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Cataflexia wrote:Do you make one day the same work with Hexen?
A similar release for Hexen is planned, but progress has been and will be on hold as I've become busy with a number of other matters. Sorry to say, but given how much free time I can dedicate to the project and the scale of Hexen, a release won't be happening for a while.
PSTrooper wrote:I've found another sprite discrepancy on the Wolfenstein SS rotations. Frames 5 through 8's legs don't mirror properly during the walking rotations.
Good catch! Looks like this discrepancy dates back to the original Wolf 3D sprite implementation. Seeing as this fix is for a very rarely seen Easter egg monster, I don't think it warrants a full 1.5 version update, but I'll see about releasing a small intermediary addendum in the mean time along with a few other tiny fixes that have cropped up. As for a full 1.5 update, I'm still somewhat hoping the 3D Realms guys can release their Doom beta and that said beta contains new useable graphics, but I suppose that's just a matter of waiting right now.
Hello, ZDoom forums! Just dropping in to let you all know that I've updated this project today to version 1.5 to include Romero's recently released missing angle rotation sprites for the Zombieman, Shotgun Guy, and Doom Guy. A few other minor fixes and missing SS pain rotations have been added as well, courtesy of PSTrooper. Special thanks to Onslaught Six for getting a response from Romero on Twitter.
You can find the latest download links in my original post, or you can just get the current download of v1.5 here:
(Outdated, see original post)
And here is the trimmed down changelog highlighting the 1.5 changes:
Zombieman
- [1.5] Restored missing rotation angle sprites.
- [1.5] Filled in erroneous transparent pixel in 1 death frame.
Shotgun Guy
- [1.5] Restored missing rotation angle sprites.
Wolfenstein SS
- [1.5] Added missing rotation angle sprites for the SS's pain animation.
- [1.5] Fixed leftover green hair pixels in 1 gibbing frame.
- [1.5] Renamed walking frames to fix improper leg rotations in 5-8 angle walking rotations.
Player
- [1.5] Restored missing rotation angle sprites.
First Person Weapon Sprites
- [1.5] Fix by Da Werecat: Fixed mismatching Rocket Launcher muzzle flash firing frame
Example preview of the newly added rotations:
Last edited by Marphy Black on Thu Jul 28, 2016 4:12 pm, edited 1 time in total.
Excellent! Really neat to see something that was a part of the original be revealed now, two decades later. Almost like unlocking hidden content. Also love the SS's new pain frame rotations, that's a huge plus.
These zombie rotations Romero posted have made their way into the next version of Random Deaths & Decoration I hope Gifty smoothifies the shooting and pain frames too.
Great project, used it for some time. Noticed that the FCANC0 sprite had an errant black pixel towards one of the inner edges of the flame, so I fixed it.
Only other thing I think has a few funky pixels left altogether would be the both the green and the blue long, metal torches, towards the base. I'll check it out.
Edit: Whoops, forgot to set the proper sprite type before aligning.
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Just wanted to bump this topic and let any non-English users know that the new per-glyph font system in GZDoom 3.8.0 is overrided by the vanilla-style graphics in this sprite fixing project, even when playing in another language. This means that the “Hey, not too rough.” difficulty text in GZDoom is overrided by the corresponding graphic lump in this mod, and it will remain in English regardless of which language is selected.
Still a superb resource, though. I’ve had it autoloaded for years.
That's an interesting new conflict, and I don't think there's much either I or the engine itself could do to avoid it. If you're playing GZDoom with a different language option, I suppose the best course of action would be to manually modify the sprite fixes WAD to remove the M_ROUGH graphic lump.