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Sp00kyFox
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Posts: 122
Registered: 03-10


@nightfright or any other capable member
I'd love to see an update for nightfright's enhanced version to make it compatible again with the new 1.3 version of Revenant100's sprite fixing project. can't decide to give up one for the other ^^

the latest version can be found here:
http://forum.zdoom.org/viewtopic.php?f=19&t=32628

edit:
never mind, was an error on my side. works fine with v1.3

Last edited by Sp00kyFox on 12-28-13 at 11:02

Old Post 08-26-13 22:37 #
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Chronohunter45
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Pardon the bump fellas, but I noticed that the dehacked version of Perk's stuff hasn't been touched in a while, so I spent the last week in between runs on the rescue to rebuild it using the latest frames found over at the zdoom forums.

I made sure that it doesn't sequence break anything designed for vanilla play, but I used dehacked 3.0 format (BEX) and embedded it into a wad file, therefore it is BOOM compatible only.

I have tested it with prBoom, Odamex, and Zdaemon and they all work perfectly. Demos even play fine with it in prBoom.

Some changes include:

-Arachnotron fires the same plasma as the player, so the green plasma frames were used for the weapons.
-The teleport fog and item respawn fog use the same frames. The teleport fog has also had a few frames removed, but you won't even notice.
-BFG explosion no longer has it's last "2 pixels thin" pointless frame. Cry about it.
-Torches are only 3 frames long in animation. Again, its hardly noticeable.
-Seeing eye only has 3 frames now.
-Armor pickups have no animation. I personally like them better this way...WHY WOULD ARMOR GLOW!?
-Health potion only has 3 frames.
-Soul sphere only has 4 frames like the other orbs now.
-Automap only has 3 frames.
-Liteamp pickup has only one frame at fullbright BECAUSE WHY WOULD THEY FLICKER!?
-A few other changes that I can't think of right now because OH MY GOD SLEEP GIVE IT TO ME!

It's up on best-ever's file host.
http://www.best-ever.org/download?f...enhanced1_1.wad

If you find any bugs, give me a heads up and I'll make a revision.

FUCK...I can still smell that dude's vomit from the ambulance...

Please be gentle with the banhammer...it's my first time.

Old Post 11-11-14 01:24 #
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Tango
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awesome! really glad to see this get some dehacked love

Old Post 11-14-14 01:30 #
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BlackFish
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I just tested this on Gameception (Boom based ios port) and there's one critical bug. Firing the chaingun crashes the game.

I'll look into it now to see if I can get it to work, but it's pretty awesome!

Edit: Changed frame 55's next frame to 49 and it works now.

Last edited by BlackFish on 11-14-14 at 02:28

Old Post 11-14-14 02:16 #
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Chronohunter45
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BlackFish said:
I just tested this on Gameception (Boom based ios port) and there's one critical bug. Firing the chaingun crashes the game.

I'll look into it now to see if I can get it to work, but it's pretty awesome!

Edit: Changed frame 55's next frame to 49 and it works now.



Just checked it now on whacked4, and the next frame is set to 846, which makes it so that the chaingun fires twice instead of just once. When you tap the chaingun with your fix to frame 55, does it only fire one bullet? The vanilla chaingun fires two before returning to weaponready state.

Old Post 11-14-14 02:34 #
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Tango
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don't suppose you mind me using this patch as a base for other things, provided proper credit is given?

Old Post 11-14-14 04:02 #
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BlackFish
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They way I have it now it shoots one bullet.

Old Post 11-14-14 04:25 #
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Chronohunter45
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Tango said:
don't suppose you mind me using this patch as a base for other things, provided proper credit is given?


Credit goes to Perk and everyone here in this thread and the fellas over at zdoom forums. If anything, I reconsolidated the content and wrote the dehacked from scratch, which isn't much.

With that being said, I'm sure that no one would mind if you used it as a base. Creativity breeds creativity.



BlackFish said:
They way I have it now it shoots one bullet.


That's what I figured. That means gameception doesn't fully support dehacked 3.0. You just found a bug, mate! Or at least a change in code from doom and prboom for the chaingun in that gameception port. Vanilla fires two bullets with a tap, and the dehacked I wrote was made to do the exact same. The frame change you implemented forces the chaingun to return to the weaponready state early, bypassing the 2nd firecg state and refire as well. I'm surprised it works at all when you hold the fire button if that's the case.

Old Post 11-14-14 05:54 #
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Chronohunter45
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Just posting another update.

Improved the BOOM-compatible dehacked smooth weapon sprites pack again.

Tested with PrBoom, Eternity, and Odamex. For me, its a must-have anytime I use Odamex. I can never go back to the stock frames...

Fixes from last version:

-Plasma rifle no longer has a muzzle flash, eliminating the "stuck frame" bug that would occur, i.e. the random torch sprite that would appear.

-Plasma rifle room illumination improved.

-Chaingun's frame 56 is apparently hidden in whacked4. Reworked the chaingun states a bit to improve the muzzle flash and room illumination.

-Aligned vanilla BFG sprites up with the center of the screen. Did you guys know that the BFG's offsets for vanilla doom were way off base?

-Had to steal useless frames from John Romero's head (extra states for it were unnecessary).

-Also had to steal the rest of the health potion frames. Health potion now has a single static sprite. Not sure if anyone really cares though...

Demo playback is broken and was apparently so with the last version too. Does anyone have any idea why demo playback breaks even if the ticks for the weapons are the same?

Link:
http://www.best-ever.org/download?f...nhanced1_13.wad

Enjoy!

Old Post 12-04-14 01:22 #
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kb1
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See if this helps - it's in a format that my port reads, but it should be pretty clear. It is vanilla demo compatible. My chainsaw turns bloody after being used, until it is switched (cause you wipe it off when you put it away :), but, my guess is that your chaingun or pistol are the issue (I haven't looked at your update yet.) I had to mess with those a bit more to achieve demo compatibility.

code:
/* ---------------------------------------------------- Smoother Weapon Sprites Smoother weapon sprite animations by Per Kristian Risvik (2009-06-08). [kb] Converted to GAMEINFO. Some timings altered for demo compatibility, and some tweaks for preference ---------------------------------------------------- */ states { // [kb] Let's hack the chainsaw as well If Chainsaw_Original { // new chainsaw states for bloody chainsaw effect BloodySAW CBLD C 4 1 WeaponReady BloodySAWB * D 4 -1 * BloodySAWDOWN * C 1 0 Lower BloodySAWUP * C 1 0 Raise BloodySAW1 * A 4 1 Saw BloodySAW2 * B 4 1 * BloodySAW3 * B 0 -6 ReFire } // Player Punch If Punch_Original { PUNCH PUNG A 1 0 WeaponReady PUNCHDOWN * A 1 0 Lower PUNCHUP * A 1 0 Raise PUNCH1 PKFS L 1 PUNCH2 * B 1 PUNCH3 * C 1 PUNCH4 * D 1 PUNCH5 * E 2 1 Punch PUNCH6 * F 2 PUNCH7 * G 2 PUNCH8 * H 2 PUNCH9 * I 2 PUNCH10 * J 1 PUNCH11 * K 1 PUNCH12 * L 1 PUNCH13 * A 5 -15 ReFire } // Pistol // [kb] Reversed back to normal left-handed goodness If Pistol_Original { PISTOL PKPR A 1 0 WeaponReady PISTOLDOWN * A 1 0 Lower PISTOLUP * A 1 0 Raise PISTOL1 * A 4 PISTOL2 * B 2 1 FirePistol PISTOL3 * C 2 PISTOL4 * E 2 PISTOL5 * C 2 PISTOL6 * B 2 PISTOL7 * A 5 -9 ReFire // [kb] Also put back the flash sprite. 3 tics // is too long here, but it's shorter than the // original, and the flash is barely noticable // with only 2 tics. PISTOLFLASH PKPF B* 3 LIGHTDONE Light1 } // Shotgun If Shotgun_Original { SGUN PKSG A 1 0 WeaponReady SGUNDOWN * A 1 0 Lower SGUNUP * A 1 0 Raise SGUN1 * A 3 SGUN2 * A 6 1 FireShotgun SGUN3 * B 2 SGUN4 * C 1 SGUN5 * D 2 SGUN6 * E 3 SGUN7 * F 3 SGUN8 * G 1 SGUN9 * H 3 SGUN10 * G 2 SGUN11 * F 2 SGUN12 * E 2 SGUN13 * D 2 SGUN14 * C 2 SGUN15 * B 2 SGUN16 * A 1 SGUN17 * A 7 -19 ReFire SGUNFLASH1 SHTF A* 4 1 Light1 SGUNFLASH2 * B* 3 LIGHTDONE Light2 } // Double Shotgun If DoubleBarrel_Original { DSGUN PKS2 A 1 0 WeaponReady DSGUNDOWN * A 1 0 Lower DSGUNUP * A 1 0 Raise DSGUN1 * A 3 DSGUN2 * A 7 1 FireShotgun2 DSGUN3 * A 3 DSGUN4 * B 3 DSGUN5 * C 1 DSGUN6 * C 1 1 CheckReload DSGUN7 * D 3 DSGUN8 * E 3 DSGUN9 * F 3 1 OpenShotgun2 DSGUN10 * G 2 DSGUN11 * H 2 DSGUN12 * I 2 DSGUN13 * J 2 DSGUN14 * K 3 DSGUN15 * L 2 1 LoadShotgun2 DSGUN16 * M 3 DSGUN17 * N 2 DSGUN18 * O 2 DSGUN19 * P 2 DSGUN20 * Q 2 DSGUN21 * R 3 1 CloseShotgun2 DSGUN22 * S 3 DSGUN23 * A 5 DSGUN ReFire DSGUNFLASH1 SHT2 J* 3 1 Light2 DSGUNFLASH2 * I* 2 LIGHTDONE Light1 } // Chaingun If Chaingun_Original { CHAIN PKCG A 1 0 WeaponReady CHAINDOWN * A 1 0 Lower CHAINUP * A 1 0 Raise CHAIN1 * A 1 1 FireCGun CHAIN2 * B 1 CHAIN3 * C 1 CHAIN4 * D 1 CHAIN5 * A 1 1 FireCGun CHAIN6 * B 1 CHAIN7 * C 1 CHAIN8 * D 1 CHAIN9 * A 0 1 ReFire // [kb] spin down, converted to single tics for // demo compatibility CHAIN10 * A 1 1 WeaponReady CHAIN11 * B 1 1 WeaponReady CHAIN12 * C 1 1 WeaponReady CHAIN13 * C 1 1 WeaponReady CHAIN14 * D 1 1 WeaponReady CHAIN15 * D 1 CHAIN WeaponReady CHAINFLASH1 PKCF A* 2 1 Light1 CHAINFLASH1A * B* 2 LIGHTDONE CHAINFLASH2 * C* 2 1 Light2 CHAINFLASH2A * D* 2 LIGHTDONE } // Rocket Launcher If Launcher_Original { MISSILE PKRL A 1 0 WeaponReady MISSILEDOWN * A 1 0 Lower MISSILEUP * A 1 0 Raise MISSILE1 * A 2 1 GunFlashSprite MISSILE2 * A 4 1 GunFlashPsprite MISSILE3 * B 2 MISSILE4 * D 3 1 FireMissile MISSILE5 * C 3 MISSILE6 * B 2 MISSILE7 * E 2 MISSILE8 * F 1 MISSILE9 * G 1 MISSILE10 * H 0 -12 ReFire MISSILEFLASH1 PKRF A* 3 1 Light1 MISSILEFLASH2 * B* 2 MISSILEFLASH3 * C* 2 1 Light2 MISSILEFLASH4 * D* 3 MISSILEFLASH5 * E* 3 LIGHTDONE * ROCKETPUFF1 RSMO A 4 ROCKETPUFF2 * B 4 ROCKETPUFF3 * C 4 ROCKETPUFF4 * D 4 ROCKETPUFF5 * E 4 * } // Plasma Gun If Plasmagun_Original { PLASMA PKPL A 1 0 WeaponReady PLASMADOWN * A 1 0 Lower PLASMAUP * A 1 0 Raise PLASMA1 * A 3 1 FirePlasma PLASMA2 * B 1 1 ReFire PLASMA3 * D 1 PLASMA4 * E 1 PLASMA5 * F 1 PLASMA6 * G 3 PLASMA7 * F 3 PLASMA8 * E 2 PLASMA9 * D 2 PLASMA10 * C 2 PLASMA11 * B 2 PLASMA12 * A 2 PLASMA PLASMAFLASH1 PLSF A* 1 1 Light1 PLASMAFLASH1B * D* 1 PLASMAFLASH1C * B* 1 PLASMAFLASH1D * E* 1 LIGHTDONE PLASMAFLASH2 * C* 1 1 Light1 PLASMAFLASH2B * E* 1 PLASMAFLASH2C * F* 1 PLASMAFLASH2D * D* 1 LIGHTDONE } }

Old Post 12-04-14 20:14 #
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Brewtal_Legend
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Posts: 308
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Regarding the dehacked version,

I wanted to try this out with Doom Retro port which is has dehached and bex support.

Two things. The game crashes when I try to fire the chaingun. And there is an extra fullbrite frame when firing the pistol after it has already fired. The glove gets brighter a second time after it had already gone dark again when the firing finishes.

Also, is there any chance of getting a black gloved version? Or would it be easy enough to just swap out the sprite frames for the ones here myself? http://forum.zdoom.org/viewtopic.php?f=19&t=32628

Old Post 12-11-14 06:53 #
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kb1
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@Chronohunter45

Did you have any luck getting your DEHACKED code in sync, or did you get any use of the frames I posted?

Old Post 12-11-14 20:58 #
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Chronohunter45
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Brewtal_Legend said:
Regarding the dehacked version,

I wanted to try this out with Doom Retro port which is has dehached and bex support.

Two things. The game crashes when I try to fire the chaingun. And there is an extra fullbrite frame when firing the pistol after it has already fired. The glove gets brighter a second time after it had already gone dark again when the firing finishes.

Also, is there any chance of getting a black gloved version? Or would it be easy enough to just swap out the sprite frames for the ones here myself? http://forum.zdoom.org/viewtopic.php?f=19&t=32628



I noticed the light1 tag on the fist frame last week too when I started going through frames looking for the demo playback failure causes. I fixed that one for the next release.

Black gloved can be done too. I will throw that together as well. On my 24 on the rescue today, so its a hit or miss if I get it all done today or not.

@kb1

Still working on it. Using vanilla frame tic counts and your post as reference. Here's the kicker: The amount of tics total are exact to vanilla, so its not an issue of too many or too few tics for frame duration. Perhaps the engine just gets uppity about certain frames? Was that why the chaingun needed those extra 2 frames for the spin down?

EDIT:

Here's the latest. I'll get started on a black gloves edition as well. DEH embedded in WAD.
http://www.best-ever.org/download?f...nhanced1_14.wad

Last edited by Chronohunter45 on 12-14-14 at 16:52

Old Post 12-14-14 14:45 #
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kb1
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Chronohunter45 said:

Still working on it. Using vanilla frame tic counts and your post as reference. Here's the kicker: The amount of tics total are exact to vanilla, so its not an issue of too many or too few tics for frame duration. Perhaps the engine just gets uppity about certain frames?

It's not just the number of tics, but, rather, when (and if) the action functions get called - those must be identical. For example, if vanilla fires 2 bullets each time, so must the dehacked code, and at the same time. You can do practically anything on the visual side, just as long as the action functions happen on the proper tic.


Chronohunter45 said:
Was that why the chaingun needed those extra 2 frames for the spin down?
I can't remember - I think I added the spindown frames 'cause it looked good and unnatural without them.

The format I posted has a lot of shortcuts in it - I hope it's legible. I do know for sure that it will maintain vanilla sync. Good luck, and good job!

Old Post 12-15-14 22:38 #
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Chronohunter45
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I understand how dehacked works - the issue that I am having does not seem to relate to tics between pointers. I'll post the current definitions and vanilla for comparison side by side. I will post this little by little, busy at class and work, so expect edits over next few hours.

STATE:::SPRITE:::NEXTSTATE:::DURATION:::ACTION:::::::::POINTER_TIC
====FIST====
SMOOTH
2 PUNGA 2 1 WEAPONREADY
5 PUNGJ 949 2 1-2
949 PUNGC 6 1 3
6 PUNGD 7 1 4
7 PUNGE 8 2 PUNCH 5-6
8 PUNGG 9 3 7-9
9 PUNGH 110 3 10-12
110 PUNGI 130 3 13-15
130 PUNGB 131 2 16-17
131 PUNGA 2 5 REFIRE 18-22

VANILLA
2 PUNGA 2 1 WEAPONREADY
5 PUNGB 6 4 1-4
6 PUNGC 7 4 PUNCH 5-8
7 PUNGD 8 5 9-13
8 PUNGC 9 4 14-17
9 PUNGB 2 5 REFIRE 18-22

====PISTOL====
SMOOTH
10 PISGA 10 1 WEAPONREADY
13 PISGA 14 4 1-4
14 PISGB 15 2 FIREPISTOL 5-6
15 PISGC 16 2 7-8
16 PISGE 17 2 9-10
17 PISGD 139 2 11-12
139 PISGB 140 2 13-14
140 PISGA 10 5 REFIRE 15-19

VANILLA
10 PISGA 10 1 WEAPONREADY
13 PISGA 14 4 1-4
14 PISGB 15 6 FIREPISTOL 5-10
15 PISGC 16 4 11-14
16 PISGB 10 5 REFIRE 15-19

I'll post more as I get more free time.

Old Post 12-18-14 00:23 #
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kb1
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At this stage, I'd be inclined to revert back to original behavior. I'd create a dehacked file for all weapons, set just like vanilla, and prove to myself that that worked and stayed in sync. Then, I'd add modified weapons work, one at a time, testing at each stage, until I knew exactly what worked and what didn't. That would isolate and identify the problems.

Sure, it's a lot of work, but, maybe in the end, less work than debugging the whole thing. I guess you could even test individual frame changes that way too, once you know the trouble area.

I wish I had time to do some testing of my own.

Old Post 12-18-14 03:27 #
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