Angled Doom TRIPLE UPDATE is out!

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jdredalert
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by jdredalert »

Sorry the delay in responding, i'm having less and less time to visit the forums these days and i'm failing to keep track on the thread. But back to your feedback:
Ezper wrote:Suggestions of things you should fix:

-Plasma rifle sprites
-Chaingun sprites
-UAC Rifle firing sound


Would you mind being a little more specific on the fixes? How exactly are those things broken? Are they glitching or not working properly in some way? It's been a while since i played it, but at least until the last update i think everything was working fine.
Ezper wrote:I know this mod is veeeery old, but I hope you come around to fixing these
Wait, what? The mod is only two years old and the last update was four months ago! lol
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mamaluigisbagel
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by mamaluigisbagel »

A newer small pet peeve of mine has been that Angled Doom has the new pistol sprites while Angled Doom Lite has the old pistol sprites. I don't know if this was fixed or intentional? (which tbh I personally prefer the old sprites anyway but its not a deal breaker)
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jdredalert
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by jdredalert »

It was an overlook of my part, really. I probably forgot to replace the sprites because i was working on the three versions at the same time. If there is enough demand i could replace them. I have a really soft spot in my heart for the older sprites, but i wanted a newer - and also bigger - version of the Doom pistol. I noticed that other mods uses some of the sprites from Angled Doom (something that i'm not only completely fine with, i also encourage people to use them without the need of asking permissions or anything) and i wanted something to differentiate AD a bit.

BTW, thanks for the feedback 8-)
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WolVexus
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by WolVexus »

Hiya!

I'm still relatively new to modding (Brutal Doom Power Fantasy being my first actual attempt at doing anything) and I was wondering if you would be alright with me tinkering around with things and possibly make an addon of my own?

If not, that's perfectly understandable!
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Chaosvolt
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by Chaosvolt »

Interesting. This mod was mentioned to me recently since I've been working on a mod that, among other things, includes dual-wielding shotguns as a feature, as a good source for replacement sprites. If I did and you were alright with it being used, which do you feel would be better visually?
1. Keeping the vanilla straight-on shotgun for single shotgun and using Angled Doom's sprites for dual shotguns.
or
2. Using the angled shotgun for both?

EDIT: I'm thinking option one would be better, if you're alright with it. Messed around with how it'll probably end up looking, couple examples:
SHT3A0.png
SHT3T0.png
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jdredalert
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by jdredalert »

Hey, it's been a while since my last entry here. I don't see a problem editing stuff from Angled Doom and it's addons. All the sprites used were previously shared to the community, and i made sure to pick the ones we could use and modify at our own will, with the bless of the original creators. I even made some changes on them myself in Angled Doom Plus. So, everyone, feel free to butcher the pk3 file and use all the assets - coding included - in your own projects. Just make sure that you will: 1 - Credit the original creators of the assets you are using (there's a credits file inside the pk3 with all the info you need) and 2 - Put some effort into your project, even though you're borrowing stuff. I see no problem if people decide to use parts or even full coding and graphics from Angled Doom, just try not to copy and paste the whole contents of the mod into another mod and call it something else. I know most of the time the members of this community won't do that and will stand firmly against plagiarism, but I already saw my fair share of Frankenstein-mods that duct taped together a lot of other people's works into questionable final products.

@Chaosvolt
I loved the dual SSG! Keep up your work! In regards of your mod, if you're going to make a mod focusing on centered sprites, i believe you could use the angled ones for akimbo weapons. My tip is, try not to mesh angled and centered guns, unless you have a good reason to do that - for example, dual wielding. If your regular shotgun is centered, making the ssg angled will be odd and break the consistency of your work.
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Chaosvolt
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by Chaosvolt »

Nice. Thank you, including Angled Doom sprites led me to adding a credits file to the .zip as well as listing them in the OP of the thread. I'll go ahead and look into the pk3 a bit more to make sure I'm crediting exactly the right people for the super shotgun sprites.

As for what I did with them, I went with some fairly basic editing for dual usage, and added in the more complicated flash states (whereas vanilla-style super shotgun only needs two flash sprites for firing, the dual shotties end up needing a flash state for all four barrels, and an altflash for all 3 possible ways altfire could pan out, with 2 sprites each). I ended up doing it the way I noticed you'd done it, with the entire gun sprite present in the flash state instead of just the muzzle end floating in midair. I found that made aligning the offsets in Slade MUCH less of a pain since you only have to worry about the horizontal offset, while vertical can just be slapped right on the HUD's bottom line.

As for consistency, it can be hard yeah. Since in this case there's only the contrast of one double-barreled shotgun vs. two double-barreled shotguns, does seem like it's reasonably consistent to stick with centered for single and angled for dual.

EDIT: And added the additional credits to JoeyTD and Denis Belmondo to the credit file and OP of the thread.
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EmerphiS
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by EmerphiS »

Glory kill is great, if only there was a mod like that to mix with others, or for vanilla
DawidKoz09xD
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by DawidKoz09xD »

angled DOOM? More like DOOM graphics overhaul. Please make it support vertical bullet spread.
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MrRumbleRoses
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by MrRumbleRoses »

it seems the Plus version is like, broken or something. each time i try & click on it it keeps trying to repair itself with no end results of it fixing
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Crazy_Deer
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by Crazy_Deer »

I'm having the same issue, it won't let me download the Plus version
Ltnumbnutsthesecond
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by Ltnumbnutsthesecond »

hey can I use some of these sprites for a mod I am making?
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wildweasel
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by wildweasel »

My sincerest apologies for the bump, but I've got a major bug to report with Angled Doom 0.8 - your random spawners in Actors\Misc\RandomSpawners.txt are not properly transferring the AMBUSH flag, leading to many situations where ambushing monsters will react to gunfire instead of waiting for the player to come within view. The best place to check this is Doom 2 Map02, by firing a shot in the opening room; the shotgunners from the "house" on the other end of the map will start teleporting in, when they aren't supposed to yet.

To fix this, every call of A_SpawnItem in RandomSpawners.txt needs to be replaced with A_SpawnItemEx("monstername", 0,0,0,0,0,0,0, SXF_TRANSFERAMBUSHFLAG).
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jdredalert
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by jdredalert »

What if i told you that i was thinking about that today? Recently i was thinking about coming back to the mod and just as you said, the moment i fired the first shot on map02 i was surrounded by the shotgunners from the the outside area. I was wondering how to fix that oddity and here you gave the answer! Thank you so much Weasel, i'll wrap a quick update later today with the fix!
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Crazy_Deer
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by Crazy_Deer »

Sorry for the bump, but is this still being worked on?

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