Dog Sprite Replacement

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: Dog Sprite Replacement

Re: Dog Sprite Replacement

by Graf Zahl » Mon Mar 11, 2019 10:45 am

Then you got the wrong GZDoom.

Re: Dog Sprite Replacement

by PSXRevizorRussian » Mon Mar 11, 2019 10:44 am

PSXRevizorRussian wrote:
Enjay wrote:Assuming you have GZDoom, you already have them. They are in the sprites folder inside gzdoom.pk3.


instead of sprites there are orange letters "DOG" on each sprite name

Re: Dog Sprite Replacement

by PSXRevizorRussian » Sat Mar 09, 2019 5:56 am

Enjay wrote:Assuming you have GZDoom, you already have them. They are in the sprites folder inside gzdoom.pk3.


Many thanks for the clarification.

Re: Dog Sprite Replacement

by Enjay » Sat Mar 09, 2019 5:46 am

Assuming you have GZDoom, you already have them. They are in the sprites folder inside gzdoom.pk3.

Re: Dog Sprite Replacement

by PSXRevizorRussian » Sat Mar 09, 2019 5:39 am

Where to download these sprites? I can use them in Psx Doom Forever project

Re: Dog Sprite Replacement

by Enjay » Sun Oct 29, 2017 12:33 pm

A bit late to this party but I think these dogs are a major improvement.

The Wolfenstein dogs always stuck out as being "those dogs from Wolfenstein" and having a simpler, more cartoony style than Doom (and, yes, I know that I have used them in some of my mods). Nash's one's are more consistent with Doom graphics IMO; certainly with third party sprites produced for Doom by the community.

The legal aspect is, of course, good news too.

However, other than to test them out, I've never actually used the MBF helper dogs in a game. Having a good set of Doomy-looking dog sprites will be the main benefit of this to me.

Re: Dog Sprite Replacement

by Gez » Thu Oct 19, 2017 10:12 am

German shepherds. (FormGen reskinned them as rottweilers in the Spear of Destiny mission packs, though.)

Re: Dog Sprite Replacement

by Amuscaria » Tue Oct 17, 2017 10:05 pm

Looking very nice. Definitely better detailed than the Wolfenstein Rottweilers.

Re: Dog Sprite Replacement

by Doomkid » Sat Oct 14, 2017 1:05 am

I really like these sprites. It's nice to have an alternative to the Wolf3D dogs even aside from the legalities. Well done!

Re: Dog Sprite Replacement

by Graf Zahl » Fri Oct 13, 2017 11:52 pm

MartinHowe wrote: they are not my familiar Doom dogs

There's no such thing as a Doom dog. Let's be clear: Any port released under the GPL which is using the Wolfenstein sprites is on legally shaky ground. I wouldn't be surprised if some of them took Nash's replacement themselves to rid themselves of this issue.

Re: Dog Sprite Replacement

by Rachael » Fri Oct 13, 2017 10:04 pm

As someone who's never personally used the dogs (I had only played with them a few times prior to this coming up, having heard of the MBF support), I've never grown particularly attached to the dogs.

But even if I were - sometimes change is necessary. Yes you can use autoload and get your old doggies back, and that's a supported and sanctioned method. Obviously, we won't do it for you - but there's nothing to stop you from posting your work on the Graphics/Sound patches forum, either. ;)

But as I was saying, times change. The new doggies were needed, Nash delivered. If we had had alternate working sprites for the doggos, this replacement probably would have probably happened sooner.

As for WolfSS in Doom2 - that was something id did, and it had a very narrow and specific use. Throwing the dogs in with them is something that randomly became standard because some other source port did it and had nothing to do with the original author of the games.

Re: Dog Sprite Replacement

by MartinHowe » Fri Oct 13, 2017 4:42 pm

So basically this is like the green cross medikits in modern official ports of classic doom. Times have changed and things that have been tolerated for ages must sometimes go. Though I will now have to create an autoload as for me this is a bad move, not because Nash's dogs are bad, but because they are not my familiar Doom dogs :p Whether or not it's is a "mistake" by other ports, it has become the de facto standard and it is with sadness that today's legalistic world requires this change.

However I would question the "no relation to the doom engine" comment, otherwise why have WolfSS soldiers in Doom2 in the first place? Indeed I always wondered why iD didn't include the dogs and use them in place of demons on the Doom2 secret levels.

Re: Dog Sprite Replacement

by Nash » Thu Oct 12, 2017 4:46 am

Ravick wrote:First, nice job, Nash! That's a nice set of sprites you've got, IMO.

Second, uh... any chances of you do some idle sprites for it? Things just like the dog sitting, sleeping, eating or so.

:)
Thanks!

Sure, I can knock out some idle frames, shouldn't be too hard.

Re: Dog Sprite Replacement

by Ravick » Thu Oct 12, 2017 1:11 am

First, nice job, Nash! That's a nice set of sprites you've got, IMO.

Second, uh... any chances of you do some idle sprites for it? Things just like the dog sitting, sleeping, eating or so.

:)

Re: Dog Sprite Replacement

by Kinsie » Mon Oct 09, 2017 10:45 am

Zhs2 wrote:This is venturing somewhere off the topic, but while I think the sprites are fine, the new dog sounds are imo less evocative of "oh no, I'm hurting this poor dog" than the old Wolf3D ones. :(
They're quick edits of Creative Commons/Public Domain recordings from the FreeSound Project. They're not better than the copyrighted MacWolf ones, heavens no, but they're more "passable" then the previous placeholders, which were an up-pitched human voice.

The source audio credits should be given in the PK3. If you can find more fitting sounds and we can verify that they're original recordings with a GPL-friendly license, then sure, I'll spin something up with them.

Top