This is a beefed up fork of Gifty's Smooth Doom mod that has been in constant production since 2018, gaining meat and improvements in recent years. Compatible with GZDoom 2.4.0 and higher.
Credit to Gifty for creating Smooth Doom mod, as well as some sprites from Dead Marine: https://forum.zdoom.org/viewtopic.php?t=45550 https://forum.zdoom.org/viewtopic.php?t=58521
Credits to JekyllGrimPayne (Agent_Ash) for weapon animations code and assets from Beautiful Doom: https://forum.zdoom.org/viewtopic.php?t=50004
Credits to Per Kristian Risvik for HD sounds: https://perkristian.net/game_doom-sfx.shtml
Credits to SeanTheBermanator (SoundBulb) for additional HD sounds: https://www.doomworld.com/forum/topic/110822-doom-sound-bulb-hd-sounds-that-stay-true-to-the-original/
Credits to osjclatchford for assets: https://forum.zdoom.org/viewtopic.php?t=35861
Credits to Kazudra for ingenious way of applying brightmaps to animated textures: https://forum.zdoom.org/viewtopic.php?t=67607
Credits to Nash Muhandes for blood decals: https://www.moddb.com/mods/nashgore-next
Credits to id Software for bullet hole decals (No link here, go look up id Vault)
Credits to MrKingVM for missing rotation sprites: https://www.doomworld.com/forum/topic/62403-doom-2-minor-sprite-fixing-project-v20-release-updated-112822/?page=33
Huge thanks to AleksV from Russian Doom Community for converting this mod to ZScript (TBA).
Back in 2018, I discovered Smooth Doom and I instantly fell in love with it, but weapon animations seemed a little bit choppy.
What started as a simple super shotgun animation improvement grew into constant seeking of ways to improve the mod.
- Restored monster variations
- Removed ACS scripts for CVARs
- Added brightmaps for all sprites
- Added HD sounds, courtesy of PerKristian's HD sounds and Doom Sound Bulb
- Vastly improved animations for monsters and weapons
- Slight code refactoring
- Alpha-style movement and weapon bobbing
- Animated textures with brightmaps
Make sure to set "View bob amount while moving" to 0.15 and "Weapon bob speed" to 1.6 in GZDoom's "display options" to fully mimic alpha-style movement. Additionally, you can set "Tonemap mode" to "Palette" in "OpenGL options" (In later versions, this option is in "Postprocessing" submenu).
If you want to make the mod compatible with megawads that utilize custom palette (Such as Back to Saturn X), make sure to convert all the sprites to PNG using Slade (Either truecolor or paletted).