Search found 37 matches
- Sun Apr 10, 2022 4:38 pm
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 647972
Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
Time between release of First and Second episode was 3 years.
- Fri Apr 08, 2022 8:20 am
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 647972
Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
Ashes 2063 Enrinched Edition doesn't have workbench as it is essentially a remaster with few additional content.
- Sun Apr 03, 2022 4:16 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Trench Foot (New article + playable content)
- Replies: 145
- Views: 97861
Re: Trench Foot (CountryCide released!)
It doesn't look like ammo hence I have issues recognizing it as such and only notice due to text pop up.
- Sun Apr 03, 2022 3:12 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Trench Foot (New article + playable content)
- Replies: 145
- Views: 97861
Re: Trench Foot (CountryCide released!)
Well that was fun, can you please just change the sprites for revolver and shotgun ammo to be more recognizable.
- Wed Mar 30, 2022 8:25 am
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 647972
Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
APNG in order to maintain color. animated.png EDIT: Even Microsoft Edge supports APNG now. Okay. :D EDIT: Annoying to remove weapons from spites to have hand/arm only to find out a mistake was made after saving when removing a part of hand. :evil: EDIT: Meh... M1911_R1_Upscale.png EDIT: M1911_R2 ...
- Tue Mar 29, 2022 4:22 pm
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 647972
Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
Took snapshot of M1911 from Medal of Honor Heroes 2 and did what I could to fit in.
Not sure about the result. lol
Not sure about the result. lol
- Sun Mar 27, 2022 10:19 am
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 647972
Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
That mutant appears again in second episode and there is another boss also. Raiders certainly would not be able to chase / pursue Scavenger riding a motocycle by them riding bugdogs hence quad bike. As for raider boss, I would rather be a static tank of M24 Chaffee with turret being 2D sprite unless ...
- Sat Mar 26, 2022 2:54 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Support for APNG animated image format?
- Replies: 27
- Views: 2996
Re: Support for APNG animated image format?
At bare minimum if nothing else in case APNG isn't worth implementing, it could be recommended to use it as one way to see how animation could play out and that being timing of each frame. Though APNG could be taken as an example for GZDoom to have dedicated animated PNG format compatible with ...
- Thu Mar 24, 2022 4:26 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Support for APNG animated image format?
- Replies: 27
- Views: 2996
Re: Support for APNG animated image format?
Graf, if you implement APNG and then GZDoom and Raze are merged.
You could call it then Dukedoom? Get it? Dukedom.
Edit; A joke.
You could call it then Dukedoom? Get it? Dukedom.
Edit; A joke.
- Wed Mar 23, 2022 11:16 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Support for APNG animated image format?
- Replies: 27
- Views: 2996
Re: Support for APNG animated image format?
What is internally executed doesn't absolve magically the overhead of the layer above it that I refer to as another point being is quality of life improvement by reducing need to copy paste code. Each letter and space between such adds a byte. GardRun1 Tics 8 <- 14 bytes then 56 bytes if 4 frames of ...
- Wed Mar 23, 2022 9:29 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Support for APNG animated image format?
- Replies: 27
- Views: 2996
Re: Support for APNG animated image format?
Enjay. Issue with your reply that it hinges too much on how popular or unpopular APNG is as image format which is irrelevant because at its core APNG is series of PNG images with metadata that dictates sequence and timeframe of those. Debate should not be on popularity as it should be on ...
- Wed Mar 23, 2022 6:15 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Support for APNG animated image format?
- Replies: 27
- Views: 2996
Re: Support for APNG animated image format?
I stumbled upon this thread. viewtopic.php?f=15&t=63160 Graf scoffed at ACS and PAGEDEFS being used for video then mentions Raze that supports video formats, IIRC being SMK and AVI that neither support transparency. GIF is limited to 8 bit color such as SMK, but also supports transparency while APNG ...
- Wed Mar 23, 2022 4:20 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Support for APNG animated image format?
- Replies: 27
- Views: 2996
Re: Support for APNG animated image format?
This, if anything, sounds like way more of a pain to work with than simply defining the states and durations like is already done in GZDoom, without the benefit that frames can be reused for arbitrary purposes, like randomized animations or things that need to sync to in game events. I can only ...
- Wed Mar 23, 2022 3:40 pm
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 647972
Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
It made me think of an scenario where Scav's bike gets screwed/lost yet again, he goes onto doing stuff meanwhile and, the moment he comes back, he finds out his bike has became a quad bike like the one in those sprites. I expect he would be just standing there, like, "How did this even happened ...
- Wed Mar 23, 2022 2:21 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Support for APNG animated image format?
- Replies: 27
- Views: 2996
Re: Support for APNG animated image format?
This begs the question as to what advantage it would give over the current method. The regular .png is already supported, and making them animate in engine is done through Decorate/ZScript for actors, and the TEXTURES lump for textures. Probably most useful for inferring textures only, as getting ...