EarthQuake
9.5 on the Richter!

Posts: 2824
Registered: 05-03 |
perkristian said:
The frames are stored in a wad, but the animation/action sequences are configured in Doomsday definition files, which could be a problem. It should be possible to translate this over to another port I'd guess, although I am not that familiar with other ports.
I'll definitely take a shot at it in DeHackEd. I would GLADLY do it for you. For the love of god though, don't give up on this project!!!
esselfortium said:
leileilol, the only way this could possibly be deh and vanilla-compatible is if he made it borrow all the necessary frames from something else. Which would, obviously, be a pretty big issue for compatibility with Doom2 and pretty much any level set.
The most obvious solution would be to sacrifice the Wolfenstein S.S. That should provide enough frames, I think, and you could further modify the patch to prevent the monster from even displaying, or it using some other sprite in Doom II.
Also, somewhat offtopic a bit, but can anyone think of a way to make the chainsaw bobbing frames less chunky? It does this because they are animated, but surely there is a way to smooth it out a bit, no?
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