Xbox style animated M_DOOMs for Doom 1/2/Complete

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VindSole
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Re: Xbox style animated M_DOOMs for Doom 1/2/Complete

Post by VindSole »

I was going to make a PSX-like menu for my wadsmoosh wad and the big DOOM logo is very fitting, I hope you make it stick to DOOM's pallete, thanks for sharing.
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PandaDoomer
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Re: Xbox style animated M_DOOMs for Doom 1/2/Complete

Post by PandaDoomer »

VindSole wrote:I was going to make a PSX-like menu for my wadsmoosh wad and the big DOOM logo is very fitting, I hope you make it stick to DOOM's pallete, thanks for sharing.
When I finish that I'll definitely make a classic color version like the rest.
VindSole
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Re: Xbox style animated M_DOOMs for Doom 1/2/Complete

Post by VindSole »

One little question, where did you take the raw titlepic logo from? or did you used the titlepic logo and did manual work filling parts that weren't visible
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PandaDoomer
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Re: Xbox style animated M_DOOMs for Doom 1/2/Complete

Post by PandaDoomer »

VindSole wrote:One little question, where did you take the raw titlepic logo from? or did you used the titlepic logo and did manual work filling parts that weren't visible
I'm pretty sure I found it off of Google or something a few years ago.
Kazudra
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Re: Animated M_DOOM for Doom Complete

Post by Kazudra »

PandaDoomer wrote:Sorry I'm so late, internet outage. Did you want the entire thing STRICTLY in the doom palette? It'll completely ruin the animation part of it, making super unsmooth. Everything will still have it's correct palette colors except for the blue part during the animation, which would be truecolor.
Eh Kinda, you do loose some dynamics, but some touch-ups can restore it by clever use of coloring. It's nice to have both truecolor and palette options; truecolor has the detail, palette has engine fidelity and flexibility due to being able to change the palette at will.

Nonetheless, VERY nice work.
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PandaDoomer
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Re: Animated M_DOOM for Doom Complete

Post by PandaDoomer »

Kazudra wrote:Eh Kinda, you do loose some dynamics, but some touch-ups can restore it by clever use of coloring. It's nice to have both truecolor and palette options; truecolor has the detail, palette has engine fidelity and flexibility due to being able to change the palette at will.

Nonetheless, VERY nice work.
Thank you! :) So, you'd a strict palette version as well? I can do that.
VindSole
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Re: Xbox style animated M_DOOMs for Doom 1/2/Complete

Post by VindSole »

PandaDoomer wrote: I'm pretty sure I found it off of Google or something a few years ago.
Still got the original one? would be grateful if you share it.

EDIT: nevermind, I got it.
caikelm
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Joined: Wed Apr 01, 2020 6:01 pm

Re: Xbox style animated M_DOOMs for Doom 1/2/Complete

Post by caikelm »

Is there one of these for Final Doom? Not plutonia or tnt individually but literally the FINAL DOOM yellow logo. I wanted to use wadsmoosh to merge both FD wads :v
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Gifty
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Re: Xbox style animated M_DOOMs for Doom 1/2/Complete

Post by Gifty »

Damn, I was JUST thinking of making something exactly like this. You beat me to it, and probably did a better job than I would have!
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middlefingerman
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Re: Xbox style animated M_DOOMs for Doom 1/2/Complete

Post by middlefingerman »

Ye, this looks pretty damn good! :^)
Lisiczka
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Re: Xbox style animated M_DOOMs for Doom 1/2/Complete

Post by Lisiczka »

the mod broke for me after gzdoom 4.6.0 update on wadsmoosh 1.3 version. seems like it has to do with filter, so if you rename 'doom.id.doom2.wadsmoosh' folder to 'doom.id.wadsmoosh' it works again. here's updated files:

classic
https://mega.nz/file/MQ4AXSST#_mrK2fDvT ... 1tqHJIEfTA
vivid
https://mega.nz/file/0R40xSTR#2ukwMS1IS ... 7Ud0DiIoyY
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PandaDoomer
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Re: Xbox style animated M_DOOMs for Doom 1/2/Complete

Post by PandaDoomer »

Lisiczka wrote:the mod broke for me after gzdoom 4.6.0 update on wadsmoosh 1.3 version. seems like it has to do with filter, so if you rename 'doom.id.doom2.wadsmoosh' folder to 'doom.id.wadsmoosh' it works again. here's updated files:

classic
https://mega.nz/file/MQ4AXSST#_mrK2fDvT ... 1tqHJIEfTA
vivid
https://mega.nz/file/0R40xSTR#2ukwMS1IS ... 7Ud0DiIoyY
Updated OP.
EmperorGrieferus
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Re: Xbox style animated M_DOOMs for Doom 1/2/Complete

Post by EmperorGrieferus »

How am I supposed to launch the mod on the older versions of GZDoom?
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wildweasel
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Re: Xbox style animated M_DOOMs for Doom 1/2/Complete

Post by wildweasel »

EmperorGrieferus wrote:How am I supposed to launch the mod on the older versions of GZDoom?
How old are we talking?
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PandaDoomer
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Re: Xbox style animated M_DOOMs for Doom 1/2/Complete

Post by PandaDoomer »

EmperorGrieferus wrote:How am I supposed to launch the mod on the older versions of GZDoom?
What do you mean?

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