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I also made a update on my ModDB.com page. Only the thing is if you update a addon its not listed as new like in the mods section. So since all my uploads there are only addons its clever to recheck over some time! http://www.moddb.com/members/kaal979/addons
Good news dudes! While makeing some darker revenant sprites i found all others could be abit brightened saturated and such and now they look even more real. I even could add transclucency to most projectiles and aslo resized many of the monsters - all left to do is ultra brighten up the projectile sprites and firing animation sprites and correct some of the automatic slade gfx offsets - shouldnt take more than two days - stay on!
While makeing some darker revenant sprites i found all others could be abit brightened saturated and such and now they look even more real.
all others could be abit brightened saturated and such and now they look even more real.
brightened saturated = "look even more real"
No. Jesus S. Christ no. I think you have no idea why the sprites are dark in the first place. It's a question of style and ambience. By overbrightening them and turning into fluo pixelpiles, you're making the original sprites lose all credibility and look like crap in the process.
all left to do is ultra brighten up the projectile sprites and firing animation sprites
Well - in the first place because teh used original revenant tracers look that way and also if you view a cacodemon - the fire in its mouth is much brighter than the actual projectile - so ill rework monster by monster for the best optimization. I understand your thoughts about changeing the original look and its really decent.
P.S.: Sorry for haveing to wait but i must besides make a UT3 installed DL-DVD and test all collected models maps ect simply because of disc capacity. That way is also always good to see projects with different perspective and collect new ideas after all the work.
I have to apologize for letting you wait only im experiencing a temporary creative low! But the described project is still my first working priority and also already at around 50% done. So by adjusting and recolouring each monsters sprites the final product truly shalt satisfy alot. Im also adding individual new transparencies to the projectiles and clean the packages unused stuffs. The only thing im haveing no plan for is the spidermasters collosions oversize - maybe some ideas?
P.S.: Also Medifire suspended my account for some unrelevant reason but im still haveing moddb.com and also wanna find a new uploader.
Changes and Additions: Sprites brightened and saturated individually. Sprite placements enhanced individually. Scale sizes improved individually. Projectiles transparencies optimized. Original revenant darkened and added. Custom collosions for all monsters adjusted. Sprite animations overall imroved.
You see - it may satisfy gamers expectations alot more now and i will as well soon release a enhanced version of the QRanger Weapon Pack to finally compliment these wonderful works!
Last edited by Kaal979 on Thu Apr 11, 2013 10:45 am, edited 9 times in total.
Despite its outstanding greatness this mod still needs abit help by some expert. Namely someone who can fix the spiderminds and archmothras collosions (hitscans). Please do good peoples a favour and take a look or at least explain the point!
Attention - Last Minute Changes! D64MonRep + QRanger both updated to version 4. Changes like rocketexplosion colour and chaingunner sound fixed also archvile scale and fire transparency.
Last edited by Kaal979 on Mon Apr 01, 2013 7:25 am, edited 1 time in total.
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I found out that The D64 monsters have their sprites named like the originals in their decorate definitions! So maybe its as easy as renaming them to enable the correct collosions - i will try this and report back. http://zdoom.org/wiki/Classes:Doom#Monsters
Now - i tried Spidermastermind and its unchanged! No wonder i guess since the codewriter would have done it already. But look - theres something confusing namely the replace code.
Spoiler:
actor 64SpiderMastermind : SpiderMastermind Replaces SpiderMastermind { AttackSound "weapons/pistol" Scale 1.15 speed 11 States { Spawn: BQGI AB 10 A_Look loop See: BQGI A 3 A_Metal BQGI AABBCCDD 3 A_Chase Loop Missile: BQGI A 20 bright A_FaceTarget BQGI E 4 bright A_SposAttackUseAtkSound BQGI E 1 bright A_SpidRefire BQGI E 4 bright A_SposAttackUseAtkSound BQGI E 1 bright A_SpidRefire BQGI E 4 bright A_SposAttackUseAtkSound BQGI E 1 bright A_SpidRefire BQGI E 4 bright A_SposAttackUseAtkSound BQGI E 1 bright A_SpidRefire BQGI E 4 bright A_SposAttackUseAtkSound BQGI E 1 bright A_SpidRefire BQGI E 4 bright A_SposAttackUseAtkSound BQGI E 1 bright A_SpidRefire BQGI E 4 bright A_SposAttackUseAtkSound BQGI E 1 bright A_SpidRefire BQGI E 4 bright A_SposAttackUseAtkSound BQGI E 1 bright A_SpidRefire BQGI E 4 bright A_SposAttackUseAtkSound BQGI E 1 bright A_SpidRefire BQGI E 4 bright A_SposAttackUseAtkSound BQGI E 1 bright A_SpidRefire loop Pain: BQGI F 3 BQGI F 3 A_Pain goto See Pain.Vertigo: BQGI F 0 ThrustThingZ (0, 55, 0, 0) BQGI F 3 BQGI F 3 A_Pain Goto See Death: BQGI G 0 A_Scream BQGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,0,0,0,0,0,130) BQGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,0,0,0,0,0,130) BQGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,50,0,0,0,0,130) BQGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,100,0,0,0,0,130) BQGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,0,0,0,0,0,130) BQGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,50,0,0,0,0,130) BQGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,100,0,0,0,0,130) BQGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,0,0,0,0,0,130) BQGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,50,0,0,0,0,130) BQGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,100,0,0,0,0,130) BQGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,0,0,0,0,0,130) BQGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,50,0,0,0,0,130) BQGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,100,0,0,0,0,130) BQGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,0,0,0,0,0,130) BQGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,50,0,0,0,0,130) BQGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,100,0,0,0,0,130) BQGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,0,0,0,0,0,130) BQGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,50,0,0,0,0,130) BQGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,100,0,0,0,0,130) BQGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,0,0,0,0,0,130) BQGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,50,0,0,0,0,130) BQGI H 0 A_NoBlocking BQGI H 4 A_SpawnItemEx ("64BossExplosion",64,64,100,0,0,0,0,130) BQGI H 4 A_SpawnItemEx ("64BossExplosion",-64,-64,0,0,0,0,0,130) BQGI I 4 A_SpawnItemEx ("64BossExplosion",64,64,50,0,0,0,0,130) BQGI I 4 A_SpawnItemEx ("64BossExplosion",0,0,100,0,0,0,0,130) BQGI JK 8 BQGI L -1 A_BossDeath stop Crush: POL5 A 0 POL5 A 0 A_PlaySound ("Misc/Gibbed") POL5 A -1 Stop } }
P.S.: Fact is - the monster obviously has the collosion of its old Doom pendant for some reason that we must find out. And that btw was already in the original D64StuffGZ pak.
Last edited by Kaal979 on Mon Apr 01, 2013 2:56 pm, edited 3 times in total.