[Sprites] Doom 64 reloading animations (UPDATE - Chaingun!)

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wildweasel
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by wildweasel »

I'd actually end up using both versions of that frame, with the new version as an inbetween frame leading into the old version. Just for purposes of smoothing.
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SamVision
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by SamVision »

wildweasel wrote:I'd actually end up using both versions of that frame, with the new version as an inbetween frame leading into the old version. Just for purposes of smoothing.
Wow genius idea Weasel! No wonder your weapon mods are godly.
AndehX
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by AndehX »

How do I get these to work with the DooM 64 Absolution game?
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XutaWoo
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by XutaWoo »

You don't.
AndehX
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by AndehX »

why? wouldnt Absolution be the first thing that these are made for!?
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by Gez »

No, actually. It is implicitly implied by this thread being on the ZDoom resources forum that they're made as resources for ZDoom mods. Doom64-themed, sure, but ZDoom anyway.
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by wildweasel »

Absolution likely doesn't have the required setup to define new weapons with these graphics anyway.
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neoworm
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by neoworm »

Woudnt it be possible to use DooM64 ex to add these animation to game?
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by Gez »

I don't think that port supports custom actors at the moment, so no unless you change the code and recompile.
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Ceeb
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by Ceeb »

Kaiser told me he's still working on making the editors more useful in general. Give him time, I guess.
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by AndehX »

i have zdoom aswell but i cant seem to get these working, is there something more I have to do other than extracting the wads to my zdoom folder?
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by wildweasel »

AndehX wrote:i have zdoom aswell but i cant seem to get these working, is there something more I have to do other than extracting the wads to my zdoom folder?
[wiki]Installation and execution of ZDoom[/wiki]
AndehX
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by AndehX »

could you elaborate on what i need to do exactly?
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Slasher
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by Slasher »

AndehX wrote:could you elaborate on what i need to do exactly?
The wiki page wrote:1.Download the latest ZDoom (currently 2.5.0). Alternatively, you can get an unnofficial SVN build from DRD Team.
2.Extract all the files from the ZIP file into a new directory.
3.When using a new folder make sure to include an IWAD in the ZDoom directory.
Download zdoom, extract it to a folder, and put an IWAD into that same folder. How much simpler could it be?

As for loading mods, I find drag-and-drop to be the easiest way.
AndehX
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Re: [Sprites] Doom 64 reloading animations (UPDATE - Chaingu

Post by AndehX »

thanks :D

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