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Re: Kaal979's Doom64 replacers [split]

PostPosted: Sun Jan 20, 2013 2:01 pm
by QuickShotGunman
Okay...I'm not sure if you did anything.
I see nothing new on the first page.

Re: Kaal979's Doom64 replacers [split]

PostPosted: Sun Jan 20, 2013 10:22 pm
by hfc2x
QuickShotGunman wrote:Okay...I'm not sure if you did anything.
I see nothing new on the first page.

HAHAHAHA. Good one, dude. It's not like you're interested in this, aren't you?

Re: Kaal979's Doom64 replacers [split]

PostPosted: Mon Jan 21, 2013 1:37 am
by Kaal979
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

D64MonRep Progress!

PostPosted: Wed Jan 23, 2013 1:56 pm
by Kaal979
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!

Re: D64MonRep Progress!

PostPosted: Fri Jan 25, 2013 10:53 am
by Tapwave
Kaal979 wrote:Good news dudes!


Oh good god.

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


Why? Just put dynamic lights!

Re: Kaal979's Doom64 replacers [split]

PostPosted: Sat Jan 26, 2013 3:44 am
by Kaal979
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.

Re: Kaal979's Doom64 replacers [split]

PostPosted: Mon Jan 28, 2013 5:27 pm
by hfc2x
If it's possible, I would like to know something: What's your native language?

Re: Kaal979's Doom64 replacers [split]

PostPosted: Tue Feb 19, 2013 11:25 am
by Kaal979
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.

Doom64 Monster Replacer Version 7

PostPosted: Fri Mar 29, 2013 10:53 am
by Kaal979
Ladies n Gentlemen -
the time has finaly come to publish my latest work - the
new version of the outstanding Doom64 Monster Replacer!


Download D64MonRepV07:

(Skydrive link removed due to presence of warez. -ww)

http://www.moddb.com/games/doom/addons/ ... placer-v07


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!

Quake Ranger Weapons Version 09

PostPosted: Sat Mar 30, 2013 9:47 am
by Kaal979
Lads n Gents -
the time has come to publish the new version of
the outstanding Quake Ranger Weapons Replacer!

Download QRangerV09:

(Skydrive link removed due to presence of warez. -ww)

http://www.moddb.com/games/doom/addons/ ... eapons-v09


Changes and Additions:
BFG now with oldskool explosion.
RocketLauncher better explosion.

Its time to clear our galaxy of some
old mutant scums - step up rangers!

Note - D64MonRepV04

PostPosted: Sun Mar 31, 2013 3:51 am
by Kaal979
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!

Version4 Update

PostPosted: Sun Mar 31, 2013 10:17 am
by Kaal979
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.

Re: Kaal979's Doom64 replacers [split]

PostPosted: Mon Apr 01, 2013 7:03 am
by Zenon
Before you click "Post Reply" again, remember this..

The edit post button is very sad and lonely. People believe that if they touch it, it will bite them.. that isnt true.
Clicking the edit post button will make him feel happy, loved and less suicidal.

Please, use the edit post button

Re: Kaal979's Doom64 replacers [split]

PostPosted: Mon Apr 01, 2013 7:26 am
by Kaal979
Aeeh ... no!

Re: Kaal979's Doom64 replacers [split]

PostPosted: Mon Apr 01, 2013 2:14 pm
by Kaal979
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:


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.