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DoomerMrT Dominating!
Joined: 09 Mar 2007 Location: http://destiny-server.ath.cx/forums/
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Posted: Wed Jul 01, 2009 10:21 am Post subject: Smoother Doom weapon animations |
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I found a mod for the doomsday engine here by perkristian. The guys there made it zdoom compatible so I thought it might be good to have it here too. There are some videos about the mod in action, you can check them at the link to doomworld forums above.
The credits for the sprites go to perkristian, I just did the dehacking.
Zdaemon Version: http://hwc-tm.extra.hu/stuff/pk_weapons_zd_v2a.zip
Using the EXTRADEH standard: http://hwc-tm.extra.hu/stuff/pk_weapons_zd_extradeh.zip
Last edited by DoomerMrT on Fri Jul 03, 2009 12:55 pm; edited 2 times in total |
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spacepirate AssPants
Joined: 25 Jan 2005 Location: que pasa
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Posted: Wed Jul 01, 2009 10:26 am Post subject: |
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Whoa. This wad is awesome! I really like the chaingun.
I wonder if this smooth action is also possible with the player sprites... |
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Doomination God like!
Joined: 23 Oct 2006 Location: It's NOT lupus. Posts: 6.022 x 10^23
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Posted: Wed Jul 01, 2009 4:01 pm Post subject: |
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They didn't do anything for the chainsaw or BFG! (not that the BFG needs it)
Cool wad, tho |
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[LAD]St_Anger1 has entered the game!
Joined: 20 Jul 2007
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Posted: Wed Jul 01, 2009 4:32 pm Post subject: |
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Indeed, chainsaw and bfg lack of animation is highly noticable.. Too bad I thought you made those sprites (which would be epic), but nice convert.. Btw, I'm bit curious (and lazy), but did you use same method for this as your CS_WEPS and used monster frames? |
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DoomerMrT Dominating!
Joined: 09 Mar 2007 Location: http://destiny-server.ath.cx/forums/
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Posted: Wed Jul 01, 2009 5:09 pm Post subject: |
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I used heretic stuff so it is perfectly playable in doom's all gamemodes. |
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dewww God like!
Joined: 29 Dec 2006
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Posted: Wed Jul 01, 2009 9:12 pm Post subject: |
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per said chainsaw is hard to work with and bfg is wip.. he's also working on impossibly great high quality sound replacements |
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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Wed Jul 01, 2009 10:51 pm Post subject: |
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Oh that's cool you used Heretic states
Did you update the CS weapons to those too? |
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EarthQuake Wicked Sick!
Joined: 02 Apr 2004 Location: Athens, Ohio. Dieblieber gonna getcha!
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Posted: Wed Jul 01, 2009 11:50 pm Post subject: |
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Haha, you beat me to it. Nice work.
While you're at it, why don't you merge my chainsaw weapon bobbing fix as well:
Code: | Patch File for DeHackEd v3.0
Doom version = 21
Patch format = 6
Frame 67
Duration = 1
Next frame = 720
Frame 68
Duration = 1
Next frame = 723
Frame 720
Sprite number = 11
Sprite subnumber = 2
Duration = 1
Frame 721
Sprite number = 11
Sprite subnumber = 2
Duration = 1
Frame 722
Sprite number = 11
Sprite subnumber = 2
Duration = 1
Next frame = 68
Frame 723
Sprite number = 11
Sprite subnumber = 3
Duration = 1
Frame 724
Sprite number = 11
Sprite subnumber = 3
Duration = 1
Frame 725
Sprite number = 11
Sprite subnumber = 3
Duration = 1
Next frame = 67
[CODEPTR]
Frame 720 = WeaponReady
Frame 721 = WeaponReady
Frame 722 = WeaponReady
Frame 723 = WeaponReady
Frame 724 = WeaponReady
Frame 725 = WeaponReady |
It uses the pain elemental respawn frames (which are unused), but you can use Heretic ones if you wish. |
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DoomerMrT Dominating!
Joined: 09 Mar 2007 Location: http://destiny-server.ath.cx/forums/
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Posted: Thu Jul 02, 2009 10:07 am Post subject: |
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Ok I've applied EQ's patch and updated my first post with the new link. I used heretic frames for the chainsaw fix too in case if someone wants to run this with an other wad that already uses the pain elemental's rescurrection frames.
As for the CS weapon packs, I might update them as soon as I can get my lazy ass to rewrite all those frame numbers until then, you might want to check out the less known cswp4 and cswp5 packs on dogsoft. These are from my earlier works with dehsupp so they still can't be used for coop. I want to update these too and on the top of that, make them to not to reload immediately after finishing shooting but to have some time until the reloading sequence begins. |
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EarthQuake Wicked Sick!
Joined: 02 Apr 2004 Location: Athens, Ohio. Dieblieber gonna getcha!
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Posted: Thu Jul 02, 2009 11:50 am Post subject: |
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DoomerMrT wrote: | Ok I've applied EQ's patch and updated my first post with the new link. I used heretic frames for the chainsaw fix too in case if someone wants to run this with an other wad that already uses the pain elemental's rescurrection frames. |
Be sure to allow extra DeHackEd patch lumps in your DeHackEd file, otherwise, no one will be able to load anything on top of this!
Code: | include EXTRADEH
include EXTRAWEP
include EXTRAMON
include EXTRAMSC |
Me and Worst are using these directives in our own DeHackEd patches, so that later down the road when it becomes more of an accepted standard, people will be able to create patches that can easily be stacked on top of one another. Since you've got quite a potentially popular wad going on here, I would suggest that you create two versions of it: one version as it is right now to serve as a base modification wad, and another version where the DeHackEd lump is called "EXTRAWEP" (and doesn't include a header) that will serve as a patch for other wads with DeHackEd using the EXTRADEH standard.
I made a thread detailing all of this, which you should probably read. The only thing that I should note, is that we're using all of the above lump names, instead of just "EXTRADEH". If you're fuzzy about any of this, send me a PM on IRC and I'll explain everything. |
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spacepirate AssPants
Joined: 25 Jan 2005 Location: que pasa
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Posted: Thu Jul 02, 2009 1:33 pm Post subject: |
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Isn't this possible to include this in 1.09? So as an option? |
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DoomerMrT Dominating!
Joined: 09 Mar 2007 Location: http://destiny-server.ath.cx/forums/
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Posted: Fri Jul 03, 2009 12:57 pm Post subject: |
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The recommended changes are done, there is now a main DEHACKED version and an EXTRAWEP version. |
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shinobi-cl Dominating!
Joined: 31 Jul 2007 Location: Xile
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Posted: Sat Jan 23, 2010 3:35 pm Post subject: |
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Everything is cool... all animations are awesome... but i think that the SSG animation can be better... what do you think of this SSG animation?
Last edited by shinobi-cl on Sun Jan 31, 2010 1:42 am; edited 1 time in total |
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DoomerMrT Dominating!
Joined: 09 Mar 2007 Location: http://destiny-server.ath.cx/forums/
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Posted: Mon Jan 25, 2010 10:27 am Post subject: |
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Pretty good took a look on your shinffa wad as well, unique mappack with nice skyes in there |
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Evolution Wicked Sick!
Joined: 06 Sep 2005
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Posted: Mon Jan 25, 2010 2:50 pm Post subject: |
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Hey cyber let's use these in the next ZDS brew? x |
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