Kaal979's Doom64 replacers [V07]

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Re: Kaal979's Doom64 replacers [split]

Postby hfc2x » Mon Apr 01, 2013 3:45 pm

Cyberdemon2006 wrote:Please, use the edit post button

Kaal979 wrote:Aeeh ... no!

That's the main reason nobody cares about your terrible mod.
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Re: Kaal979's Doom64 replacers [split]

Postby Kaal979 » Mon Apr 01, 2013 4:01 pm

Does this maybe mean replace monsters must
always inherit its originals collide dimensions?
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Re: Kaal979's Doom64 replacers [split]

Postby Kaal979 » Mon Apr 01, 2013 5:09 pm

Yohoo - i found out!
They forgot just a few
lines with height and radius:
Spoiler:

Now its only a question of a few days
and this thing comes out like a blast!

P.S.: Yippiee x2! Its the day of my birth
just started for the 34th time - partiee!!
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Re: Kaal979's Doom64 replacers [split]

Postby Kaal979 » Tue Apr 02, 2013 5:07 pm

Adding and scaling the collosions worked too perfect!
Tomorrow i wanna use the "freeze" command to
check all sprite positionings once again.
So stay on and your new game comes soon!
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Re: Kaal979's Doom64 replacers [split]

Postby Zenon » Tue Apr 02, 2013 8:59 pm

Image

Please stop posting
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Re: Kaal979's Doom64 replacers [split]

Postby wildweasel » Tue Apr 02, 2013 10:31 pm

Cyberdemon2006 wrote:Please stop posting

If you've got a problem, use the Report button and quit yelling at them.
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Re: Kaal979's Doom64 replacers [split]

Postby Kaal979 » Wed Apr 03, 2013 1:38 pm

Hahaa - great joke!
Also my project ... does any of you know why ID
placed their sprites in such rather chaotic manner?
I mean if you type the freeze command and circle
around lets say the imp - seen from side (profile)
shows the sprite were placed abit deeper!
Now im wondering if that didnt actually
make sense or something .. .

P.S.: Now i decided to first place them all
"correctly" and then use the old values (o.c.
in Slade) to halfways restore the old chaos.

P.S.2: Its weird but it seems like the original
sprites were all placed bottom fit (at least for
revenant) what actually makes less sense than
head fit simply because of perspectivical results.
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Re: Kaal979's Doom64 replacers [split]

Postby Kaal979 » Thu Apr 04, 2013 8:58 am

New plan on our progress:
Im firstly makeing all positions head fitting.
And laters as finishing thouch correct the few
extreme leg differences abit (o.c. only for turning).
Then again each monsters frames will be checked
ingame while fighting with others.
The chaos from original doom isnt anymore then only
arent also the new sprites themselve way more accurate?
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Doom64 Monsters at Version 5

Postby Kaal979 » Thu Apr 04, 2013 12:28 pm

New D64MonRepV05 ready and uploaded!
See the recent or the first post!
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Quake Ranger Weapons New Version 05

Postby Kaal979 » Sat Apr 06, 2013 1:10 pm

The new version 5 features great improvements
like zoom with all weapons and corrections like added
missing bullet decals. See previous or first page!
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Re: Kaal979's Doom64 replacers [V06]

Postby Kaal979 » Mon Apr 08, 2013 7:40 am

You know it - great mods require more work than normal.
So i again had to update both - monster and weapon replacer to version 6.
While the D64MonRepV06 has unnoticable changes in the liche placements
QRangerV06 shines with the new power of the freedoom skin in high resolution!
It was abit work but i made it to make them look exactly like the original sized
only that now with doubled dimensions the abstract pixelation literally magically
disappeared and though the look isnt perfect its a improvement.
Attachments
Promi.jpg
Promi.jpg (11.37 KiB) Viewed 602 times
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New Improvements Planned

Postby Kaal979 » Wed Apr 10, 2013 5:29 am

As i had to realize QRangerV06 freezes ZDoom when dying with weaponzoom on.
Therefore i wanna make a research and compare the code source file R667s sniperrifle.
Also the weapon switch speed needed improvement - ill have to figure that out as well.
Also the automatic switching to zoomed after emptying a weapon isnt as expectes.
Further in the D64MonRepV06 a few monsters react too individually what is caused by
the additional ideas from the original GZDoom64Stuff makers. I wanna balance this
and also overall clean the file from unused stuffs like the nightmare monsters sprites.
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Re: Kaal979's Doom64 replacers [V06]

Postby wildweasel » Wed Apr 10, 2013 9:35 am

Regarding the sniper rifle crash, it sounds like you might have an infinite 0-duration loop in your Deselect state.
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Re: Kaal979's Doom64 replacers [V06]

Postby Kaal979 » Wed Apr 10, 2013 10:10 am

Ah - yes! Thank you very much!
I set the deselect anim to 0 for speeding
it up thats what caused the freezes.
Now i only need to look into the ripgun to
find out how the changing goes twice as fast.
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QuakeRanger Weapon Replacer V07

Postby Kaal979 » Wed Apr 10, 2013 2:25 pm

Okay guys - the new weapon pack is ready and works
fully bug free while keeping all its old greatness!
The new monster replacer can be expected tomorrow.
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