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Smoother Doom weapon animations

 
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DoomerMrT
Dominating!


Joined: 09 Mar 2007
Location: http://destiny-server.ath.cx/forums/

PostPosted: Wed Jul 01, 2009 10:21 am    Post subject: Smoother Doom weapon animations Reply with quote

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

PostPosted: Wed Jul 01, 2009 10:26 am    Post subject: Reply with quote

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
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Joined: 23 Oct 2006
Location: It's NOT lupus. Posts: 6.022 x 10^23

PostPosted: Wed Jul 01, 2009 4:01 pm    Post subject: Reply with quote

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

PostPosted: Wed Jul 01, 2009 4:32 pm    Post subject: Reply with quote

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
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Joined: 09 Mar 2007
Location: http://destiny-server.ath.cx/forums/

PostPosted: Wed Jul 01, 2009 5:09 pm    Post subject: Reply with quote

I used heretic stuff so it is perfectly playable in doom's all gamemodes.
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dewww
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Joined: 29 Dec 2006

PostPosted: Wed Jul 01, 2009 9:12 pm    Post subject: Reply with quote

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
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Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Wed Jul 01, 2009 10:51 pm    Post subject: Reply with quote

Oh that's cool you used Heretic states Very Happy
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!

PostPosted: Wed Jul 01, 2009 11:50 pm    Post subject: Reply with quote

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
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Joined: 09 Mar 2007
Location: http://destiny-server.ath.cx/forums/

PostPosted: Thu Jul 02, 2009 10:07 am    Post subject: Reply with quote

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 Razz 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!

PostPosted: Thu Jul 02, 2009 11:50 am    Post subject: Reply with quote

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
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Joined: 25 Jan 2005
Location: que pasa

PostPosted: Thu Jul 02, 2009 1:33 pm    Post subject: Reply with quote

Isn't this possible to include this in 1.09? So as an option?
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DoomerMrT
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Joined: 09 Mar 2007
Location: http://destiny-server.ath.cx/forums/

PostPosted: Fri Jul 03, 2009 12:57 pm    Post subject: Reply with quote

The recommended changes are done, there is now a main DEHACKED version and an EXTRAWEP version.
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shinobi-cl
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Joined: 31 Jul 2007
Location: Xile

PostPosted: Sat Jan 23, 2010 3:35 pm    Post subject: Reply with quote

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/

PostPosted: Mon Jan 25, 2010 10:27 am    Post subject: Reply with quote

Pretty good Smile took a look on your shinffa wad as well, unique mappack with nice skyes in there Smile
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Evolution
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Joined: 06 Sep 2005

PostPosted: Mon Jan 25, 2010 2:50 pm    Post subject: Reply with quote

Hey cyber let's use these in the next ZDS brew? x
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