Icon of Sin / Baphomet
User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Smoother weapon sprite animations - Released!
Pages (9): « First ... « 3 4 5 [6] 7 8 9 »  
Author
All times are GMT. The time now is 16:16. Post New Thread    Post A Reply
Jake250
Banned


Posts: 21
Registered: 08-09


I just want to say how grateful I am about this. And I hope you don't mind if I include them in my personal weapon modifications. Its not to distribute, its just for personal and coop usage and stuff. Its a big enhancement :)

Also, seriously, what the heck is the whining about the pistol is in the wrong hand? Here is a hint for you: get in the Wad and switch them yourself. Nothing easier.

Also, do you still plan on ever doing the BFG? I see you just kind of gave up on it. Just changing the flash into something a bit smoother is all it needs. Its still probably pretty hard, but it would benefit a lot from it.

Last edited by Jake250 on Sep 6 2009 at 22:46

Old Post Sep 6 2009 21:50 #
Jake250 is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
perkristian
Junior Member


Posts: 138
Registered: 01-09


Thanks Jake250, no problemo!

Yes, I did start on the BFG and made it shake before firing and recoil back, but wasn't happy with the result so I just left it. If I should get the urge I might have another go at it.

Old Post Sep 7 2009 19:12 #
perkristian is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
gemini09
Senior Member


Posts: 1267
Registered: 04-03


How do you run the Wad file?

I get this message when I load it with GZDoom:

Failed to allocate 1414676820 bytes from process heap

I actually works or doesn't work randomly. I tried again and it worked, but only the pistol looked different.

Old Post Sep 7 2009 19:27 #
gemini09 is online now || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Dee
Junior Member


Posts: 178
Registered: 07-09


very very nice! I love it.
This has been needed for a while.
thanks

Old Post Sep 9 2009 02:28 #
Dee is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Jinroh
Newbie


Posts: 4
Registered: 10-09


This is just frakkin' great man.

Love the WAD the new art looks spectumundous. Mad props.

Old Post Oct 8 2009 07:50 #
Jinroh is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
MaxVonSydow
Newbie


Posts: 9
Registered: 12-09


Amazing how much this adds to the doom experience.
Thank you man :)

PS: You should run for presidency!

Old Post Dec 11 2009 07:00 #
MaxVonSydow is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
potnop
Junior Member


Posts: 123
Registered: 04-07


Hey I was making the weapons slightly more realistic and adding reload animations for Zdoom using Decorate and found this. This is pretty damn awesome and I'm probably going to use these additional animations. If it's OK with you that I use these what should I credit you as?

I might also fix some up a bit. One of the pistol firing frames looks a bit odd and I might fix the chaingun so that the bottom invisible parts rotate as well because I'm making the chaingun become a minigun and I think the extended barrels that aren't visible normally will make it look badass.

Aaand I'll need reload animations so I'll make those too.

Old Post Jun 4 2010 02:01 #
potnop is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Glaice
formerly Mr. Chris


Posts: 5271
Registered: 07-02



gemini09 said:
How do you run the Wad file?

I get this message when I load it with GZDoom:

Failed to allocate 1414676820 bytes from process heap

I actually works or doesn't work randomly. I tried again and it worked, but only the pistol looked different.

Are you actually running the WAD file with the PK3? Otherwise it wouldn't work.

__________________
Glaice's uploads - Link - ModDB
DVV - Doom stuff, reviews, etc
Tumblr - RDND 1.51

Old Post Jun 4 2010 16:53 #
Glaice is offline Twitter account Tumblr Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
phi108
Member


Posts: 568
Registered: 03-08


Now that this was bumped, I wonder If I can inquire: Has any progress been made on Eternity definitions for the sprites? and I'm guessing no one has cobbled together extra frames to make it work in Dehacked?

Should this be uploaded to the archive as it is, with the Doomsday and decorate files in the wad, and the Eternity file too if it has been made?

Old Post Jun 8 2010 20:42 #
phi108 is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
esselfortium
A Major Doomworld Concern


Posts: 6988
Registered: 01-02


Eternity definitions, you say?

http://sl4.poned.com/wasd/ee-smoothweapons.zip

Includes Perkristian's smooth weapons, plus KDiZD-based bullet casings. The casings could be removed, but I just took this stuff right from the Vaporware resources and felt like it'd be pointless to take them out.

This also uses a couple of frame-scripting codepointers to retain the chaingun's standard two-shot behavior without running into negative-ammo bugs.

Old Post Jun 8 2010 21:04 #
esselfortium is online now Twitter account Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
phi108
Member


Posts: 568
Registered: 03-08


Ah, well done Essel.

I just quickly threw the DD_DEFNS, DECORATE and KEYCONF, and EDFROOT files in with Perkristian's sprite wad, and it works in all 3 ports. Eternity shows messages about missing frames for the bullet casings, I guess they could be included in the wad without problems.

Here is the rough pk_weapports.wad, zipped: EDIT: Updated again: http://files.drdteam.org/index.php/...k-weapports.zip

Should this go to IDgames, And will Perkristian come along to upload it himself? I don't know if he was going to work on them anymore.

Last edited by phi108 on Jun 9 2010 at 14:15

Old Post Jun 8 2010 23:16 #
phi108 is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Gez
Why don't I have a custom title by now?!


Posts: 12392
Registered: 07-07



phi108 said:
KEYCONF

Err... Can you remove the weapon slots from it, and move them to the player class instead? See wiki. Only the clearplayerclasses/addplayerclass PerkDPlayer part should be in KEYCONF.

Old Post Jun 8 2010 23:31 #
Gez is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
phi108
Member


Posts: 568
Registered: 03-08


Ahh, yes. I did that keyconf last summer, I guess playerclass weapon slots weren't around then.

Updated DECORATE and KEYCONF: EDIT: Updated: http://files.drdteam.org/index.php/...k-weapports.zip

Last edited by phi108 on Jun 9 2010 at 14:14

Old Post Jun 8 2010 23:44 #
phi108 is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Vermil
Senior Member


Posts: 1796
Registered: 03-04


Perkristian changed the behaviour of the chaingun to only fire one bullet in his Dday ded because he couldn't get the new graphics to display correctly with it firing two shots.

Heres a corrected ded, that has the original chaingun behaviour restored (i.e it fires two shots) without any graphic issues.

http://files.drdteam.org/index.php/...nJ/dd-defns.zip

Last edited by Vermil on Jun 9 2010 at 09:17

Old Post Jun 8 2010 23:50 #
Vermil is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
phi108
Member


Posts: 568
Registered: 03-08


Neat, now the chaingun feels right. Playing Doomsday with this pack sure is fun, and pretty.

Here is the wad with your ded correction: http://files.drdteam.org/index.php/...k-weapports.zip

I'm not sure what other inaccuracies may exist in the Decorate or other code, but it seems pretty close now.

(Perkristian, where are you?)

Old Post Jun 9 2010 14:13 #
phi108 is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
perkristian
Junior Member


Posts: 138
Registered: 01-09


Hello, I'm still around :-P

Nice to see one of the old threads brought back to life again, although I've not worked on any Doom stuff lately. If I get time I'll make a proper section about the smoother weapon animations on my website.

Old Post Jun 10 2010 08:45 #
perkristian is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Kyka
Loser


Posts: 1861
Registered: 06-08


I may have missed this, I haven't thoroughly read the whole thread, but I was just wondering, is there a ZDoom compatible version of this weapons mod anywhere? It is very cool.

Thanks :)

Old Post Jun 15 2010 10:06 #
Kyka is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Vermil
Senior Member


Posts: 1796
Registered: 03-04


Two posts up from yours (Phi108's last post) is a wad that will work in Doomsday, Eternity and ZDoom derivatives.

Lumps from multiple ports can co-exist in the same wad.

Old Post Jun 15 2010 10:09 #
Vermil is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Brewtal_Legend
Member


Posts: 315
Registered: 08-04


This is pretty cool. Unfortunately, the zdoom version doesn't seem to work with the PSX hud:

http://www.mediafire.com/?2cttyq2zzw2

http://forum.zdoom.org/viewtopic.ph...lit=hud#p329906

It doesn't let you change weapons and the ammo always says "0"

Old Post Jun 19 2010 04:03 #
Brewtal_Legend is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
phi108
Member


Posts: 568
Registered: 03-08


That PSX Hud includes a KEYCONF to set the supershotgun in the weapon slot 4, instead of both shotguns in slot 3.

It might work if you load the weapon wad AFTER the PSX Hud pk3, you can specify loading order of wads and pk3s with ZDL or in the command line.

If that doesn't work, try deleting the KEYCONF file from the PSX Hud pk3 file.

Old Post Jun 19 2010 04:09 #
phi108 is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Brewtal_Legend
Member


Posts: 315
Registered: 08-04



phi108 said:
That PSX Hud includes a KEYCONF to set the supershotgun in the weapon slot 4, instead of both shotguns in slot 3.

It might work if you load the weapon wad AFTER the PSX Hud pk3, you can specify loading order of wads and pk3s with ZDL or in the command line.

If that doesn't work, try deleting the KEYCONF file from the PSX Hud pk3 file.

Tried loading both wads in different orders and tried deleting the keyconf, still have the same two problems with not being able to switch weapons and the ammo being at "0"

Old Post Jun 19 2010 04:45 #
Brewtal_Legend is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Brewtal_Legend
Member


Posts: 315
Registered: 08-04


WHile looking in the pk_weapports wad, I noticed that there is some code for shell casings in the edfroot file, but there is no shell casing effect when using the wad. Is there a way to enable the shell casings?

Old Post Jul 3 2010 05:37 #
Brewtal_Legend is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Chronohunter45
Mini-Member


Posts: 63
Registered: 11-03


Forgive me for bumping up a somewhat old thread, but I figured it would be best to post these here...

Perk, I went ahead and played around with the pkweapons pack and merged your work with a cut down custom version of the "doom enhanced" mod (a very stripped down version with pretty much just some of the sounds, some minor terrain effects, and corrected blood color for some monsters). I also made a PSX mod compatible one (with proper weapon speeds and firing rates). Both files are compatible with GZDoom and Skulltag.

Awesome work, Perk. I hope someone steps up soon and makes a version compatible with eternity, zdaemon, and odamex. I simply can't play D00M anymore without the smoother weapon sprites. =D

http://www.mediafire.com/file/wn8ui...2t/enhanced.rar

http://www.mediafire.com/file/opo6b...PSXenhanced.rar

Old Post Aug 16 2010 20:47 #
Chronohunter45 is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Hellbent
Forum Bellend


Posts: 4892
Registered: 06-00


I wait with drool on my chin for the zdoom version of this. Awesome work as always Perk!

Old Post Aug 16 2010 21:56 #
Hellbent is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
phi108
Member


Posts: 568
Registered: 03-08


Huh? Look at one of my posts higher on the page:

phi108 said:
Here is the wad with your ded correction: http://files.drdteam.org/index.php/...k-weapports.zip

That file works with Doomsday, ZDoom, Skulltag, and Eternity.

Old Post Aug 16 2010 22:02 #
phi108 is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
NightFright
Junior Member


Posts: 243
Registered: 08-10


I have noticed a conflict with the animations mod (which is awesome, btw) and various model packs, in my case for GZDoom:

If you use model packs with the mod, all pickup weapons except for the chainsaw and the BFG9000 (which haven't been modified, I guess) will always be shown as sprites, even if you have working model definitions in place. For some reason, also the berserk pack seems to be affected by this. I have tried with the mod, models gone, without mod, models worked.

I thought this only modifies the HUD weapons, not pickup sprites as well... Is there a way to fix this maybe?

Last edited by NightFright on Aug 29 2010 at 23:34

Old Post Aug 29 2010 22:55 #
NightFright is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
phi108
Member


Posts: 568
Registered: 03-08


I would guess you need to edit the model definitions. All the guns and the berserk are replaced with modified actors, so they don't have the same actor name as the ones the model definitions provide models for.

In the DECORATE code, the new actors are:
PerkShotgun
PerkSuperShotgun
PerkChaingun
PerkRocketLauncher
PerkPlasmaRifle
PerkBerserk

Old Post Aug 29 2010 23:35 #
phi108 is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
NightFright
Junior Member


Posts: 243
Registered: 08-10


Ingenious! That did it. By adding "Perk" in front of all affected actors in the model definitions, pickups were loaded and displayed properly. Thanks a lot for your help, pal! :)

Old Post Aug 30 2010 21:37 #
NightFright is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
bgraybr
Member


Posts: 398
Registered: 05-10



phi108 said:
Huh? Look at one of my posts higher on the page:



That file works with Doomsday, ZDoom, Skulltag, and Eternity.

The shells and "corrected blood colors" aren't in this wad when I run it in Doomsday.

Old Post Oct 8 2010 18:13 #
bgraybr is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
esselfortium
A Major Doomworld Concern


Posts: 6988
Registered: 01-02



Brewtal_Legend said:
WHile looking in the pk_weapports wad, I noticed that there is some code for shell casings in the edfroot file, but there is no shell casing effect when using the wad. Is there a way to enable the shell casings?

You'd have to uncomment some lines and add the relevant sprites back in, I believe. The EDF for this is admittedly rather half-assed and I wasn't expecting it to be used as-is; I just took the versions I had done for Vaporware and crudely chopped out the bullet-casing stuff (as it's not really part of Perkristian's work, so I figured it'd be beyond the intended scope) to get a quick version working. I should fix that...

Old Post Oct 8 2010 18:46 #
esselfortium is online now Twitter account Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 16:16. Post New Thread    Post A Reply
Pages (9): « First ... « 3 4 5 [6] 7 8 9 »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Smoother weapon sprite animations - Released!

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.