Spleen Posted January 11, 2009 Some of monsters in DOOM, such as the revenant, have sprites that are taller than the actual monster. I read that this was accidental - the revenant was just sprited the way it was and happened to be taller than it needed to be, and they decided it was too much trouble to go back and fix it. Should FreeDOOM do this as well in order to preserve some of the original DOOM feel, or should it correct this error and have sprites of the proper height and width for each monster? 0 Share this post Link to post
boris Posted January 11, 2009 Personally I don't really care, as long as the sprites dimensions resemble the thing dimensions somewhat. It's fine as long as a human sized thing does not have the sprites with dimensions of a spider mastermind. 0 Share this post Link to post
Gez Posted January 11, 2009 Revenant unit height: 56 Revenant pixel height: 92 My suggestion for "Freevenant" pixel height: 74. 0 Share this post Link to post
esselfortium Posted January 11, 2009 As tall as the engine allows. All of them. 0 Share this post Link to post
Creaphis Posted January 11, 2009 With an offset of about 100 pixels to the left. 0 Share this post Link to post
GreyGhost Posted January 13, 2009 I'd like to see them closer to the height the engine thinks they are - no need to replicate past mistakes. 0 Share this post Link to post
iceman57 Posted January 25, 2009 Prefer 70px for "humans" size and 90px for "monster" size. Don't forget 3D bugs on ports with head cutted by ceiling on too big ones (100 - 110 - 120...) 0 Share this post Link to post
Grazza Posted January 25, 2009 Remember that Freedoom is intended to work with existing pwads, so you'll want them to look sensible within existing maps, which will be built with the standard heights in mind. 0 Share this post Link to post
Macro11_1 Posted February 4, 2009 Am I the only one who is confused by a yes/no option? Is this YES - Sprites should be as tall as the monster and NO - They should be as tall as the original DooM ones. I will vote come clarity. :) 0 Share this post Link to post
Strongbad Posted February 4, 2009 I think they should be as tall as they were originally, as some levels take advantage of this. 0 Share this post Link to post
sparerib1968 Posted February 12, 2009 Macro11_1 said:Am I the only one who is confused by a yes/no option? You're not alone. I can't make sense of it either. 0 Share this post Link to post
Gez Posted February 12, 2009 Strongbad said:I think they should be as tall as they were originally, as some levels take advantage of this. The sprite height has no significance at all on the architecture and physics. Smaller sprites are not going to break compatibility with anything. The only way in which it'd impact gameplay is by making them a bit harder to see when they're far away or hidden behind objects. 0 Share this post Link to post
Stilgar Posted February 12, 2009 With monsters, it doesn't so much, but I have seen maps that use scenery such that only part of the sprite is meant to show though, e.g. setting a torch or flaming barrel down in a mini-pit so that only the flame shows. 0 Share this post Link to post
Gez Posted February 13, 2009 True. However, not relevant to this thread as it was about monsters who have sprites much taller than they are supposed to be, resulting in "headless revenant" syndrome in rooms with a low ceiling when using source ports with a true 3D clipping system. 0 Share this post Link to post
fraggle Posted February 13, 2009 Well, this seems like a rather useless poll. What do the two responses mean? 0 Share this post Link to post
GreyGhost Posted February 13, 2009 I interpreted the question as - Yes = sprites as tall as the engine thinks thay are No = sprites as tall as the original Doom sprites There's a 50/50 chance I've got it right. ;-) 0 Share this post Link to post
esselfortium Posted February 13, 2009 fraggle said:Well, this seems like a rather useless poll. What do the two responses mean? Yes. All of them, very carefully. 0 Share this post Link to post
Rachael Posted February 14, 2009 Yes! No! Maybe! I don't know! I changed my mind! Fuck, I voted wrong! Wait, I didn't vote! What was the question? 0 Share this post Link to post
fraggle Posted February 27, 2009 Joking aside, I've changed the labels and reset the counters now. 0 Share this post Link to post
GreyGhost Posted February 28, 2009 The new labels make more sense. Any chance of my vote being restored? I was in favour of "As tall as the monster". 0 Share this post Link to post
Stilgar Posted February 28, 2009 Gez said:Revenant unit height: 56 Revenant pixel height: 92 My suggestion for "Freevenant" pixel height: 74. I voted "as tall as the monster", but I like this midpoint also. If the revenant replacement is the same size as the imp and zombie ones, it might look as weak as those, too. On the other hand if you really want compatibility with GL port bugs, the sprite height matching the internal thing height as closely as possible would be the way to go. 0 Share this post Link to post
sparerib1968 Posted February 28, 2009 fraggle said:Joking aside, I've changed the labels and reset the counters now. Thank you, fraggle. I voted as tall as the monster, because I think the Freedoom creators should be free to design the monsters as they see fit. I don't see how it would affect compatibility with existing engines or PWADs. 0 Share this post Link to post
GreyGhost Posted March 1, 2009 MikeRS said:If you recast it, sure. I can't find the "Recast" button. :P 0 Share this post Link to post
Alice Jameson Posted May 27, 2009 I voted as tall as the original sprites to stay with the same feel as the original. If this results in "headless revenant" syndrome so be it. 0 Share this post Link to post
wesleyjohnson Posted June 16, 2009 If you allow a difference between collision sprite size and displayed sprite size, then you invite port programmers to "fix" your mistake by resizing the displayed sprite to match the collision sprite size when a mismatch is detected. We do not want to be having to do this, and would prefer that the displayed sprite size match what the declared collision sprite size, in every case. 1. Collisions with door, crusher etc. heads cut off. 2. Shooting the monster in the head is pointless if it is just going to go through. If the displayed sprite is larger than the collision size then shots to some of the displayed body parts are not going to be detected as hits. 0 Share this post Link to post
Gez Posted June 16, 2009 Alice Jameson said:I voted as tall as the original sprites to stay with the same feel as the original. If this results in "headless revenant" syndrome so be it. The "feel of the original" is irrelevant since the monsters don't look anything like the original Doom monsters. 0 Share this post Link to post