Here a few great artworks to silence your dissatifaction:



So you took greenmarine's modified BSD licensed player sprites from Freedoom and called it your own?Kaal979 wrote:Imo the best skin to play the D64MonsterReplace with!
This file is tricky - since it completely replaces the original
DoomGuy even CoopMarines (included) have their appearance.
... But it's not a bug in any form. They were just never given muzzleflashes, period.Kaal979 wrote:But after all i saw these weaps have the original Quake2
bug from PC - no muzzleflashes but i wanna try them tho.
Don't say never. There's muzzleflashes painted in some of their skins. They most likely took them out when Carmack implemented model frame interpolation since the method they usually used to show them involved moving the flash to the back of the model in front of the barrel which made for some dumb animation. (why they haven't considered growing the flash from small to big in front of the barrel is anyone's guess). There was also the issue of fullbright colors - they weren't implemented in Quake2 period, so they couldn't make their muzzleflash glow if they wanted so they resorted to representing it by a colored dynamic light.Medikritz wrote:... But it's not a bug in any form. They were just never given muzzleflashes, period.
I guess the guy means stuffs for the doomsday 3d remakeMedikritz wrote:Kaal979 wrote: And as for your Quake weapons "conversion", there's an ancient Samsara-like Generations Arena wad floating around somewhere that has 1:1 replications of Q1, Q2, and Wolf3D weapons for DM use (3d models and all). Unfortunately, this not only means someone's already done a Quake 1/2 to Doom conversion, they've done it perfectly.
Oh, neat. Well then, the more you know. Still, if you think about it, it's not really a bug if it was a willing design choice to accommodate the technology restraints. Then it's just a design choice. They still consciously ended up not putting them in the finished game, no matter the reason. Therefore, not a "mistake in programming", a "bug".leileilol wrote:Don't say never. There's muzzleflashes painted in some of their skins. They most likely took them out when Carmack implemented model frame interpolation since the method they usually used to show them involved moving the flash to the back of the model in front of the barrel which made for some dumb animation. (why they haven't considered growing the flash from small to big in front of the barrel is anyone's guess). There was also the issue of fullbright colors - they weren't implemented in Quake2 period, so they couldn't make their muzzleflash glow if they wanted so they resorted to representing it by a colored dynamic light.Medikritz wrote:... But it's not a bug in any form. They were just never given muzzleflashes, period.
I disagree. I might as well post it, this works on Skulltag and Zdoom/GZDoom/Zandronum with skulltag_data.pk3 + skulltag_actors.pk3. The guy put spriterips in there for the guys who don't use GL or models.Kaal979 wrote:I guess the guy means stuffs for the doomsday 3d remake
engine or something - no true comparsion to my ranger wad.
Spoiler: Screens
Spoiler: LinkIt very much is a direct comparison. I don't know who created or maintained the wad. They never put a credits txt in the pk3, so I don't know who to credit. Note there's probably a few liberties made with its code, since it was made with an extremely limited zdoom codebase. But hey, it works in multiplayer DM like Samsara does.
This kind of reply is quite random, you know.Kaal979 wrote:But this is a ZDoom forum - you are better advised
to visit a doomsday or skulltag forum or such then.