[RELEASE]Doom Expanded Beta 8-5

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sdk2k9
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Re: [RELEASE]Doom Expanded Beta 8

Post by sdk2k9 »

BlueFireZ88 wrote:Works like a charm. :)

The animation is smooth and I see no overlapping of any kind (even on the earliest PR pullback frames). Fire rate is perfectly replicated. And the coding is fairly easy to follow if your following the sprites.

I can't say anything less than thanks a million.
So will you be able to make the firing animation smoother than.
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BlueFireZ88
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Re: [RELEASE]Doom Expanded Beta 8

Post by BlueFireZ88 »

It looks a lot better thanks to WildWeasel.

Just to be sure, what didn't find smooth about it? The inconsistent lighting. How the frames were ordered. Or it just didn't seem right to look at.
sdk2k9
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Re: [RELEASE]Doom Expanded Beta 8

Post by sdk2k9 »

BlueFireZ88 wrote:It looks a lot better thanks to WildWeasel.

Just to be sure, what didn't find smooth about it? The inconsistent lighting. How the frames were ordered. Or it just didn't seem right to look at.
It just doesn't look right to me every time i fire it just feels like you've done nothing it just feels like the ordinary doom version, have a look at this.
Blox wrote:Have a smooth plasmarifle firing animation.
Image Edit: Alternatively, Image

After PLSFC0:
Image
Before (thus after above) PLSFD0:
Image

ohshitiseebug Edit: Fix'd, the first in-between didn't have any light on the very bottom green thingy in the center.
You see how smooth that fire animation looks on the Plasma Gun.

Download this mod and fire the Plasma gun you'll see how smooth it fire animation is.
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pk_anim1.zip
(220.04 KiB) Downloaded 40 times
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BlueFireZ88
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Re: [RELEASE]Doom Expanded Beta 8

Post by BlueFireZ88 »

It looks a bit weird. Like the gun is pulsating or something. If it's ok with you, I'm gonna stick with Weasel's version. It's not perfect but it's better than it was.
sdk2k9
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Re: [RELEASE]Doom Expanded Beta 8

Post by sdk2k9 »

BlueFireZ88 wrote:It looks a bit weird. Like the gun is pulsating or something. If it's ok with you, I'm gonna stick with Weasel's version. It's not perfect but it's better than it was.
That's fine with me. It is your mod anyway.
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BlueFireZ88
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Re: [RELEASE]Doom Expanded Beta 8

Post by BlueFireZ88 »

Here, try loading this after Beta8 and it will show the new plasma rifle fire animation:
PR.wad
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sdk2k9
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Re: [RELEASE]Doom Expanded Beta 8

Post by sdk2k9 »

BlueFireZ88 wrote:Here, try loading this after Beta8 and it will show the new plasma rifle fire animation:
PR.wad
I tried it, sorry mate I still don't like it I want it to be like the one I showed you.

do you know anything that can open up WAD files so i can see what inside it.
Blue Shadow
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Re: [RELEASE]Doom Expanded Beta 8

Post by Blue Shadow »

sdk2k9 wrote:do you know anything that can open up WAD files so i can see what inside it.
[wiki]SLADE3[/wiki]
mckracken
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Re: [RELEASE]Doom Expanded Beta 8

Post by mckracken »

Bluefire788 - is there any chance you could make your mod compatible with
http://www.scoredoom.com/ ?

I hate that scoredoom crashes every enhancement mod i can think of...
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wildweasel
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Re: [RELEASE]Doom Expanded Beta 8

Post by wildweasel »

mckracken wrote:Bluefire788 - is there any chance you could make your mod compatible with
http://www.scoredoom.com/ ?

I hate that scoredoom crashes every enhancement mod i can think of...
Scoredoom is unfortunately based on an older version of ZDoom, meaning a lot of effects will have to be completely tossed out.
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BlueFireZ88
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Re: [RELEASE]Doom Expanded Beta 8

Post by BlueFireZ88 »

sdk2k9:

The easiest way I can think of to implement your version of the plasma rifle is with an easy patch. If you just copy the resources from the original mod, then put them into a seperate one, then finally adapt the resources to Expanded, then yeah, it should work.

mckracken:
Unfortunately, yeah it would take longer to update ScoreDoom than I got time for. Although, if you really like the mod that much, why don't you update it yourself? I can imagine you might not have the experience to work a a mod like that. But hey, isn't that excuse enough to start learning what makes it tick. If not, well, it's just a suggestion.
sdk2k9
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Re: [RELEASE]Doom Expanded Beta 8

Post by sdk2k9 »

BlueFireZ88 wrote:sdk2k9:

The easiest way I can think of to implement your version of the plasma rifle is with an easy patch. If you just copy the resources from the original mod, then put them into a seperate one, then finally adapt the resources to Expanded, then yeah, it should work.
What do you mean :?: how do I do it :?: It will be gret if you help me because I never even made a mod for Doom before.
mckracken
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Re: [RELEASE]Doom Expanded Beta 8

Post by mckracken »

BlueFireZ88 wrote: mckracken:
Unfortunately, yeah it would take longer to update ScoreDoom than I got time for. Although, if you really like the mod that much, why don't you update it yourself? I can imagine you might not have the experience to work a a mod like that. But hey, isn't that excuse enough to start learning what makes it tick. If not, well, it's just a suggestion.
yeah i tried yesterday. got started with a monster randomizer, it worked ok with the monsters from Doom2. Then i tried to reference a WAD from the 667 repository. The Monster never showed up - it might have been i got the wrong name, or the thing id.
Anyway from looking at the various monster randomizer i never found out how they tell the DECORATE where to look for the bestiary files...

My plan was to make a monster shuffle with the 667 Doom-only bestiary. WITHOUT costum weapons.
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BlueFireZ88
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Re: [RELEASE]Doom Expanded Beta 8

Post by BlueFireZ88 »

sdk2k9:
I see, well, given that's the case. Maybe I can look into the smooth animated PR you presented again. Given, that there are somethings I really want to tweak about it anyway.

mckracken:

There exists a mod with what you have in mind (although it does contain the weapons from 667 too).

http://forum.zdoom.org/viewtopic.php?f= ... 67+shuffle

You might want to look into this for research purposes.
mckracken
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Re: [RELEASE]Doom Expanded Beta 8

Post by mckracken »

im aware of it, thanks.
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