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DaniJ
Senior Member


Posts: 2073
Registered: 08-03



bgraybr said:

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


Presumably, due to their presence in the DECORATE version and not in the DED version.

Why are they even in this pack? It would make much more sense to omit them and put them in a separate mod - so that the pack is the same under all supported ports. Those additions seem rather out of place to me anyway.

Old Post 10-09-10 04:11 #
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Sigvatr
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Checking this out.

Old Post 10-09-10 04:21 #
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Vermil
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You know, in the absence of Perkristian, maybe his original post can be updated with the link to the current version on his behalf?

Which is here:
http://files.drdteam.org/index.php/...k-weapports.zip

Old Post 10-09-10 09:15 #
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perkristian
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Vermil said:
You know, in the absence of Perkristian, maybe his original post can be updated with the link to the current version on his behalf?

Which is here:
http://files.drdteam.org/index.php/...k-weapports.zip



This one works for all ports?

Old Post 10-09-10 12:15 #
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Vermil
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It works with Doomsday, ZDoom, Skulltag, and Eternity.

Old Post 10-09-10 12:30 #
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phi108
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Posts: 556
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DaniJ said:

Presumably, due to their presence in the DECORATE version and not in the DED version.

Why are they even in this pack? It would make much more sense to omit them and put them in a separate mod - so that the pack is the same under all supported ports. Those additions seem rather out of place to me anyway.



They aren't in the zip I uploaded, it still has the code for the shells in the Eternity definition, but not the sprites. The DECORATE dioesn't have them.

EDIT: I guess the EDF should be edited to remove those references for consistency, I might be able to figure it out.

Old Post 10-09-10 17:16 #
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perkristian
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I'm not quite up to speed here, so who other than phi108 has contributed to this version of the mod?

Just want to make sure people are properly credited.

Old Post 10-11-10 12:05 #
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Gez
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If I'm not mistaken: Doomsday DDF tweaked by Vermil, Eternity EDF created by Esselfortium, and ZDoom DECORATE created by Phi108.

Old Post 10-11-10 12:37 #
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perkristian
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Thanks Gez, the first post is now updated.

Old Post 10-11-10 15:00 #
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diosoth
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Just so people know, if you're trying to use this mod with Doom Enhanced in ZDoom, there may be conflicts. Weapons can not be cycled through if you're using doomenh-items.wad. Just exclude that file and run with doomenh.wad only along with this weapons mod and it should run fine.

Old Post 10-30-10 12:18 #
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DoomF4nG4mer
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Very nice and good Sprites its magnificent and Smooth.

__________________
http://cosminsebastian.files.wordpr.../white_dove.jpg

Old Post 11-07-10 07:34 #
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Vaporizer
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Wow! Really smooth and awesome looking!

Old Post 11-07-10 08:11 #
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Cell
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Downloaded a minute ago. Looks awesome!

Old Post 11-14-10 21:47 #
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Bishop
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Cool stuff dood. Added sprites to my own personal enchancements pk3 for great justice ;)

Old Post 11-17-10 21:18 #
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Sp00kyFox
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Vermil said:
Which is here:
http://files.drdteam.org/index.php/...k-weapports.zip



could anyone reupload the zip-file? the upload service of drdteam seems to be down.

Old Post 03-16-11 23:54 #
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phi108
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oops, I hope Drdteam files are up again sometime. Here is a sendspace link, I think it's the right file:

http://www.sendspace.com/file/akfwx0

Old Post 03-18-11 14:30 #
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Sp00kyFox
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yup, this seems to be the file. thx ;)

Old Post 03-18-11 20:26 #
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40oz
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Super bump

just posting to say that I converted this to .BEX format so it can run in limit removing ports!

http://jbserver.com/forums/attachments/8342_pk_anim.zip

But there's a catch.

1. SS Nazi's have been replaced with ammoclip-dropping imps (can potentially break compatibility with wads that change ss nazis into new monsters, such as Scythe 2 or UAC Ultra)

2. Item respawn fog has been replaced with plasma bolt shrapnel (it looks pretty much the same)

3. It's not an exact translation. The animations are still a little jerky for some weapons, I trimmed a few frames and/or some frames don't appear in the correct order, the chaingun is fucked up, and I'm not sure if the weapons fire at the same speed as the originals, so it still needs touching up. Also the super shotgun causes prboom-plus to crash for some reason.

If anyone would like to help work on this, please let me know. I'm very interested in getting this thing complete and looking as smooth as possible, while retaining the same behavior as the original weapons. I'm still relatively new to this dehacked stuff.

Old Post 11-11-11 18:32 #
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entryway
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40oz said:
Also the super shotgun causes prboom-plus to crash for some reason.

Because there is no LoadShotgun codepointer in Doom and original A_Chase codepointer is trying to be applied for ssg animation. Replace it with LoadShotgun2 (and in whacked's configs too)

Last edited by entryway on 11-11-11 at 22:26

Old Post 11-11-11 22:02 #
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40oz
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bumping this thread (once again) to say that I've got all the weapons including the super shotgun and chaingun functioning and smooth as ever in .bex format!

Updated same link as above:

http://jbserver.com/forums/attachments/8342_pk_anim.zip

Old Post 12-12-11 08:08 #
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Average
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Too cool! Thanks. :)

And why isn't this stickied!?

Old Post 12-13-11 01:06 #
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hawkwind
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Nice. Just wondering why the bex file wasn't imbedded into the wad ?

Old Post 12-14-11 05:01 #
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phi108
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Nice job! I'd guess it's not in the same wad because Zdoom, Eternity, or Doomsday might have conflicts/bugs when the BEX loads with their specific definitions. A bex-only file doesn't conflict.
Edit: Oh, embedded in that specific zip, well ignore my explanation.

Old Post 12-14-11 06:28 #
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40oz
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I left it that way in case anyone wanted to look at it. Anywho, I updated the link with the .bex file embedded in the wad. Also I edited the super shotgun, its hard to tell with how many frames it has but it's reload sequence was a little longer than the original. Should be on point now.

http://jbserver.com/forums/attachments/8342_pk_anim.zip

Old Post 12-14-11 15:43 #
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Phml
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Tried it and the weapons work fine, however there's some small issue with hellknights and barons, their hands show as a greyish red rather than the usual green when they throw a projectile.

Old Post 12-14-11 22:06 #
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40oz
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Oops. I was just messing around there I thought I changed that back :/

http://jbserver.com/forums/attachments/8342_pk_anim.zip

Old Post 12-16-11 07:46 #
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Brewtal_Legend
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New link seems to be broken. :(

Old Post 12-18-11 07:12 #
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40oz
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Hmmm. try it now.

Old Post 12-19-11 05:06 #
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Brewtal_Legend
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Thanks. Works now.

Old Post 12-19-11 05:59 #
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foul_owl
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This is great!! Nice work! Now would it be possible to show more of the arms and the weapon?

Old Post 12-19-11 05:59 #
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