only mods are not only aesthetically pleasing, but also offer some gameplay advantages. For example, some enemies have more varied attacks and behaviors, such as the Imps throwing faster fireballs, the Cacodemons spitting acid blood when hurt, or the Cyberdemon firing rockets in bursts. These changes make the enemies more challenging and unpredictable, requiring the player to adapt their strategies and tactics.
Another benefit of Smooth Doom monsters only mods is that they are compatible with most other Doom mods that do not alter the enemies. This means that the player can mix and match different mods to customize their Doom experience. For instance, the player can use Smooth Doom monsters only with mods that add new weapons, maps, music, sound effects, or gameplay features. The possibilities are endless.
Smooth Doom monsters only mods are a great way to enjoy Doom in a new light. They enhance the graphics and animations of the enemies without changing the core gameplay and feel of the original game. They also add some variety and challenge to the combat, making it more fun and engaging. If you are a fan of Doom and want to try something different, you should give these mods a try.
Due to bad reviews I waited months before I finally bought this game. I don't think that reviews older than January 30 2018 represent this game anymore - Doom VFR is much improved due to full locomotion support and more. Actually, next to Lone Echo I'm trying hard to think of a better VR game than Doom VFR - and I can't!
I'm using Oculus Rift, I'm forcing super-sampling 2.0 on everything (thanks Oculus Tray Tool) and due to compatibility with some older games I'm still using Forceware 385.28. I held my breath, purchased Doom VFR and launched the game - and it just worked - perfectly. No missing textures and smooth framerate. I did lower anti-aliasing to 1xTAA (couldn't see benefit from higher levels with super-sampling 2.0) and I did a few times observe some pauses with virtual texturing page set to Ultra - so I set that to High (couldn't see any difference, only once in two hours did I notice a pause using High - I guess some texture swapping happened). I'm using GTX 1080 8GB (oc 2100 Mhz boost, 11 GHz ram), i7 7700K (4.2-4.5 Ghz) processor, 16 GB 3200 MHz system memory and Win10. Very important: remember to select "Gritty" rendering - it's so much better and sharper than the blurry "Default" rendering!
The ROG Ally is a new breed of handheld. Not only is it a potent player of indie and retro titles, but it can handle large-scale AAA games, from open-world sandboxes to story-driven graphically-intensive showcases and everything in between. If you're looking to amp up your handheld gaming to the next level, here are some of our top games for the system, along with some optimized settings that balance gorgeous graphics with a smooth framerate.
But still the door continued slowly to open, and only the Count's body stood in the gap. Suddenly it struck me that this might be the moment and means of my doom. I was to be given to the wolves, and at my own instigation. There was a diabolical wickedness in the idea great enough for the Count, and as the last chance I cried out, Shut the door! I shall wait till morning. And I covered my face with my hands to hide my tears of bitter disappointment. With one sweep of his powerful arm, the Count threw the door shut, and the great bolts clanged and echoed through the hall as they shot back into their places.
Perhaps today the discipline specific to the nursery is alsomoving beyond the panoptic walls with the result that the man-child is,again, everywhere, in every domain. That one's childhood "neverfinishes" means that the nursery extends itself to the wholesociety--that, in a sense, the exception becomes the rule. In this sense,infantilization is the "end of the outside," of the divide betweenthe child and the adult. In the "smooth" biographic space thatemerges, the distinction between the child and the adult can be created onlyat a fantasy level, hiding the fact that the outside of the nursery is also anursery: the infantilized world of the man-child.
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