SavageCorona Posted September 13, 2015 Marnetmar said:Why does the cacodemon deflate like a basketball? Ask Adrian Carmack that. 0 Share this post Link to post
ssv_170379 Posted September 14, 2015 Marnetmar, I think what I can do, maybe squash him a bit less and add some gibs, dunno yet... Macblain Thank you too! :) 0 Share this post Link to post
ssv_170379 Posted September 14, 2015 Long anticipated Version 0.7 ---[Download]--- Mirror 1 . . . Mirror 2 ----------------Reworked shading/lighting on a whole project Added Mastermind Added weapons/ammo/keys/medkits/armors/powerups Recoloured every monster, most noticeably Baron of Hell, Hellknight, Pinky and Archvile Removed screenshots (obsolete) ---------------- Going to work with death sequences next, but need a little break, a week should be fine. 0 Share this post Link to post
fabian Posted September 14, 2015 ssv_170379 said:From my side, if you interested in porting and using PWAD-generation tool, that can batch-read sprite offsets and dimensions from a text file to automatically generate WADs, i'll gladly provide those definitions in required-for-that-tool syntax... or any other additional support within my abilities. Coz I just do not have experience and don't know, where to start from. I'd say deutex is the tool that qualifies for this job: http://doomwiki.org/wiki/DeuTex It reads sprites and offsets from configuration files in ASCII format. For example, this is a file that can be used to regenerate the Freedoom Phase 2 IWAD: Spoiler # DeuTex 4.4.902 by Olivier Montanuy # PWAD creation directives # List of levels [levels] MAP01 MAP02 MAP03 MAP04 MAP05 MAP06 MAP07 MAP08 MAP09 MAP10 MAP11 MAP12 MAP13 MAP14 MAP15 MAP16 MAP17 MAP18 MAP19 MAP20 MAP21 MAP22 MAP23 MAP24 MAP25 MAP26 MAP27 MAP28 MAP29 MAP30 MAP31 MAP32 # List of data Lumps [lumps] __EUREKA PLAYPAL COLORMAP GENMIDI DBIGFONT DEHACKED ENDOOM DMXGUSC DEMO1 DEMO2 DEMO3 DEMO4 BLOODMAP BLUEMAP LAVAMAP NUKEMAP FOGMAP MFADEMAP D_READ_M D_IN_CIT D_STLKS2 D_THEDA2 D_DOOM2 D_DDTBL2 D_RUNNI2 D_MESSAG D_COUNT2 D_DDTBL3 D_AMPIE D_ADRIAN D_MESSG2 D_ROMER2 D_TENSE # List of definitions for TEXTURE1 [texture1] TEXTURE1 # List of Sounds [sounds] DSPISTOL DSSHOTGN DSSGCOCK DSSAWUP DSSAWIDL DSSAWFUL DSSAWHIT DSRLAUNC DSRXPLOD DSFIRSHT DSFIRXPL DSPSTART DSPSTOP DSDOROPN DSDORCLS DSSTNMOV DSSWTCHN DSSWTCHX DSPLPAIN DSDMPAIN DSPOPAIN DSSLOP DSITEMUP DSWPNUP DSOOF DSTELEPT DSPOSIT1 DSPOSIT2 DSPOSIT3 DSBGSIT1 DSBGSIT2 DSSGTSIT DSBRSSIT DSSGTATK DSCLAW DSPLDETH DSPDIEHI DSPODTH1 DSPODTH2 DSPODTH3 DSBGDTH1 DSBGDTH2 DSSGTDTH DSBRSDTH DSPOSACT DSBGACT DSDMACT DSNOWAY DSBAREXP DSPUNCH DSTINK DSBDOPN DSBDCLS DSITMBK DSGETPOW DSPLASMA DSBFG DSCACSIT DSCYBSIT DSSKLATK DSSKLDTH DSHOOF DSMETAL DSDSHTGN DSDBOPN DSDBCLS DSDBLOAD DSVIPAIN DSMNPAIN DSVILSIT DSMANSIT DSPESIT DSSKEPCH DSVILATK DSSKESWG DSVILDTH DSSKEDTH DSVILACT DSBOSCUB DSBOSSIT DSBOSDTH DSMANDTH DSSSSIT DSSSDTH DSKEENPN DSKEENDT DSSKEACT DSSKESIT DSSKEATK DSRADIO DPPISTOL DPSHOTGN DPSAWUP DPSAWIDL DPSAWFUL DPSAWHIT DPRLAUNC DPRXPLOD DPFIRXPL DPPSTART DPPSTOP DPDOROPN DPDORCLS DPSTNMOV DPSWTCHN DPSWTCHX DPPLPAIN DPDMPAIN DPPOPAIN DPSLOP DPITEMUP DPWPNUP DPTELEPT DPPOSIT1 DPPOSIT2 DPPOSIT3 DPBGSIT1 DPBGSIT2 DPCLAW DPPLDETH DPPODTH1 DPPODTH2 DPPODTH3 DPBGDTH1 DPBGDTH2 DPSGTDTH DPBGACT DPNOWAY DPBAREXP DPPUNCH DPTINK DPBDOPN DPBDCLS DPITMBK DPGETPOW DPPLASMA DPBFG DPCYBSIT DPCACDTH DPSPIDTH DPHOOF DPMETAL DPDSHTGN DPDBOPN DPDBCLS DPDBLOAD DPVIPAIN DPVILSIT DPSKEPCH DPSKESWG DPVILDTH DPKNTDTH DPBSPWLK DPSSSIT DPSSDTH DPSKEACT DPSKESIT DPRADIO # List of Musics [musics] D_DM2TTL D_DM2INT D_RUNNIN D_STALKS D_COUNTD D_BETWEE D_DOOM D_THE_DA D_SHAWN D_DDTBLU D_DEAD D_DEAD2 D_STLKS3 D_ROMERO D_SHAWN2 D_THEDA3 D_SHAWN3 D_OPENIN D_EVIL D_ULTIMA # List of Pictures (with insertion point) [graphics] TITLEPIC 0 0 M_DOOM 0 0 HELP 0 0 CREDIT 0 0 BOSSBACK 0 0 AMMNUM0 -1 0 AMMNUM1 -1 0 AMMNUM2 -1 0 AMMNUM3 -1 0 AMMNUM4 -1 0 AMMNUM5 -1 0 AMMNUM6 -1 0 AMMNUM7 -1 0 AMMNUM8 -1 0 AMMNUM9 -1 0 STBAR 0 0 STGNUM0 0 0 STGNUM1 0 0 STGNUM2 0 0 STGNUM3 0 0 STGNUM4 0 0 STGNUM5 0 0 STGNUM6 0 0 STGNUM7 0 0 STGNUM8 0 0 STGNUM9 0 0 STTMINUS 0 0 STTNUM0 0 0 STTNUM1 0 0 STTNUM2 0 0 STTNUM3 0 0 STTNUM4 0 0 STTNUM5 0 0 STTNUM6 0 0 STTNUM7 0 0 STTNUM8 0 0 STTNUM9 0 0 STTPRCNT 0 0 STYSNUM0 0 0 STYSNUM1 0 0 STYSNUM2 0 0 STYSNUM3 0 0 STYSNUM4 0 0 STYSNUM5 0 0 STYSNUM6 0 0 STYSNUM7 0 0 STYSNUM8 0 0 STYSNUM9 0 0 STKEYS0 0 0 STKEYS1 0 0 STKEYS2 0 0 STKEYS3 0 0 STKEYS4 0 0 STKEYS5 0 0 STDISK 0 -1 STCDROM -1 -1 STARMS 0 0 STCFN033 0 0 STCFN034 0 0 STCFN035 0 0 STCFN036 0 0 STCFN037 0 0 STCFN038 0 0 STCFN039 0 0 STCFN040 0 0 STCFN041 0 0 STCFN042 0 0 STCFN043 0 0 STCFN044 0 0 STCFN045 0 0 STCFN046 0 0 STCFN047 0 0 STCFN048 0 0 STCFN049 0 0 STCFN050 0 0 STCFN051 0 0 STCFN052 0 0 STCFN053 0 0 STCFN054 0 0 STCFN055 0 0 STCFN056 0 0 STCFN057 0 0 STCFN058 0 0 STCFN059 0 0 STCFN060 0 0 STCFN061 0 0 STCFN062 0 0 STCFN063 0 0 STCFN064 0 0 STCFN065 0 0 STCFN066 0 0 STCFN067 0 0 STCFN068 0 0 STCFN069 0 0 STCFN070 0 0 STCFN071 0 0 STCFN072 0 0 STCFN073 0 0 STCFN074 0 0 STCFN075 0 0 STCFN076 0 0 STCFN077 0 0 STCFN078 0 0 STCFN079 0 0 STCFN080 0 0 STCFN081 0 0 STCFN082 0 0 STCFN083 0 0 STCFN084 0 0 STCFN085 0 0 STCFN086 0 0 STCFN087 0 0 STCFN088 0 0 STCFN089 0 0 STCFN090 0 0 STCFN091 0 0 STCFN092 0 0 STCFN093 0 0 STCFN094 0 0 STCFN095 0 0 STCFN096 0 0 STCFN123 0 0 STCFN124 0 0 STCFN125 0 0 STFB1 0 0 STFB0 0 0 STFB2 0 0 STFB3 0 0 STPB1 0 0 STPB0 0 0 STPB2 0 0 STPB3 0 0 STFST01 -5 -2 STFST00 -5 -2 STFST02 -5 -2 STFTL00 -5 -1 STFTR00 -3 -2 STFOUCH0 -5 -1 STFEVL0 -5 -2 STFKILL0 -5 -2 STFST11 -5 -2 STFST10 -5 -2 STFST12 -5 -2 STFTL10 -5 -2 STFTR10 -3 -2 STFOUCH1 -5 -1 STFEVL1 -5 -2 STFKILL1 -5 -2 STFST21 -5 -2 STFST20 -5 -2 STFST22 -5 -2 STFTL20 -4 -1 STFTR20 -4 -1 STFOUCH2 -5 -1 STFEVL2 -5 -2 STFKILL2 -5 -2 STFST31 -5 -1 STFST30 -5 -1 STFST32 -5 -1 STFTL30 -2 -1 STFTR30 -3 -2 STFOUCH3 -5 -1 STFEVL3 -5 -2 STFKILL3 -5 -2 STFST41 -5 -1 STFST40 -5 -1 STFST42 -5 -1 STFTL40 -1 -1 STFTR40 -3 -2 STFOUCH4 -5 -1 STFEVL4 -5 -2 STFKILL4 -5 -2 STFGOD0 -5 -2 STFDEAD0 -5 -1 M_EPISOD 0 0 M_RDTHIS 0 0 M_OPTION 0 0 M_QUITG 0 0 M_NGAME 0 0 M_SKULL1 0 -1 M_SKULL2 0 -1 M_THERMO -2 -1 M_THERMR 0 0 M_THERMM 0 0 M_THERML -2 0 M_ENDGAM 0 1 M_PAUSE 0 0 M_MESSG 0 1 M_MSGON 20 1 M_MSGOFF 20 1 M_HURT 0 0 M_JKILL 0 0 M_ROUGH 0 0 M_SKILL 0 0 M_NEWG 0 0 M_ULTRA 0 0 M_NMARE 0 0 M_SVOL 0 0 M_OPTTTL 0 0 M_SAVEG 0 0 M_LOADG 0 0 M_DISP 0 0 M_MSENS 0 1 M_GDHIGH 26 1 M_GDLOW 26 1 M_DETAIL 0 1 M_DISOPT 0 0 M_SCRNSZ 0 1 M_SGTTL 0 0 M_LGTTL 0 0 M_SFXVOL 0 1 M_MUSVOL 0 1 M_LSLEFT 3 11 M_LSCNTR 3 11 M_LSRGHT 3 11 PRBOOM 0 1 M_GENERL 0 1 M_SETUP 0 1 M_KEYBND 0 1 M_WEAP 0 1 M_STAT 0 1 M_AUTO 0 1 M_ENEM 0 1 M_MESS 0 1 M_CHAT 0 1 M_HORSEN 0 1 M_VERSEN 0 1 M_LOKSEN 0 1 M_ACCEL 0 1 M_ABOUT 0 1 M_CHATM 0 1 M_COMPAT 0 1 M_DEMOS 0 1 M_DMFLAG 0 1 M_ETCOPT 0 1 M_FEAT 0 1 M_GSET 0 1 M_HUD 0 1 M_JOYSET 0 1 M_LDSV 0 1 M_MENUS 0 1 M_MOUSE 0 1 M_MULTI 0 0 M_PLAYER 0 1 M_SERIAL 0 1 M_SOUND 0 1 M_STATUS 0 1 M_TCPIP 0 1 M_VIDEO 0 1 M_WAD 0 1 M_WADOPT 0 1 BRDR_TL -5 -5 BRDR_T 0 -5 BRDR_TR 0 -5 BRDR_L -5 0 BRDR_R 0 0 BRDR_BL -5 0 BRDR_B 0 0 BRDR_BR 0 0 WIOSTK 0 0 WIOSTI 0 0 WIF 0 0 WIMSTT 0 0 WIOSTS 0 0 WIOSTF 0 0 WITIME 0 0 WIPAR 0 0 WIMSTAR 0 0 WIMINUS 0 0 WIPCNT 0 0 WINUM0 0 0 WINUM1 0 0 WINUM2 0 0 WINUM3 0 0 WINUM4 0 0 WINUM5 0 0 WINUM6 0 0 WINUM7 0 0 WINUM8 0 0 WINUM9 0 0 WICOLON 0 0 WISUCKS 0 0 WIFRGS 0 0 WIP1 0 0 WIP2 0 0 WIP3 0 0 WIP4 0 0 WIBP1 0 0 WIBP2 0 0 WIBP3 0 0 WIBP4 0 0 WIKILRS 0 0 WIVCTMS 0 0 WISCRT2 0 0 WIENTER 0 0 CWILV00 0 0 CWILV01 0 0 CWILV02 0 0 CWILV03 0 0 CWILV04 0 0 CWILV05 0 0 CWILV06 0 0 CWILV07 0 0 CWILV08 0 0 CWILV09 0 0 CWILV10 0 0 CWILV11 0 0 CWILV12 0 0 CWILV13 0 0 CWILV14 0 0 CWILV15 0 0 CWILV16 0 0 CWILV17 0 0 CWILV18 0 0 CWILV19 0 0 CWILV22 0 0 CWILV21 0 0 CWILV20 0 0 CWILV23 0 0 CWILV25 0 0 CWILV26 0 0 CWILV27 0 0 CWILV28 0 0 CWILV29 0 0 CWILV24 0 0 CWILV30 0 0 CWILV31 0 0 INTERPIC 0 0 # List of Sprites [sprites] BBRNA0 28 84 BBRNB0 28 84 BOS2A1C1 19 69 BOS2A2C8 20 68 BOS2A3C7 26 66 BOS2A4C6 22 64 BOS2A5C5 19 65 BOS2C4A6 21 64 BOS2C3A7 25 66 BOS2C2A8 24 69 BOS2B1D1 23 72 BOS2B2D8 21 70 BOS2B3D7 19 69 BOS2B4D6 24 67 BOS2B5D5 24 66 BOS2D4B6 18 66 BOS2D3B7 21 69 BOS2D2B8 21 71 BOS2E1 30 65 BOS2E2 12 67 BOS2E3 30 62 BOS2E4 27 63 BOS2E5 28 69 BOS2E6 22 73 BOS2E7 20 73 BOS2E8 30 74 BOS2F1 34 65 BOS2F2 29 65 BOS2F3 29 64 BOS2F4 30 64 BOS2F5 28 62 BOS2F6 29 63 BOS2F7 21 64 BOS2F8 26 65 BOS2G1 14 59 BOS2G2 29 59 BOS2G3 26 58 BOS2G4 25 56 BOS2G5 30 55 BOS2G6 24 55 BOS2G7 22 57 BOS2G8 28 56 BOS2H1 23 69 BOS2H2 26 68 BOS2H3 25 67 BOS2H4 26 64 BOS2H5 22 62 BOS2H6 15 62 BOS2H7 17 66 BOS2H8 18 68 BOS2I0 34 79 BOS2J0 34 79 BOS2K0 34 79 BOS2L0 34 79 BOS2M0 34 79 BOS2N0 34 79 BOS2O0 34 79 BRS1A0 15 5 BSPIA1D1 64 49 BSPIA2A8 64 49 BSPIA3A7 64 49 BSPIA4A6 64 49 BSPIA5D5 64 49 BSPIB1E1 64 49 BSPIB2B8 64 49 BSPIB3B7 64 49 BSPIB4B6 64 49 BSPIB5E5 64 49 BSPIC1F1 64 49 BSPIC2C8 64 49 BSPIC3C7 64 49 BSPIC4C6 64 49 BSPIC5F5 64 49 BSPID2D8 64 49 BSPID3D7 64 49 BSPID4D6 64 49 BSPIE2E8 64 49 BSPIE3E7 64 49 BSPIE4E6 64 49 BSPIF2F8 64 49 BSPIF3F7 64 49 BSPIF4F6 64 49 BSPIG1 64 49 BSPIG2G8 64 49 BSPIG3G7 64 49 BSPIG4G6 64 49 BSPIG5 64 49 BSPIH1 64 49 BSPIH2H8 64 49 BSPIH3H7 64 49 BSPIH4H6 64 49 BSPIH5 64 49 BSPII1 64 49 BSPII2I8 64 49 BSPII3I7 64 49 BSPII4I6 64 49 BSPII5 64 49 BSPIJ0 64 49 BSPIK0 64 49 BSPIL0 64 49 BSPIM0 64 49 BSPIN0 64 49 BSPIO0 64 49 BSPIP0 64 49 CPOSA1 22 52 CPOSA2A8 16 52 CPOSA3A7 21 50 CPOSA4A6 23 49 CPOSA5 19 47 CPOSB1 19 53 CPOSB2B8 18 52 CPOSB3B7 19 52 CPOSB4B6 21 52 CPOSB5 18 51 CPOSC1 20 53 CPOSC2C8 16 51 CPOSC3C7 18 51 CPOSC4C6 22 51 CPOSC5 17 50 CPOSD1 19 52 CPOSD2D8 17 52 CPOSD3D7 19 52 CPOSD4D6 23 52 CPOSD5 19 51 CPOSF1 12 51 CPOSF2F8 23 51 CPOSF3F7 27 50 CPOSF4F6 20 48 CPOSF5 11 46 CPOSG1 20 52 CPOSG2G8 16 52 CPOSG3G7 21 52 CPOSG4G6 20 50 CPOSG5 17 50 CPOSH0 19 47 CPOSI0 9 39 CPOSJ0 13 43 CPOSK0 17 34 CPOSL0 27 9 CPOSM0 27 9 CPOSN0 27 9 CPOSO0 16 53 CPOSP0 20 50 CPOSQ0 21 47 CPOSR0 24 38 CPOSS0 25 33 CPOST0 27 14 CPOSE1 12 51 CPOSE2E8 23 51 CPOSE3E7 27 50 CPOSE4E6 20 48 CPOSE5 11 46 FATTA1 39 60 FATTA2A8 39 61 FATTA3A7 38 60 FATTA4A6 39 57 FATTA5 39 59 FATTB1 43 65 FATTB2B8 43 65 FATTB3B7 43 61 FATTB4B6 42 61 FATTB5 43 58 FATTC1 43 65 FATTC2C8 43 63 FATTC3C7 39 61 FATTC4C6 35 61 FATTC5 36 58 FATTD1 38 60 FATTD2D8 43 63 FATTD3D7 43 62 FATTD4D6 43 59 FATTD5 35 58 FATTE1 43 65 FATTE2E8 43 61 FATTE3E7 43 62 FATTE4E6 43 58 FATTE5 40 57 FATTF1 42 65 FATTF2F8 43 62 FATTF3F7 43 61 FATTF4F6 43 59 FATTF5 39 58 FATTG1 42 60 FATTG2G8 51 59 FATTG3G7 43 60 FATTG4G6 43 62 FATTG5 42 61 FATTH1 42 60 FATTH2H8 50 59 FATTH3H7 33 61 FATTH4H6 42 61 FATTH5 42 60 FATTI1 42 63 FATTI2I8 51 64 FATTI3I7 43 59 FATTI4I6 42 63 FATTI5 39 59 FATTJ1 32 62 FATTJ2 47 62 FATTJ3 39 59 FATTJ4 30 61 FATTJ5 32 59 FATTJ6 29 61 FATTJ7 37 59 FATTJ8 46 62 FATTK0 50 73 FATTL0 50 75 FATTM0 45 66 FATTN0 37 53 FATTO0 35 41 FATTP0 36 40 FATTQ0 36 39 FATTR0 36 39 FATTS0 36 38 FATTT0 36 36 FIREA0 21 54 FIREB0 23 61 FIREC0 23 78 FIRED0 23 84 FIREE0 24 86 FIREF0 25 90 FIREG0 25 92 FIREH0 26 95 KEENA0 14 67 KEENB0 14 67 KEENC0 14 67 KEEND0 14 67 KEENE0 14 67 KEENF0 14 67 KEENG0 14 67 KEENH0 14 67 KEENI0 14 67 KEENJ0 14 67 KEENK0 14 67 KEENL0 14 67 KEENM0 14 67 PAINA1 31 63 PAINA2A8 30 60 PAINA3A7 30 63 PAINA4A6 30 60 PAINA5 30 60 PAINB1 30 63 PAINB2B8 30 60 PAINB3B7 30 60 PAINB4B6 30 60 PAINB5 30 60 PAINC1 31 65 PAINC2C8 30 61 PAINC3C7 30 61 PAINC4C6 30 60 PAINC5 31 60 PAIND1 30 61 PAIND2D8 31 60 PAIND3D7 34 60 PAIND4D6 30 60 PAIND5 30 60 PAINE1 30 60 PAINE2E8 34 60 PAINE3E7 37 60 PAINE4E6 30 60 PAINE5 31 60 PAINF1 31 60 PAINF2F8 35 60 PAINF3F7 41 60 PAINF4F6 32 60 PAINF5 31 60 PAING1 30 63 PAING2G8 30 60 PAING3G7 30 60 PAING4G6 30 60 PAING5 30 60 PAINH0 30 68 PAINI0 30 61 PAINJ0 31 61 PAINK0 31 60 PAINL0 31 61 PAINM0 30 61 SKELA1D1 20 58 SKELA2D8 17 57 SKELA3D7 13 58 SKELA4D6 17 56 SKELA5D5 20 59 SKELA6D4 18 59 SKELA7D3 28 59 SKELA8D2 24 58 SKELB1E1 18 59 SKELB2E8 26 57 SKELB3E7 18 56 SKELB4E6 14 53 SKELB5E5 19 59 SKELB6E4 21 55 SKELB7E3 19 56 SKELB8E2 22 58 SKELC1F1 20 59 SKELC2F8 26 57 SKELC3F7 21 59 SKELC4F6 22 59 SKELC5F5 19 60 SKELC6F4 18 59 SKELC7F3 22 59 SKELC8F2 21 59 SKELG1 22 60 SKELG2 16 60 SKELG3 15 58 SKELG4 23 58 SKELG5 22 60 SKELG6 21 57 SKELG7 23 58 SKELG8 26 58 SKELH1 21 58 SKELH2 19 59 SKELH3 16 56 SKELH4 25 57 SKELH5 20 57 SKELH6 17 57 SKELH7 13 57 SKELH8 18 58 SKELI1 20 60 SKELI2 30 58 SKELI3 34 58 SKELI4 21 59 SKELI5 18 59 SKELI6 16 58 SKELI7 11 59 SKELI8 18 59 SKELJ1 19 58 SKELJ2 17 58 SKELJ3 22 57 SKELJ4 18 57 SKELJ5 19 58 SKELJ6 20 57 SKELJ7 19 58 SKELJ8 14 59 SKELK1 20 57 SKELK2 17 56 SKELK3 17 56 SKELK4 16 56 SKELK5 19 58 SKELK6 17 56 SKELK7 12 56 SKELK8 21 56 SKELL1 32 56 SKELL2 24 55 SKELL3 15 57 SKELL4 27 57 SKELL5 27 58 SKELL6 21 57 SKELL7 20 57 SKELL8 26 53 SKELM0 27 46 SKELN0 22 46 SKELO0 35 40 SKELP0 38 31 SKELQ0 38 19 FATBA1 9 8 FATBA2A8 16 6 FATBA3A7 24 6 FATBA4A6 17 5 FATBA5 9 8 FATBB1 10 8 FATBB2B8 17 6 FATBB3B7 24 6 FATBB4B6 16 5 FATBB5 10 8 FBXPA0 16 15 FBXPB0 20 17 FBXPC0 24 22 SSWVA1 18 61 SSWVA2A8 15 64 SSWVA3A7 11 66 SSWVA4A6 17 64 SSWVA5 21 55 SSWVB1 20 64 SSWVB2B8 19 65 SSWVB3B7 18 62 SSWVB4B6 16 69 SSWVB5 19 57 SSWVC1 17 60 SSWVC2C8 15 62 SSWVC3C7 14 64 SSWVC4C6 15 65 SSWVC5 19 60 SSWVD1 17 57 SSWVD2D8 14 61 SSWVD3D7 18 62 SSWVD4D6 20 63 SSWVD5 21 61 SSWVE1 14 62 SSWVE2E8 16 64 SSWVE3E7 15 63 SSWVE4E6 15 67 SSWVE5 15 64 SSWVF1 18 65 SSWVF2F8 18 67 SSWVF3F7 31 59 SSWVF4F6 20 66 SSWVF5 15 64 SSWVG1 18 65 SSWVG2G8 22 67 SSWVG3G7 36 59 SSWVG4G6 24 66 SSWVG5 15 64 SSWVH1 18 62 SSWVH2H8 18 63 SSWVH3H7 15 60 SSWVH4H6 15 62 SSWVH5 18 61 SSWVI0 25 59 SSWVJ0 28 53 SSWVK0 26 43 SSWVL0 23 22 SSWVM0 21 7 SSWVN0 26 66 SSWVO0 27 70 SSWVP0 31 67 SSWVQ0 28 69 SSWVR0 28 67 SSWVS0 27 39 SSWVT0 27 32 SSWVU0 27 22 SSWVV0 27 17 VILEA1D1 14 71 VILEA2D8 30 69 VILEA3D7 41 68 VILEA4D6 31 67 VILEA5D5 11 65 VILEA6D4 30 66 VILEA7D3 36 67 VILEA8D2 35 70 VILEB1E1 25 73 VILEB2E8 30 72 VILEB3E7 26 71 VILEB4E6 22 67 VILEB5E5 18 67 VILEB6E4 25 67 VILEB7E3 31 70 VILEB8E2 23 72 VILEC1F1 23 74 VILEC2F8 21 72 VILEC3F7 22 72 VILEC4F6 26 71 VILEC5F5 25 68 VILEC6F4 22 70 VILEC7F3 21 72 VILEC8F2 25 74 VILEG1 35 89 VILEG2 27 91 VILEG3 36 97 VILEG4 39 97 VILEG5 40 99 VILEG6 30 99 VILEG7 28 98 VILEG8 39 91 VILEH1 39 92 VILEH2 28 93 VILEH3 36 99 VILEH4 43 99 VILEH5 41 99 VILEH6 31 99 VILEH7 29 99 VILEH8 41 92 VILEI1 39 93 VILEI2 28 94 VILEI3 36 99 VILEI4 43 99 VILEI5 41 101 VILEI6 32 99 VILEI7 30 99 VILEI8 41 93 VILEJ1 31 76 VILEJ2 21 80 VILEJ3 27 82 VILEJ4 35 82 VILEJ5 31 84 VILEJ6 18 85 VILEJ7 32 80 VILEJ8 34 78 VILEK1 31 59 VILEK2 21 61 VILEK3 24 61 VILEK4 35 58 VILEK5 23 60 VILEK6 19 59 VILEK7 27 59 VILEK8 30 59 VILEL1 31 56 VILEL2 20 58 VILEL3 28 58 VILEL4 35 56 VILEL5 27 57 VILEL6 19 57 VILEL7 27 56 VILEL8 30 57 VILEM1 31 56 VILEM2 20 58 VILEM3 28 58 VILEM4 35 56 VILEM5 27 57 VILEM6 15 57 VILEM7 27 56 VILEM8 30 57 VILEN1 30 64 VILEN2 35 65 VILEN3 51 64 VILEN4 43 61 VILEN5 27 64 VILEN6 26 63 VILEN7 45 63 VILEN8 48 63 VILEO1 30 75 VILEO2 34 71 VILEO3 51 65 VILEO4 43 62 VILEO5 27 64 VILEO6 26 63 VILEO7 45 63 VILEO8 48 66 VILEP1 30 85 VILEP2 34 83 VILEP3 51 85 VILEP4 42 77 VILEP5 27 77 VILEP6 26 77 VILEP7 45 76 VILEP8 48 79 VILEQ1 18 69 VILEQ2 22 69 VILEQ3 32 67 VILEQ4 27 69 VILEQ5 18 70 VILEQ6 24 68 VILEQ7 30 68 VILEQ8 33 66 VILER0 18 75 VILES0 23 71 VILET0 27 66 VILEU0 35 54 VILEV0 34 43 VILEW0 34 33 VILEX0 34 21 VILEY0 34 18 VILEZ0 34 18 VILE[1 22 18 VILE[2 22 18 VILE[3 22 18 VILE[4 22 18 VILE[5 22 18 VILE[6 22 18 VILE[7 22 18 VILE[8 22 18 VILE\1 22 18 VILE\2 22 18 VILE\3 22 18 VILE\4 22 18 VILE\5 22 18 VILE\6 22 18 VILE\7 22 18 VILE\8 22 18 VILE]1 22 18 VILE]2 22 18 VILE]3 22 18 VILE]4 22 18 VILE]5 22 18 VILE]6 22 18 VILE]7 22 18 VILE]8 22 18 BOSSA1 26 69 BOSSA2A8 20 65 BOSSA3A7 23 67 BOSSA4A6 20 67 BOSSA5 22 68 BOSSB1 27 67 BOSSB2B8 20 67 BOSSB3B7 21 64 BOSSB4B6 18 65 BOSSB5 22 66 BOSSC1 26 69 BOSSC2C8 21 67 BOSSC3C7 25 67 BOSSC4C6 20 68 BOSSC5 22 68 BOSSD1 27 67 BOSSD2D8 21 65 BOSSD3D7 20 63 BOSSD4D6 18 63 BOSSD5 22 66 BOSSE1 26 69 BOSSE2 26 69 BOSSE3 26 69 BOSSE4 26 69 BOSSE5 26 69 BOSSE6 26 69 BOSSE7 26 69 BOSSE8 26 69 BOSSF1 26 69 BOSSF2 26 69 BOSSF3 26 69 BOSSF4 26 69 BOSSF5 26 69 BOSSF6 26 69 BOSSF7 26 69 BOSSF8 26 69 BOSSG1 26 69 BOSSG2 26 69 BOSSG3 26 69 BOSSG4 26 69 BOSSG5 26 69 BOSSG6 26 69 BOSSG7 26 69 BOSSG8 26 69 BOSSH1 26 69 BOSSH2 26 69 BOSSH3 26 69 BOSSH4 26 69 BOSSH5 26 69 BOSSH6 26 69 BOSSH7 26 69 BOSSH8 26 69 BOSSI0 34 79 BOSSJ0 34 79 BOSSK0 34 79 BOSSL0 34 79 BOSSM0 34 79 BOSSN0 34 79 BOSSO0 34 79 POSSA1 17 50 POSSA2A8 20 50 POSSA3A7 20 50 POSSA4A6 26 48 POSSA5 17 47 POSSB1 18 52 POSSB2B8 20 51 POSSB3B7 22 52 POSSB4B6 28 52 POSSB5 17 51 POSSC1 19 50 POSSC2C8 19 50 POSSC3C7 21 52 POSSC4C6 30 51 POSSC5 17 51 POSSD1 19 52 POSSD2D8 19 51 POSSD3D7 23 52 POSSD4D6 26 52 POSSD5 19 51 POSSE1 12 50 POSSE2E8 21 50 POSSE3E7 26 50 POSSE4E6 18 48 POSSE5 12 46 POSSF1 13 50 POSSF2F8 23 50 POSSF3F7 27 50 POSSF4F6 20 48 POSSF5 11 46 POSSG1 20 52 POSSG2G8 16 53 POSSG3G7 21 53 POSSG4G6 20 51 POSSG5 17 49 POSSH0 19 57 POSSI0 19 42 POSSJ0 22 34 POSSK0 24 27 POSSL0 25 19 POSSM0 20 59 POSSN0 21 62 POSSO0 24 61 POSSP0 26 55 POSSQ0 27 51 POSSR0 28 43 POSSS0 28 36 POSST0 28 26 POSSU0 28 21 SARGA1 17 55 SARGA2A8 25 54 SARGA3A7 29 53 SARGA4A6 25 53 SARGA5 18 54 SARGB1 17 56 SARGB2B8 25 55 SARGB3B7 26 55 SARGB4B6 24 52 SARGB5 15 51 SARGC1 18 55 SARGC2C8 22 53 SARGC3C7 20 54 SARGC4C6 22 53 SARGC5 17 53 SARGD1 17 55 SARGD2D8 24 54 SARGD3D7 25 54 SARGD4D6 24 53 SARGD5 19 52 SARGE1 20 54 SARGE2 23 54 SARGE3 23 54 SARGE4 20 53 SARGE5 16 52 SARGE6 28 53 SARGE7 26 54 SARGE8 26 54 SARGF1 18 55 SARGF2 25 51 SARGF3 28 53 SARGF4 26 52 SARGF5 15 53 SARGF6 25 52 SARGF7 29 54 SARGF8 22 52 SARGG1 15 57 SARGG2 14 53 SARGG3 20 53 SARGG4 19 53 SARGG5 12 51 SARGG6 23 53 SARGG7 24 53 SARGG8 27 54 SARGH1 15 47 SARGH2 22 47 SARGH3 22 47 SARGH4 19 46 SARGH5 14 45 SARGH6 22 47 SARGH7 25 46 SARGH8 19 47 SARGI0 17 55 SARGJ0 19 56 SARGK0 20 50 SARGL0 20 35 SARGM0 22 26 SARGN0 22 24 SPOSA1 17 50 SPOSA2A8 15 50 SPOSA3A7 17 48 SPOSA4A6 22 45 SPOSA5 17 46 SPOSB1 17 50 SPOSB2B8 13 50 SPOSB3B7 16 52 SPOSB4B6 20 49 SPOSB5 17 49 SPOSC1 16 51 SPOSC2C8 14 50 SPOSC3C7 19 51 SPOSC4C6 19 49 SPOSC5 17 50 SPOSD1 17 51 SPOSD2D8 13 51 SPOSD3D7 15 51 SPOSD4D6 18 50 SPOSD5 17 49 SPOSE1 12 51 SPOSE2E8 18 49 SPOSE3E7 22 48 SPOSE4E6 17 47 SPOSE5 12 47 SPOSF1 13 51 SPOSF2F8 21 51 SPOSF3F7 25 48 SPOSF4F6 20 47 SPOSF5 12 47 SPOSG1 16 50 SPOSG2G8 16 49 SPOSG3G7 21 48 SPOSG4G6 17 47 SPOSG5 17 49 SPOSH0 16 55 SPOSI0 17 48 SPOSJ0 21 34 SPOSK0 22 29 SPOSL0 26 20 SPOSM0 18 54 SPOSN0 23 57 SPOSO0 24 56 SPOSP0 26 50 SPOSQ0 27 46 SPOSR0 28 38 SPOSS0 28 31 SPOST0 28 21 SPOSU0 28 11 TROOA1 39 58 TROOA2A8 23 61 TROOA3A7 28 57 TROOA4A6 47 52 TROOA5 22 48 TROOB1 19 63 TROOB2B8 22 64 TROOB3B7 58 61 TROOB4B6 56 55 TROOB5 16 52 TROOC1 20 62 TROOC2C8 26 62 TROOC3C7 37 61 TROOC4C6 22 53 TROOC5 30 49 TROOD1 18 60 TROOD2D8 19 61 TROOD3D7 50 57 TROOD4D6 53 56 TROOD5 14 51 TROOE1 28 61 TROOE2E8 36 64 TROOE3E7 40 64 TROOE4E6 42 64 TROOE5 32 66 TROOF1 26 52 TROOF2F8 20 56 TROOF3F7 39 52 TROOF4F6 44 52 TROOF5 12 59 TROOG1 24 56 TROOG2G8 45 55 TROOG3G7 63 58 TROOG4G6 28 57 TROOG5 47 54 TROOH1 32 59 TROOH2H8 38 63 TROOH3H7 53 63 TROOH4H6 57 59 TROOH5 31 53 TROOI0 32 59 TROOJ0 29 58 TROOK0 25 56 TROOL0 28 44 TROOM0 32 32 TROON0 32 59 TROOO0 29 58 TROOP0 25 56 TROOQ0 27 46 TROOR0 28 38 TROOS0 28 31 TROOT0 28 21 TROOU0 28 11 CYBRA1 47 103 CYBRA2 39 103 CYBRA3 42 103 CYBRA4 41 102 CYBRA5 48 103 CYBRA6 41 102 CYBRA7 42 103 CYBRA8 39 103 CYBRB1 50 100 CYBRB2 39 96 CYBRB3 54 103 CYBRB4 49 99 CYBRB5 45 100 CYBRB6 49 99 CYBRB7 54 103 CYBRB8 39 96 CYBRC1 45 98 CYBRC2 37 103 CYBRC3 37 98 CYBRC4 48 102 CYBRC5 39 103 CYBRC6 48 102 CYBRC7 37 98 CYBRC8 37 103 CYBRD1 48 100 CYBRD2 43 101 CYBRD3 49 101 CYBRD4 39 99 CYBRD5 37 100 CYBRD6 39 99 CYBRD7 49 101 CYBRD8 43 101 CYBRE1 44 98 CYBRE2 52 101 CYBRE3 46 101 CYBRE4 33 102 CYBRE5 40 103 CYBRE6 33 102 CYBRE7 46 101 CYBRE8 52 101 CYBRF1 47 99 CYBRF2 39 99 CYBRF3 43 100 CYBRF4 44 99 CYBRF5 44 100 CYBRF6 44 99 CYBRF7 43 100 CYBRF8 39 99 CYBRG1 47 99 CYBRG2 39 99 CYBRG3 43 100 CYBRG4 44 99 CYBRG5 44 100 CYBRG6 44 99 CYBRG7 43 100 CYBRG8 39 99 CYBRH0 47 99 CYBRI0 47 99 CYBRJ0 44 99 CYBRK0 52 84 CYBRL0 55 74 CYBRM0 56 80 CYBRN0 56 83 CYBRO0 56 76 CYBRP0 56 36 HEADA1 30 59 HEADA2A8 27 62 HEADA3A7 23 56 HEADA4A6 28 58 HEADA5 28 58 HEADB1 30 60 HEADB2B8 28 65 HEADB3B7 22 48 HEADB4B6 28 49 HEADB5 28 48 HEADC1 30 61 HEADC2C8 27 69 HEADC3C7 26 54 HEADC4C6 28 53 HEADC5 28 64 HEADD1 59 63 HEADD2D8 29 63 HEADD3D7 58 62 HEADD4D6 28 58 HEADD5 28 64 HEADE1 30 54 HEADE2E8 27 52 HEADE3E7 23 56 HEADE4E6 28 53 HEADE5 28 56 HEADF1 30 49 HEADF2F8 28 47 HEADF3F7 22 48 HEADF4F6 28 49 HEADF5 28 48 HEADG0 30 49 HEADH0 30 49 HEADI0 30 49 HEADJ0 30 49 HEADK0 30 49 HEADL0 28 37 SKULA1 22 44 SKULA8A2 18 39 SKULA7A3 19 43 SKULA6A4 17 43 SKULA5 20 43 SKULB1 20 42 SKULB8B2 18 39 SKULB7B3 19 43 SKULB6B4 16 42 SKULB5 20 43 SKULC1 22 44 SKULC8C2 18 39 SKULC7C3 19 43 SKULC6C4 16 42 SKULC5 20 43 SKULD1 22 44 SKULD8D2 18 39 SKULD7D3 19 43 SKULD6D4 16 42 SKULD5 20 43 SKULE1 22 44 SKULE8E2 18 39 SKULE7E3 19 43 SKULE6E4 16 42 SKULE5 20 43 SKULF0 22 47 SKULG0 22 47 SKULH0 24 46 SKULI0 24 46 SKULJ0 34 68 SKULK0 40 73 SPIDA1 128 100 SPIDA2 128 100 SPIDA3 128 100 SPIDA4 128 100 SPIDA5 128 100 SPIDA6 128 100 SPIDA7 128 100 SPIDA8 128 100 SPIDB1 128 100 SPIDB2 128 100 SPIDB3 128 100 SPIDB4 128 100 SPIDB5 128 100 SPIDB6 128 100 SPIDB7 128 100 SPIDB8 128 100 SPIDC1 128 100 SPIDC2 128 100 SPIDC3 128 100 SPIDC4 128 100 SPIDC5 128 100 SPIDC6 128 100 SPIDC7 128 100 SPIDC8 128 100 SPIDD1 128 100 SPIDD2 128 100 SPIDD3 128 100 SPIDD4 128 100 SPIDD5 128 100 SPIDD6 128 100 SPIDD7 128 100 SPIDD8 128 100 SPIDE1 128 100 SPIDE2 128 100 SPIDE3 128 100 SPIDE4 128 100 SPIDE5 128 100 SPIDE6 128 100 SPIDE7 128 100 SPIDE8 128 100 SPIDF1 128 100 SPIDF2 128 100 SPIDF3 128 100 SPIDF4 128 100 SPIDF5 128 100 SPIDF6 128 100 SPIDF7 128 100 SPIDF8 128 100 SPIDG1 128 100 SPIDG2 128 100 SPIDG3 128 100 SPIDG4 128 100 SPIDG5 128 100 SPIDG6 128 100 SPIDG7 128 100 SPIDG8 128 100 SPIDH1 128 100 SPIDH2 128 100 SPIDH3 128 100 SPIDH4 128 100 SPIDH5 128 100 SPIDH6 128 100 SPIDH7 128 100 SPIDH8 128 100 SPIDI1 128 100 SPIDI2 128 100 SPIDI3 128 100 SPIDI4 128 100 SPIDI5 128 100 SPIDI6 128 100 SPIDI7 128 100 SPIDI8 128 100 SPIDJ1 128 100 SPIDJ2 128 100 SPIDJ3 128 100 SPIDJ4 128 100 SPIDJ5 128 100 SPIDJ6 128 100 SPIDJ7 128 100 SPIDJ8 128 100 SPIDK0 128 100 SPIDL0 128 100 SPIDM0 128 100 SPIDN0 128 100 SPIDO0 128 100 SPIDP0 128 100 SPIDQ0 128 100 SPIDR0 128 100 SPIDS0 128 100 APBXA0 12 11 APBXB0 19 18 APBXC0 17 18 APBXD0 13 13 APBXE0 0 2 APLSA0 7 9 APLSB0 6 8 BOSFA0 15 35 BOSFB0 16 36 BOSFC0 17 37 BOSFD0 17 37 MANFA1 19 17 MANFA5 13 15 MANFA6A4 25 19 MANFA7A3 34 16 MANFA8A2 33 17 MANFB1 19 17 MANFB5 12 13 MANFB6B4 18 19 MANFB7B3 30 17 MANFB8B2 27 17 AMMOA0 12 16 ARM1A0 15 21 ARM1B0 15 21 ARM2A0 15 21 ARM2B0 15 21 BAL1A0 8 8 BAL1B0 8 8 BAL1C0 16 17 BAL1D0 20 19 BAL1E0 23 21 BAL7A1A5 10 8 BAL7A2A8 18 7 BAL7A3A7 22 7 BAL7A4A6 18 6 BAL7B1B5 10 8 BAL7B2B8 18 7 BAL7B3B7 22 7 BAL7B4B6 18 6 BAL7C0 20 5 BAL7D0 23 6 BAL7E0 23 8 BAR1A0 10 28 BAR1B0 10 28 BEXPA0 23 44 BEXPB0 34 64 BEXPC0 40 71 BEXPD0 33 67 BEXPE0 25 58 BKEYA0 7 19 BKEYB0 7 19 BLUDA0 7 5 BLUDB0 8 7 BLUDC0 7 7 BON1A0 7 14 BON1B0 7 14 BON1C0 7 14 BON1D0 7 14 BON2A0 9 15 BON2B0 9 15 BON2C0 9 15 BON2D0 9 15 BPAKA0 8 26 BROKA0 27 20 CANDA0 11 15 CBRAA0 15 57 CHGGA0 -101 -114 CHGFA0 -123 -80 CHGGB0 -101 -115 CHGFB0 -128 -95 CLIPA0 4 9 COLUA0 9 43 CSAWA0 22 20 ELECA1 64 125 ELECA2 64 125 ELECA3 64 125 ELECA4 64 125 ELECA5 64 125 ELECA6 64 125 ELECA7 64 125 ELECA8 64 125 IFOGA0 25 44 IFOGB0 25 44 IFOGC0 25 44 IFOGD0 25 44 IFOGE0 25 44 LAUNA0 31 16 MEDIA0 13 19 MGUNA0 30 24 MISGA0 -58 -111 MISGB0 -58 -115 MISFA0 -59 -110 MISFB0 -59 -92 MISFC0 -58 -96 MISFD0 -59 -90 MISLA1 9 10 MISLA5 9 10 MISLA6A4 13 7 MISLA7A3 24 7 MISLA8A2 16 7 MISLB0 28 29 MISLC0 31 34 MISLD0 38 49 PINSA0 14 38 PINSB0 14 38 PINSC0 14 38 PINSD0 14 38 PISFA0 -145 -60 PISGA0 -128 -100 PISGB0 -109 -83 PISGC0 -123 -88 PISGD0 -122 -88 PISGE0 -128 -100 PLAYA1 22 52 PLAYA2A8 16 52 PLAYA3A7 21 50 PLAYA4A6 23 49 PLAYA5 19 47 PLAYB1 19 53 PLAYB2B8 18 52 PLAYB3B7 19 52 PLAYB4B6 21 52 PLAYB5 18 51 PLAYC1 20 53 PLAYC2C8 16 51 PLAYC3C7 18 51 PLAYC4C6 22 51 PLAYC5 17 50 PLAYD1 19 52 PLAYD2D8 17 52 PLAYD3D7 19 52 PLAYD4D6 23 52 PLAYD5 19 51 PLAYE1 12 51 PLAYE2E8 21 51 PLAYE3E7 26 50 PLAYE4E6 18 48 PLAYE5 12 46 PLAYF1 12 51 PLAYF2F8 23 51 PLAYF3F7 27 50 PLAYF4F6 20 48 PLAYF5 11 46 PLAYG1 20 52 PLAYG2G8 16 52 PLAYG3G7 21 52 PLAYG4G6 20 50 PLAYG5 17 50 PLAYH0 19 47 PLAYI0 9 39 PLAYJ0 13 43 PLAYK0 17 34 PLAYL0 27 9 PLAYM0 27 9 PLAYN0 27 9 PLAYO0 16 53 PLAYP0 20 50 PLAYQ0 21 47 PLAYR0 21 43 PLAYS0 24 38 PLAYT0 25 33 PLAYU0 26 25 PLAYV0 27 14 PLAYW0 27 14 PMAPA0 14 28 PMAPB0 14 28 PMAPC0 14 28 PMAPD0 14 28 POL5A0 27 5 PUFFA0 2 3 PUFFB0 4 4 PUFFC0 6 5 PUFFD0 8 7 PUNGA0 -98 -52 PUNGB0 -68 3 PUNGC0 -153 -33 PUNGD0 -166 -39 PVISA0 13 9 PVISB0 13 9 RKEYA0 8 19 RKEYB0 8 19 ROCKA0 6 25 SAWGA0 -176 -59 SAWGB0 -176 -59 SAWGC0 -156 -81 SAWGD0 -159 -81 SBOXA0 8 13 SHELA0 7 10 SHOTA0 28 12 SHTGB0 -155 -74 SHTGC0 -151 -34 SHTFA0 -111 -59 SHTFB0 -111 -59 SHTGD0 -148 -42 SHTGA0 -111 -59 SOULA0 14 39 SOULB0 14 39 SOULC0 14 39 SOULD0 14 39 STIMA0 7 15 SUITA0 17 61 TFOGA0 25 59 TFOGB0 25 59 TFOGC0 25 59 TFOGD0 25 59 TFOGE0 25 59 TFOGF0 25 59 TFOGG0 25 59 TFOGH0 25 59 TFOGI0 25 59 TFOGJ0 25 59 TREDA0 14 93 TREDB0 14 93 TREDC0 14 93 TREDD0 14 93 YKEYA0 8 19 YKEYB0 8 19 SMITA0 22 62 TRE1A0 25 65 TRE2A0 76 120 HDB1A0 10 83 HDB2A0 10 83 HDB3A0 10 59 HDB4A0 10 59 HDB5A0 10 59 HDB6A0 10 59 MEGAA0 12 32 MEGAB0 12 32 MEGAC0 12 32 MEGAD0 12 32 SHT2A0 -122 -118 SHT2B0 -122 -136 SHT2C0 -145 -126 SHT2D0 -70 -122 SHT2E0 -129 -113 SHT2F0 -185 -113 SHT2G0 -126 -119 SHT2H0 -100 -115 SHT2I0 -122 -103 SHT2J0 -122 -89 SGN2A0 21 14 TLMPA0 11 77 TLMPB0 11 77 TLMPC0 11 77 TLMPD0 11 77 TLP2A0 10 57 TLP2B0 10 57 TLP2C0 10 57 TLP2D0 10 57 POB1A0 25 5 POB2A0 16 -2 BAL2A0 8 8 BAL2B0 8 8 BAL2C0 16 16 BAL2D0 20 19 BAL2E0 25 24 BFS1A0 28 33 BFS1B0 29 33 BFUGA0 34 20 BFGGA0 -63 -69 BFGGB0 -63 -69 BFGFA0 -63 -69 BFGFB0 -63 -69 BFE1A0 69 45 BFE1B0 69 45 BFE1C0 69 63 BFE1D0 69 61 BFE1E0 12 10 BFE1F0 4 4 BFE2A0 36 28 BFE2B0 34 28 BFE2C0 12 10 BFE2D0 4 4 BSKUA0 7 18 BSKUB0 7 18 CELLA0 8 12 CELPA0 15 20 CEYEA0 21 56 CEYEB0 21 56 CEYEC0 21 56 COL1A0 18 53 COL2A0 18 40 COL3A0 18 53 COL4A0 18 40 COL5A0 18 47 COL5B0 18 47 COL6A0 18 50 FCANA0 16 64 FCANB0 16 64 FCANC0 16 64 FSKUA0 22 55 FSKUB0 22 55 FSKUC0 22 55 GOR1A0 17 67 GOR1B0 18 67 GOR1C0 17 67 GOR2A0 22 83 GOR3A0 19 83 GOR4A0 6 67 GOR5A0 6 51 PINVA0 11 23 PINVB0 11 23 PINVC0 11 23 PINVD0 11 23 PLASA0 29 16 PLSEA0 11 11 PLSEB0 15 14 PLSEC0 16 17 PLSED0 18 19 PLSEE0 18 19 PLSFA0 -117 -91 PLSFB0 -117 -90 PLSGA0 -117 -108 PLSGB0 -117 -116 PLSSA0 8 8 PLSSB0 7 9 POL1A0 22 62 POL2A0 19 62 POL3A0 19 48 POL3B0 19 48 POL4A0 19 51 POL6A0 17 62 POL6B0 19 62 PSTRA0 12 21 RSKUA0 7 18 RSKUB0 7 18 SMBTA0 10 72 SMBTB0 10 72 SMBTC0 10 72 SMBTD0 10 72 SMGTA0 10 72 SMGTB0 10 72 SMGTC0 10 72 SMGTD0 10 72 SMRTA0 10 72 SMRTB0 10 72 SMRTC0 10 72 SMRTD0 10 72 SMT2A0 10 42 TBLUA0 14 93 TBLUB0 14 93 TBLUC0 14 93 TBLUD0 14 93 TGRNA0 14 93 TGRNB0 14 93 TGRNC0 14 93 TGRND0 14 93 YSKUA0 7 18 YSKUB0 7 18 # List of patches [patches] AG128_1 AG128_2 AGB128_1 ALTAQUA AROCK2 AROCK3 AROCK4 AROCK5 ASPHALT BCRAT16 BCRAT32 BCRATEL1 BCRATEM1 BCRATER1 BFALL1 BFALL2 BFALL3 BFALL4 BIGMURAL BIGWALL BLITA0 BLITB0 BLITC0 BLOD128A BLOD128B BLOD64A BLOD64B BLUTNT BODIES BODY_1 BODY_2 BRBRICK BRBRICK2 BRICK BRICK1 BRICK2 BRNOPEN BROCK2 BROWN1 BROWN2 BROWN3 BROWN5 BTNTCRAT BUL64A BUL64B BUL64C BUL64D CAMO1 CAMO4 CAMO5 CARLLF1 CARLLF2 CARLRT1 CARLRT2 CAVERN1 CAVERN4 CAVERN5 CAVERN6 CAVERN7 CLWDVS3 COMP01_1 COMP01_5 COMP01_6 COMP02_1 COMP02_2 COMP02_3 COMP02_4 COMP02_5 COMP02_6 COMP02_7 COMP02_8 COMP03_1 COMP03_2 COMP03_4 COMP03_5 COMP03_6 COMP03_7 COMP03_8 COMP04_1 COMP04_2 COMP04_5 COMP04_6 COMP04_7 COMP04_8 COMP1B_4 COMP1C_6 CONCRETE CRLWDH6 CRLWDH6B CRLWDL12 CRLWDL6 CRLWDL6B CRLWDL6C CRLWDL6D CRLWDL6E CRLWDS6 CRLWDT3 CRWDH6 CRWDH6B CRWDL12 CRWDL6 CRWDL6B CRWDL6C CRWDL6D CRWDS6 CRWDT3 CRWDVS3 CYAN CYL1_1 DARKROCK DIRBRI1 DIRBRI2 DISASTER DLEVSIGN DOBIGTVA DOBIGTVB DOBIGTVC DOBIGTVD DOBLIP1A DOBLIP2A DOBLIP3A DOBLIP4A DOBWIRE DOBWIRE2 DOEDAY DOEHELL DOENITE DOGLDIR DOGLPANL DOGRID DOGRMSC DOGRNMEN DOKGRIR DOKODO1B DOKODO2B DONDAY DONHELL DONNITE DOOR11_1 DOOR12_1 DOOR15_1 DOOR15_2 DOOR15_3 DOOR15_4 DOOR2_1 DOOR2_3 DOOR2_4 DOOR2_5 DOOR3_4 DOOR3_5 DOOR3_6 DOOR9_1 DOOR9_2 DOORTRAK DOPUNK4 DORED DOSDAY DOSHA1 DOSHB1 DOSHC1 DOSHD1 DOSHE1 DOSHELL DOSHF1 DOSLVR11 DOSLVR12 DOSLVR13 DOSLVR14 DOSLVR21 DOSLVR22 DOSLVR23 DOSLVR24 DOSNITE DOSPI1B DOSPI2B DOSPI3B DOSPI4B DOSW1 DOSW1C DOSW2 DOSW2C DOSW3 DOSW3C DOSW4 DOSW4C DOSWX1 DOSWX1C DOSWX2 DOSWX2C DOSWX3 DOSWX3C DOSWX4 DOSWX4C DOTNTDR DOTV1B DOTV2B DOTV3B DOTV4B DOWDAY DOWEBL DOWEBR DOWHELL DOWINDOW DOWNITE DRFRONT DRSIDE1 DRSIDE2 DRTOPFR DRTOPSID DUCT1 EGGREENI EGREDI EXIT1 EXIT2 EXIT_GRN EXIT_RED FENCE4 FENCE5 FIREBLU1 FIREBLU2 FLAMP GCRATEL1 GCRATEM1 GCRATER1 GLASS1 GLASS1B GLASS2 GLASS2B GRATE GRNLIT1 GRNOPEN HELL5_1 HELL5_2 HELL6_1 HELL6_2 HELL6_3 HELL8_1 HELL8_2 HELL8_3 HELL8_4 LADDER16 LONGWALL M1_1 MARBLE1 MC1 MC10 MC11 MC12 MC13 MC14 MC15 MC16 MC17 MC18 MC19 MC2 MC20 MC3 MC4 MC5 MC6 MC7 MC8 MC9 MOSROK2 MOSSBRIK MOSSROCK MOULD MTNT2 MUD MURAL1 MURAL2 MWALL1_1 MWALL1_2 MWALL2_1 MWALL3_1 MWALL4_1 MWALL4_2 MWALL5_1 MYWOOD NATROCK NUKEDGE PBLAK PBLUE PCWINL PDUMMY PGREEN PILLAR PIVY3 PLAT2_1 PL_01 PL_05 PL_10 PL_18 PL_19 PL_20 PL_25 PL_31 PL_A PL_C PL_N PL_T PL_U POISON PORAN PRED PREEL1 PREEL2 PREEL3 PREEL4 PREEL5 PREEL6 PREEL7 PS15A0 PS18A0 PS20A0 PSTON2 PWHITE RAILING REDLITE1 REDLITE2 REDOPEN REDROCK REDTNT2 RIPW15 ROCK ROMERO1 RP1_1 RP1_2 RP2_1 RP2_2 RP2_3 RP2_4 RSKY1 RSKY2 RSKY3 RW10_1 RW10_2 RW10_3 RW10_4 RW11_2 RW11_3 RW12_1 RW12_2 RW12_3 RW12_4 RW13_1 RW14_1 RW15_1 RW15_2 RW15_3 RW15_4 RW16_1 RW16_2 RW16_3 RW16_4 RW18_1 RW18_2 RW18_3 RW18_4 RW19_1 RW19_2 RW19_3 RW19_4 RW1_1 RW1_2 RW1_3 RW1_4 RW20_1 RW20_2 RW20_3 RW20_4 RW21_1 RW21_2 RW21_3 RW21_4 RW21_5 RW22_1 RW22_2 RW22_3 RW23_1 RW23_2 RW23_3 RW23_4 RW24_1 RW24_2 RW24_3 RW24_4 RW25_1 RW25_2 RW25_3 RW25_4 RW26_1 RW26_2 RW26_3 RW26_4 RW27_2 RW27_3 RW28_1 RW28_2 RW28_3 RW28_4 RW30_1 RW30_2 RW30_3 RW31_1 RW31_2 RW31_3 RW31_4 RW32_1 RW32_2 RW32_3 RW33_1 RW33_2 RW33_3 RW33_4 RW34_1 RW34_2 RW35_1 RW35_2 RW36_1 RW36_2 RW36_3 RW37_1 RW37_2 RW37_3 RW37_4 RW38_1 RW38_2 RW38_3 RW38_4 RW39_1 RW39_2 RW41_1 RW41_2 RW41_3 RW41_4 RW42_1 RW42_3 RW42_4 RW43_1 RW43_3 RW43_4 RW44_2 RW44_4 RW45_1 RW46_2 RW46_3 RW46_4 RW47_1 RW47_3 RW47_4 RW48_1 RW48_2 RW48_3 RW48_4 RW5_1 RW5_2 RW5_3 RW5_4 RW6_1 RW7_1 RW7_2 RW7_3 RW8_1 RW8_2 RW8_3 RW8_4 RW9_1 RW9_2 RW9_3 RW9_4 RWDM11A RWDM11B RWDM11C RWDM11D RWDMON1 RWDMON10 RWDMON2 RWDMON3 RWDMON4 RWDMON5 RWDMON7 RWDMON8 RWDMON9 SAW1 SAW1SD SAW2 SAW2SD SAW3 SAW3SD SAW4 SAW4SD SAW5 SAW5SD SAW6 SAW6SD SFALL1 SFALL2 SFALL3 SFALL4 SGCRATE2 SKIRTING SKY1 SKY2A SKY2B SKY2C SKY2D SKY3A SKY3B SMCRATG SMFILLER SNAK7_1 SNAK8_1 SPINE3_1 SPINE3_2 SPINE4_1 STEP03 STEP04 STEP05 STEP06 STEP07 STEP08 STEP09 STEP10 STONEW1 STONEW5 STWALL SUPPORT2 SW11_1 SW11_2 SW11_4 SW11_5 SW12_1 SW12_2 SW12_4 SW12_5 SW15_1 SW15_3 SW15_4 SW15_6 SW16_1 SW16_2 SW16_4 SW16_6 SW17_1 SW17_2 SW17_3 SW17_4 SW17_5 SW17_6 SW18_5 SW18_7 SW19_1 SW19_2 SW19_3 SW19_4 SW1S0 SW1S1 SW1SKULL SW2S0 SW2S1 SW2SKULL SW2_1 SW2_2 SW2_3 SW2_4 SW2_5 SW2_6 SW2_7 SW2_8 SW3S0 SW3S1 SW4S0 SW4S1 T14_3 T14_5 TILE TOMW2_1 TOMW2_2 TP2_1 TP2_2 TP3_1 TP3_2 TP5_1 TP5_2 TP5_3 TP5_4 TP7_1 TP7_2 TSCRN2 TSCRN3 TSCRN4 TSCRN5 TSCRN6 TSCRN8 TTALL1_2 TYUNDER1 TYWFALL1 TYWFALL2 TYWFALL3 TYWFALL4 TYWHEEL1 VGCRATE1 VINES1 W101_1 W101_2 W102_1 W102_2 W103_1 W103_2 W104_1 W105_1 W106_1 W107_1 W108_1 W108_2 W108_3 W108_4 W109_1 W109_2 W110_1 W111_2 W111_3 W112_1 W112_2 W112_3 W113_1 W113_2 W113_3 W13_1 W13_8 W13_A W15_4 W15_5 W15_6 W17_1 W28_5 W28_6 W28_7 W28_8 W31_1 W32_1 W32_4 W33_5 W33_7 W33_8 W46_37 W46_38 W46_39 W64B_1 W64B_2 W65B_1 W65B_2 W67_1 W67_2 W73A_1 W73A_2 W73B_1 W74A_1 W74A_2 W74B_1 W92_1 W92_2 W94_1 W96_1 W96_2 W98_1 W98_2 W99_1 W99_2 WALL00_1 WALL00_2 WALL00_3 WALL00_5 WALL00_6 WALL00_7 WALL00_8 WALL01_1 WALL01_2 WALL01_3 WALL01_4 WALL01_5 WALL01_6 WALL01_7 WALL01_8 WALL01_9 WALL01_A WALL01_B WALL01_C WALL02_1 WALL02_2 WALL02_3 WALL03_1 WALL03_3 WALL03_4 WALL03_7 WALL04_2 WALL04_3 WALL04_4 WALL04_5 WALL04_7 WALL04_9 WALL04_A WALL04_B WALL04_C WALL05_2 WALL21_1 WALL21_3 WALL21_5 WALL22_1 WALL23_1 WALL23_2 WALL24_1 WALL25_1 WALL30_2 WALL30_3 WALL30_4 WALL40_1 WALL40_2 WALL42_1 WALL42_3 WALL42_5 WALL42_6 WALL47_1 WALL47_2 WALL47_3 WALL47_4 WALL47_5 WALL48_1 WALL48_2 WALL48_3 WALL48_4 WALL49_1 WALL49_2 WALL49_3 WALL49_4 WALL50_1 WALL50_2 WALL51_1 WALL51_2 WALL51_3 WALL52_1 WALL52_2 WALL53_1 WALL54_1 WALL54_2 WALL55_1 WALL57_1 WALL57_2 WALL57_3 WALL57_4 WALL58_1 WALL58_2 WALL58_3 WALL59_1 WALL59_2 WALL59_3 WALL59_4 WALL62_1 WALL62_2 WALL63_1 WALL63_2 WALL64_2 WALL69_4 WALL69_9 WALL70_2 WALL70_3 WALL70_4 WALL70_9 WALL71_5 WALL72_3 WALL72_5 WALL72_7 WALL76_1 WALL78_1 WALL79_1 WALL97_1 WALL97_2 WALL97_3 WARNA0 WARNB0 WFALL1 WFALL2 WFALL3 WFALL4 WLA128_1 WLITA0 WLITB0 WLITC0 WOLF1 WOLF10 WOLF11 WOLF12 WOLF13 WOLF14 WOLF17 WOLF18 WOLF2 WOLF3 WOLF4 WOLF5 WOLF6 WOLF7 WOLF9 WOOD YELLITE1 YELLITE2 YELLITE3 YELLOW YELTNT # List of Floors and Ceilings [flats] BLOOD1 BLOOD2 BLOOD3 CEIL1_2 CEIL1_3 CEIL3_1 CEIL3_2 CEIL3_4 CEIL3_5 CEIL3_6 CEIL4_3 CEIL5_1 CEIL5_2 DEM1_3 DEM1_5 DEM1_6 FLAT17 FLAT1_1 FLAT1_2 FLAT1_3 FLAT22 FLAT5_1 FLAT5_2 FLAT5_6 FLAT5_7 FLAT8 FLOOR0_2 FLOOR0_7 FLOOR1_6 GRASS1 GRASS2 GRNLITE1 GRNROCK LAVA1 LAVA2 LAVA3 LAVA4 MFLR8_3 MFLR8_4 RROCK01 RROCK02 RROCK03 RROCK04 RROCK05 RROCK06 RROCK07 RROCK08 RROCK09 RROCK10 RROCK11 RROCK12 RROCK13 RROCK14 RROCK15 RROCK16 RROCK17 RROCK18 RROCK19 RROCK20 SFLR6_1 SFLR6_4 SFLR7_1 SFLR7_4 SLIME01 SLIME02 SLIME03 SLIME04 SLIME05 SLIME06 SLIME07 SLIME08 SLIME09 SLIME10 SLIME11 SLIME12 SLIME13 SLIME14 SLIME15 SLIME16 CEIL4_2 CONS1_1 CONS1_5 CONS1_7 CONS1_9 DEM1_1 DEM1_2 DEM1_4 FLAT1 FLAT10 FLAT14 FLAT18 FLAT2 FLAT20 FLAT23 FLAT5 FLAT5_4 FLAT5_5 FLOOR0_1 FLOOR0_3 FLOOR0_6 FLOOR1_1 FLOOR1_7 FLOOR3_3 FLOOR4_1 FLOOR4_5 FLOOR4_6 FLOOR4_8 FLOOR5_1 FLOOR5_2 FLOOR5_3 FLOOR5_4 FLOOR6_1 FLOOR6_2 FLOOR7_1 FLOOR7_2 F_SKY1 MFLR8_1 NUKAGE1 NUKAGE2 NUKAGE3 STEP1 STEP2 TLITE6_1 TLITE6_4 TLITE6_5 TLITE6_6 CEIL1_1 CEIL3_3 CEIL4_1 COMP01 FLAT3 FLAT4 FLAT5_3 FLAT5_8 FLAT9 FLOOR0_5 FWATER1 FWATER2 FWATER3 FWATER4 GATE1 GATE2 GATE3 GATE4 CRATOP1 CRATOP2 FLAT19 MFLR8_2 # End of extraction 0 Share this post Link to post
Unterspahgenzich Posted September 14, 2015 This is probably my most anticipated project. So happy to finally be able to get my hands on it! Thanks man, appreciate all the hard work you've put into this. These look so great! Sorry to add to your workload man, and I realise this probably isn't a good time to do so considering you just released the alpha/beta whatever you wanna call it, but so far I've noticed two issues: 1. Pinky demon seems slower than usual, was this intentional? 2. Normally pressing 3 equips the ssg first, but when I use this it equips the normal shotty first. I was using other mods the first time I loaded yours, but upon noticing these issues I unloaded the other mods and ran only yours. The shotty issue isn't that big of a deal but the pinky issue really affects the flow of the game. 0 Share this post Link to post
EffinghamHuffnagel Posted September 14, 2015 Inside the DECORATE.Weapons it looks like he set the Weapon.SlotPriority of the SSG to 0 and the Shotgun to 1. The higher number gets picked first. And in DECORATE.Monsters he set the tics of each sprite in the Demon's See state to 6. Originally, it was 4 tics, effectively. He probably did that to make the Spectre faster, since it's till set at 4. 0 Share this post Link to post
ssv_170379 Posted September 14, 2015 Salt-Man Z, Thanks, i'm really excited of doing this mod, and it's nicely to know that somebody likes it too. fabian, if I get you right we need to make WAD with new sprites, but obeying vanilla rules (rotation step = 45deg, animation phases equal to vanilla too). I see it quite feasible and try to compose such wad as soon as possible (before weekend). The only strange thing I see now is negative offsets in your listing... but I've heard somewhere that it may be used for mirroring or something... No matter, I'm in! AwesomeO-789 The shotguns... hmm... really... it's my style, i prefer ordinary shotgun... but why do I messed this in decorations? I'll correct it now. Now about Pinky... EffinghamHuffnagel I need to check it... umm... HOLY CRAP I DID IT ALL WRONG... such a noob... I thought unless I'm not touching speed in Actor properties, i'm not affecting real movement speed, only animation framerate... But it's not... I've just checked, I really need to countervail speed property according to A_Chase rate variance... seems it affects not only Pinky. Thank you guys, I'll recheck through my decorate now, tweak where it's needed and re-upload mod tonight. 0 Share this post Link to post
Aaron Blain Posted September 14, 2015 This looks phenomenal paired with Back to Saturn. I can't wait for these assets to get a full-on Beautiful Doom-style treatment. 0 Share this post Link to post
ssv_170379 Posted September 14, 2015 Updated mirrors above... Speeds and shotgun, hope it's ok now. If you don't want to re-download, changed files are DECORATE.monsters Spoiler ACTOR ShotgunGuyHD_Smooth : ShotgunGuy replaces ShotgunGuy { States { Spawn: SPO2 FG 10 A_Look Loop See: SPO2 ABCDEFGH 3 A_Chase Loop Missile: SPO2 IJ 5 A_FaceTarget SPO2 L 5 Bright A_SPosAttackUseAtkSound SPO2 K 5 Bright SPO2 JI 5 Goto See Pain: SPO2 M 3 SPO2 N 3 A_Pain Goto See Death: SPO2 OP 2 SPO2 Q 1 SPO2 Q 1 A_Scream SPO2 R 2 SPO2 S 2 SPO2 S 1 A_NoBlocking SPO2 T 3 SPO2 UV 3 SPO2 W -1 Stop XDeath: SPOS M 5 SPOS N 5 A_XScream SPOS O 5 A_NoBlocking SPOS PQRST 5 SPOS U -1 Stop Raise: SPO2 WVUTSRQ 3 SPO2 PO 2 Goto See } } ACTOR ImpHD_Smooth : DoomImp replaces DoomImp { States { Spawn: TRO2 CD 10 A_Look Loop See: TRO2 ABCDEFGH 3 A_Chase Loop Melee: Missile: TRO2 IJKL 4 A_FaceTarget TRO2 M 3 A_TroopAttack TRO2 N 3 Goto See Pain: TRO2 O 2 TRO2 P 2 A_Pain Goto See Death: TRO2 QR 4 TRO2 S 4 A_Scream TRO2 T 4 TRO2 UV 3 TRO2 W 3 A_NoBlocking TRO2 X 3 TRO2 Y -1 Stop XDeath: TROO N 5 TROO O 5 A_XScream TROO P 5 TROO Q 5 A_NoBlocking TROO RST 5 TROO U -1 Stop Raise: TRO2 YXWV 5 TRO2 UTSRQ 4 Goto See } } ACTOR ZombieHD_Smooth : ZombieMan replaces ZombieMan { States { Spawn: POS2 FG 10 A_Look Loop See: POS2 ABCDEFGH 4 A_Chase Loop Missile: POS2 IJ 5 A_FaceTarget POS2 K 4 A_PosAttack POS2 L 4 POS2 JI 4 Goto See Pain: POS2 M 3 POS2 N 3 A_Pain Goto See Death: POS2 O 3 POS2 P 2 POS2 P 1 A_Scream POS2 Q 3 POS2 R 1 POS2 R 2 A_NoBlocking POS2 STUV 2 POS2 W -1 Stop XDeath: POSS M 5 POSS N 5 A_XScream POSS O 5 A_NoBlocking POSS PQRST 5 POSS U -1 Stop Raise: POS2 VUTS 3 POS2 RQPO 2 Goto See } } ACTOR DemonHD_Smooth : Demon replaces Demon { Speed 15 //(original: Speed=10 A_Chase=2) States { Spawn: SAR2 CD 10 A_Look Loop See: SAR2 ABCDEFGH 3 Fast A_Chase Loop Melee: SAR2 IJKL 4 Fast A_FaceTarget SAR2 M 4 Fast A_SargAttack SAR2 N 4 Goto See Pain: SAR2 O 2 Fast SAR2 P 2 Fast A_Pain Goto See Death: SAR3 A 2 SAR3 BC 3 SAR3 D 3 A_Scream SAR3 EFG 3 SAR3 H 3 A_NoBlocking SAR3 I 3 SAR3 J 2 SAR3 K -1 Stop Raise: SAR3 K 3 SAR3 JIHGFED 3 SAR3 CBA 2 Goto See } } ACTOR SpectreHD_Smooth : Spectre replaces Spectre { Speed 15 //(original: Speed=10 A_Chase=2) States { Spawn: SAR2 CD 10 A_Look Loop See: SAR2 ABCDEFGH 3 Fast A_Chase Loop Melee: SAR2 IJKL 4 Fast A_FaceTarget SAR2 M 4 Fast A_SargAttack SAR2 N 4 Goto See Pain: SAR2 O 2 Fast SAR2 P 2 Fast A_Pain Goto See Death: SAR3 A 2 SAR3 BC 3 SAR3 D 3 A_Scream SAR3 EFG 3 SAR3 H 3 A_NoBlocking SAR3 I 3 SAR3 J 2 SAR3 K -1 Stop Raise: SAR3 K 3 SAR3 JIHGFED 3 SAR3 CBA 2 Goto See } } ACTOR ChaingunGuyHD_Smooth : ChaingunGuy replaces ChaingunGuy { States { Spawn: CPO2 EF 10 A_Look Loop See: CPO2 ABCDEFGH 3 A_Chase Loop Missile: CPO2 IJ 5 A_FaceTarget CPO2 KL 4 Bright A_CPosAttack CPO2 K 1 A_CPosRefire Goto Missile+1 Pain: CPO2 M 3 CPO2 N 3 A_Pain Goto See Death: CPO2 O 3 CPO2 P 2 CPO2 P 1 A_Scream CPO2 Q 3 CPO2 R 1 CPO2 R 2 A_NoBlocking CPO2 STUVWX 3 CPO2 Y -1 Stop XDeath: CPOS O 5 CPOS P 5 A_XScream CPOS Q 5 A_NoBlocking CPOS RS 5 CPOS T -1 Stop Raise: CPO2 Y 4 CPO2 X 4 CPO2 WVUTSRQPO 3 Goto See } } ACTOR LostSoulHD_Smooth : LostSoul replaces LostSoul { States { Spawn: SKU2 ABCD 10 Bright A_Look Loop See: SKU2 ABCD 6 Bright A_Chase Loop Missile: SKU2 EF 5 Bright A_FaceTarget SKU2 G 2 Bright A_SkullAttack SKU2 H 2 Bright SKU2 EFGH 2 Bright Goto Missile+3 Pain: SKU2 I 3 Bright SKU2 J 3 Bright A_Pain Goto See Death: SKU2 KL 3 Bright SKU2 M 3 Bright A_Scream SKU2 NOP 3 Bright SKU2 Q 3 Bright A_NoBlocking SKU2 RST 3 SKU2 UV 3 Stop } } ACTOR FatsoHD_Smooth : Fatso replaces Fatso { Speed 6 //(original: Speed=8 A_Chase=4) States { Spawn: FAT2 A 7 A_Look FAT2 H 8 A_Look Loop See: FAT2 ABCDEFGH 3 A_Chase Loop Missile: FAT2 I 10 A_FatRaise FAT2 J 10 A_FaceTarget FAT2 K 5 Bright A_FatAttack1 FAT2 L 5 Bright FAT2 M 3 FAT2 N 4 FAT2 M 3 FAT2 K 5 Bright A_FatAttack2 FAT2 L 5 Bright FAT2 M 3 FAT2 N 4 FAT2 M 3 FAT2 K 5 Bright A_FatAttack3 FAT2 L 5 Bright FAT2 JI 5 Goto See Pain: FAT2 O 3 FAT2 P 3 A_Pain Goto See Death: FAT2 Q 6 FAT2 R 6 A_Scream FAT2 S 6 A_NoBlocking FAT2 TUVWXY 6 FAT2 Z -1 A_BossDeath Stop Raise: FAT2 Z 4 FAT2 YXWVUTSRQ 4 Goto See } } ACTOR CacodemonHD_Smooth : Cacodemon replaces Cacodemon { States { Spawn: HEA2 AB 10 A_Look Loop See: HEA2 ABCD 3 A_Chase Loop Missile: HEA2 EF 3 A_FaceTarget HEA2 G 4 A_FaceTarget HEA2 H 5 Bright A_HeadAttack Goto See Pain: HEA2 I 3 HEA2 I 3 A_Pain HEA2 J 6 Goto See Death: HEA2 KL 4 HEA2 M 4 A_Scream HEA2 NOPQR 4 HEA2 S 4 A_NoBlocking HEA2 T 4 HEA2 U -1 A_SetFloorClip Stop Raise: HEA2 U 5 A_UnSetFloorClip HEA2 TSR 5 HEA2 QPONMLK 4 Goto See } } ACTOR HellKnightHD_Smooth : HellKnight replaces HellKnight { States { Spawn: BOS5 AB 10 A_Look Loop See: BOS5 ABCDEFGH 3 A_Chase Loop Melee: Missile: BOS5 IJKL 4 A_FaceTarget BOS5 M 4 A_BruisAttack BOS5 N 4 Goto See Pain: BOS5 O 2 BOS5 O 2 A_Pain Goto See Death: BOS6 AB 4 BOS6 C 4 A_Scream BOS6 DEF 4 BOS6 G 4 A_NoBlocking BOS6 HIJKL 4 BOS6 M -1 Stop Raise: BOS6 M 5 BOS6 LKJ 5 BOS6 IHGFEDCBA 4 Goto See } } ACTOR BaronOfHellHD_Smooth : BaronOfHell replaces BaronOfHell { States { Spawn: BOS3 AB 10 A_Look Loop See: BOS3 ABCDEFGH 3 A_Chase Loop Melee: Missile: BOS3 IJKL 4 A_FaceTarget BOS3 M 4 A_BruisAttack BOS3 N 4 Goto See Pain: BOS3 O 2 BOS3 O 2 A_Pain Goto See Death: BOS4 AB 4 BOS4 C 4 A_Scream BOS4 DEF 4 BOS4 G 4 A_NoBlocking BOS4 HIJKL 4 BOS4 M -1 Stop Raise: BOS4 M 5 BOS4 LKJ 5 BOS4 IHGFEDCBA 4 Goto See } } ACTOR RevenantHD_Smooth : Revenant replaces Revenant { States { Spawn: SKE2 AB 10 A_Look Loop See: SKE2 ABCDEFGH 2 A_Chase Loop Melee: SKE2 I 1 A_FaceTarget SKE2 I 3 A_SkelWhoosh SKE2 J 3 SKE2 KL 3 A_FaceTarget SKE2 M 3 A_SkelFist SKE2 N 3 Goto See Missile: SKE2 O 5 Bright A_FaceTarget SKE2 P 5 Bright A_FaceTarget SKE2 Q 10 A_SkelMissile SKE2 R 10 A_FaceTarget Goto See Pain: SKE2 S 5 SKE2 T 5 A_Pain Goto See Death: SKE3 ABC 4 SKE3 D 2 SKE3 D 2 A_Scream SKE3 E 4 SKE3 F 1 SKE3 F 2 A_NoBlocking SKE3 GHIJ 3 SKE3 K -1 Stop Raise: SKE3 K 2 SKE3 JI 2 SKE3 HGFEDCBA 3 Goto See } } ACTOR CyberdemonHD_Smooth : Cyberdemon replaces Cyberdemon { States { Spawn: CYB2 AB 10 A_Look Loop See: CYB2 A 3 A_Hoof CYB2 BCDEF 3 A_Chase CYB2 G 3 A_Metal CYB2 H 3 A_Chase Loop Missile: CYB2 IJ 3 A_FaceTarget CYB2 K 12 A_CyberAttack CYB2 L 12 A_FaceTarget CYB2 K 12 A_CyberAttack CYB2 L 12 A_FaceTarget CYB2 K 6 A_CyberAttack CYB2 JI 3 A_FaceTarget Goto See Pain: CYB2 MN 5 A_Pain Goto See Death: CYB3 AB 5 CYB3 C 5 A_Scream CYB3 DEFGHIJ 5 CYB3 K 5 A_NoBlocking CYB3 LMNOP 5 CYB3 Q 30 CYB3 Q -1 A_BossDeath Stop } } ACTOR ArchvileHD_Smooth : Archvile replaces Archvile { States { Spawn: VIL2 EF 10 A_Look Loop See: VIL2 ABCDEFGH 2 A_VileChase Loop Missile: VIL2 I 0 Bright A_VileStart VIL2 I 10 Bright A_FaceTarget VIL2 J 8 Bright A_VileTarget VIL2 KLMNOP 8 Bright A_FaceTarget VIL2 Q 8 Bright A_VileAttack VIL2 R 20 Bright Goto See Heal: VIL2 UVW 10 Bright Goto See Pain: VIL2 S 5 VIL2 T 5 A_Pain Goto See Death: VIL3 A 7 VIL3 B 7 A_Scream VIL3 C 7 A_NoBlocking VIL3 DEFGHI 7 VIL3 J -1 Stop } } ACTOR ArachnotronHD_Smooth : Arachnotron replaces Arachnotron { Speed 18//(original: Speed=12 A_Chase=3... my A_Chase now is 4.5 avg) States { Spawn: BSP2 AB 10 A_Look Loop See: BSP2 A 20 BSP2 A 4 A_BabyMetal BSP2 B 5 A_Chase BSP2 C 4 A_Chase BSP2 D 5 A_Chase BSP2 E 4 A_BabyMetal BSP2 F 5 A_Chase BSP2 G 4 A_Chase BSP2 H 5 A_Chase Goto See+1 Missile: BSP2 BI 7 Bright A_FaceTarget BSP2 J 6 Bright A_FaceTarget BSP2 K 4 Bright A_BspiAttack BSP2 L 4 Bright BSP2 L 1 Bright A_SpidRefire Goto Missile+2 Pain: BSP2 M 3 BSP2 M 3 A_Pain Goto See+1 Death: BSP2 N 6 A_Scream BSP2 OP 6 BSP2 Q 2 BSP2 Q 4 A_NoBlocking BSP2 R 6 BSP2 STUVW 5 BSP2 X -1 A_BossDeath Stop Raise: BSP2 X 4 BSP2 W 4 BSP2 VUTSRQPON 3 Goto See+1 } } ACTOR PainElementalHD_Smooth : PainElemental replaces PainElemental { States { Spawn: PAI2 ABCB 10 A_Look Loop See: PAI2 ABCB 3 A_Chase Loop Missile: PAI2 D 2 A_FaceTarget PAI2 E 2 A_FaceTarget PAI2 F 3 A_FaceTarget PAI2 G 3 A_FaceTarget PAI2 H 3 Bright A_FaceTarget PAI2 I 2 Bright A_PainAttack Goto See Pain: PAI2 J 6 PAI2 J 6 A_Pain Goto See Death: PAI2 KL 4 Bright PAI2 M 4 Bright A_Scream PAI2 NOPQR 4 Bright PAI2 S 4 Bright A_PainDie PAI2 TUV 4 Bright Stop Raise: PAI2 VUTSRQPONMLK 4 Goto See } } ACTOR SpiderMastermindHD_Smooth : SpiderMastermind replaces SpiderMastermind { States { Spawn: SPI2 AF 10 A_Look Loop See: SPI2 A 3 A_Metal SPI2 ABB 3 A_Chase SPI2 C 3 A_Metal SPI2 CDD 3 A_Chase SPI2 E 3 A_Metal SPI2 EFF 3 A_Chase Loop Missile: SPI2 A 20 Bright A_FaceTarget SPI2 G 4 Bright A_SPosAttackUseAtkSound SPI2 H 4 Bright A_SPosAttackUseAtkSound SPI2 H 1 Bright A_SpidRefire Goto Missile+1 Pain: SPI2 I 3 SPI2 J 3 A_Pain Goto See Death: SPI2 K 20 A_Scream SPI2 L 10 A_NoBlocking SPI2 MNOPQRS 10 SPI2 T 30 SPI2 T -1 A_BossDeath Stop } } and DECORATE.weapons Spoiler ACTOR SuperShotgunHD_Smooth : SuperShotgun replaces SuperShotgun { Weapon.SlotNumber 3 Weapon.SlotPriority 1 States { Ready: SHT2 A 1 A_WeaponReady Loop Deselect: SHT2 A 1 A_Lower Loop Select: SHT2 A 1 A_Raise Loop Fire: SHT2 A 3 SHT2 A 7 A_FireShotgun2 SHT2 B 7 SHT2 C 7 A_CheckReload SHT2 D 7 A_OpenShotgun2 SHT2 E 7 SHT2 F 7 A_LoadShotgun2 SHT2 G 6 SHT2 H 6 A_CloseShotgun2 SHT2 A 5 A_ReFire Goto Ready // unused states SHT2 B 7 SHT2 A 3 Goto Deselect Flash: SHT2 I 4 Bright A_Light1 SHT2 J 3 Bright A_Light2 Goto LightDone Spawn: SGN3 ABCDEFGHIJKLMNOP 4 Loop } } ACTOR ShotgunHD_Smooth : Shotgun replaces Shotgun { Weapon.SlotNumber 3 Weapon.SlotPriority 0 States { Ready: SHTG A 1 A_WeaponReady Loop Deselect: SHTG A 1 A_Lower Loop Select: SHTG A 1 A_Raise Loop Fire: SHTG A 3 SHTG A 7 A_FireShotgun SHTG BC 5 SHTG D 4 SHTG CB 5 SHTG A 3 SHTG A 7 A_ReFire Goto Ready Flash: SHTF A 4 Bright A_Light1 SHTF B 3 Bright A_Light2 Goto LightDone Spawn: SHO2 ABCDEFGHIJKLMNOP 4 Loop } } ACTOR ChaingunHD_Smooth : Chaingun replaces Chaingun { Weapon.SlotNumber 4 States { Ready: CHGG A 1 A_WeaponReady Loop Deselect: CHGG A 1 A_Lower Loop Select: CHGG A 1 A_Raise Loop Fire: CHGG AB 4 A_FireCGun CHGG B 0 A_ReFire Goto Ready Flash: CHGF A 5 Bright A_Light1 Goto LightDone CHGF B 5 Bright A_Light1 Goto LightDone Spawn: MGU2 ABCDEFGHIJKLMNOP 4 Loop } } ACTOR RocketLauncherHD_Smooth : RocketLauncher replaces RocketLauncher { Weapon.SlotNumber 5 States { Ready: MISG A 1 A_WeaponReady Loop Deselect: MISG A 1 A_Lower Loop Select: MISG A 1 A_Raise Loop Fire: MISG B 8 A_GunFlash MISG B 12 A_FireMissile MISG B 0 A_ReFire Goto Ready Flash: MISF A 3 Bright A_Light1 MISF B 4 Bright MISF CD 4 Bright A_Light2 Goto LightDone Spawn: LAU2 ABCDEFGHIJKLMNOP 4 Loop } } ACTOR PlasmaRifleHD_Smooth : PlasmaRifle replaces PlasmaRifle { Weapon.SlotNumber 6 States { Ready: PLSG A 1 A_WeaponReady Loop Deselect: PLSG A 1 A_Lower Loop Select: PLSG A 1 A_Raise Loop Fire: PLSG A 3 A_FirePlasma PLSG B 20 A_ReFire Goto Ready Flash: PLSF A 4 Bright A_Light1 Goto LightDone PLSF B 4 Bright A_Light1 Goto LightDone Spawn: PLA2 ABCDEFGHIJKLMNOP 4 Loop } } ACTOR ChainsawHD_Smooth : Chainsaw replaces Chainsaw { Weapon.SlotNumber 1 States { Ready: SAWG CD 4 A_WeaponReady Loop Deselect: SAWG C 1 A_Lower Loop Select: SAWG C 1 A_Raise Loop Fire: SAWG AB 4 A_Saw SAWG B 0 A_ReFire Goto Ready Spawn: CSA2 ABCDEFGHIJKLMNOP 4 Loop } } ACTOR BFG9000HD_Smooth : BFG9000 replaces BFG9000 { Weapon.SlotNumber 7 States { Ready: BFGG A 1 A_WeaponReady Loop Deselect: BFGG A 1 A_Lower Loop Select: BFGG A 1 A_Raise Loop Fire: BFGG A 20 A_BFGSound BFGG B 10 A_GunFlash BFGG B 10 A_FireBFG BFGG B 20 A_ReFire Goto Ready Flash: BFGF A 11 Bright A_Light1 BFGF B 6 Bright A_Light2 Goto LightDone Spawn: BFU2 ABCDEFGHIJKLMNOP 4 Loop OldFire: BFGG A 10 A_BFGSound BFGG BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FireOldBFG BFGG B 0 A_Light0 BFGG B 20 A_ReFire Goto Ready } } P.S.: need to re-render Baron of Hell, he's too pixelated... maybe add reflections to chainsaw. 0 Share this post Link to post
fabian Posted September 15, 2015 ssv_170379 said:fabian, if I get you right we need to make WAD with new sprites, but obeying vanilla rules (rotation step = 45deg, animation phases equal to vanilla too). That's the point. ;) I see it quite feasible and try to compose such wad as soon as possible (before weekend). The only strange thing I see now is negative offsets in your listing... but I've heard somewhere that it may be used for mirroring or something... No matter, I'm in! Yay! \o/ 0 Share this post Link to post
Reisal Posted September 15, 2015 Are the sprites going to have 8 rotational death frames too? 0 Share this post Link to post
ssv_170379 Posted September 15, 2015 Glaice, no, http://www.doomworld.com/vb/post/1302296 , corpses should remain narrow from every angle. But we may use alternative deaths (in my case just taken at slightly different angles) or even just random corpse mirroring, I've seen a port with this feature... Searching... it's Crispy Doom... oh man... fabian, you're the guy behind the Crispy Doom port!!! That's very cool!!! 0 Share this post Link to post
fabian Posted September 15, 2015 ssv_170379 said:fabian, you're the guy behind the Crispy Doom port!!! That's very cool!!! Thanks! Though, I have to admit that the corpse flipping feature was taken from Doom Retro, which had it implemented first. But, maybe now you understand my preference for Vanilla-compatible sprites. ;) 0 Share this post Link to post
ssv_170379 Posted September 16, 2015 Here's first WAD results. Contains all items (beside Spheres). No monsters yet. Berserk is not animated anymore (so should change it to something more appropriate later). Transparency is thresholded at 50%, sprites are Doom-paletted. Also smart-sharped them a bit... Spent some time to achieve best visual appearance for 1x scale Workflow is mostly done. DeuTex proven to be a good tool for this purpose. Only thing left is to inscribe animation phases parity for monsters in my script and to compile full WAD. 0 Share this post Link to post
fabian Posted September 17, 2015 ssv_170379 said:Here's first WAD results. Contains all items (beside Spheres). No monsters yet. Berserk is not animated anymore (so should change it to something more appropriate later). Transparency is thresholded at 50%, sprites are Doom-paletted. Also smart-sharped them a bit... Spent some time to achieve best visual appearance for 1x scale It already looks great! But honestly, for the real Vanilla feeling, I would not include rotations for the static sprites. Only the front view for ammo, health and power-ups and only the left-to-right side view for weapons. Workflow is mostly done. DeuTex proven to be a good tool for this purpose. Only thing left is to inscribe animation phases parity for monsters in my script and to compile full WAD. I am glad that you found a usable tool in deutex. ;) 0 Share this post Link to post
ssv_170379 Posted September 18, 2015 Yeee-haw!!! Finally, 100% (I hope) Vanilla-compatible version of 0.7 beta. Items rotation is disabled too. Full set of monsters/items included. Can possibly be runned on ATMs, printers and other exotic hardware Doom may runs at. My test map with all stuff in one room is included alongside. This time i used pngnq-s9 for palettization (instead of DeuTex for previous iteration), it gives slightly better quantization results. Of a sudden my ultimate tool-of-choice (ImageMagick) converts to palette badly in this case, with popping green pixels all around the image. Sadly, semi-transparent items (Cyberdemon's fire for example) looking pretty bad. Maybe should re-render such items without transparency. ------------------------------------ P.S.: (offtopic). I'll rest for a week then continue... meanwhile I've found a cool thing, Doom may run in textmode 0 Share this post Link to post
bradharding Posted September 19, 2015 ssv_170379 said:Yeee-haw!!! Finally, 100% (I hope) Vanilla-compatible version of 0.7 beta. Items rotation is disabled too. Full set of monsters/items included. ... This works perfectly, and looks awesome! Well done! 0 Share this post Link to post
fabian Posted September 19, 2015 Wow, this looks great already! It serves a whole new feeling to the game, keep on the good work. Thank you! 0 Share this post Link to post
ssv_170379 Posted September 19, 2015 bradharding, fabian, thanks, I'll compile wads for the new releases from now on. I've heard a new word today - Brightmaps, but did not found comprehensive wiki-like info about them, only forum threads. Can anyone tell, whether my mod needs such maps and give some links to read about what are they particularly, like theory, pros/cons, compatibility, howtos etc. 0 Share this post Link to post
ssv_170379 Posted September 22, 2015 Today tried to make HD Main menu items. Without success. I made a hi-res menu item and tried to replace the orignal one with it. Only way to see my item in-game was to put image to graphics folder WITHOUT extension. And no options in TEXTURES file affected it (most interested in scale). Here's example of what I got ("NE" are the first letters of NEW GAME string) and the item (8xHD) itself (with alpha, use "save as" command) Anyone, please help me with placing it in game (where to put file and how to define it in TEXTURES or wherever else). 0 Share this post Link to post
ssv_170379 Posted September 23, 2015 Played doom with mod enabled a bit. Plain-brown Imp looks dull to me. Trying to do something... maybe smoldering effect... 0 Share this post Link to post
ssv_170379 Posted September 28, 2015 I delved into brightmaps theme (http://zdoom.org/wiki/GLDEFS#Brightmaps), they are cool, definitely what the mod missed earlier. Here's the first results, made brightmaps for all items Tended to achieve effect of as if you wielding flashlight and items are slightly glaring being lit by it. I'm planning to make brightmaps for monster too later. From now starting to rework death animations. BTW, i reusing one set of brightmaps for several similar objects (differently colored armors, keys and spheres). 0 Share this post Link to post
Tetzlaff Posted September 29, 2015 Most of the sprites look great so far. But you should base them on the original Doom3 models and skins and not on that amateurish "classic Doom style" skins with those unrealistic looking blob eyes (e. g. Pinky, Imp, Cacodemon). 0 Share this post Link to post
Gez Posted September 29, 2015 ssv_170379 said:Played doom with mod enabled a bit. Plain-brown Imp looks dull to me. Trying to do something... maybe smoldering effect... http://s5.postimg.org/j8yjbsklz/Doom_Imp.gif http://s5.postimg.org/bvj5cu0k7/Doom_Imp_retextured.gif The pool of blood appearing out of nowhere looks really weird. If you don't want to try pixel-arting blood streaming out of the body while it falls, you could simply have it form and appear only after the body has finished falling on the ground. 0 Share this post Link to post
ssv_170379 Posted September 29, 2015 Tetzlaff, Pinky and Imp are already regressed to Doom 3 style. Cacodemon will be reconsidered later. Gez, I'm not the pixel-art type, rather 3d-ish. Here's what I trying right now: Don't want to involve liquid simulations etc, 'coz they are CPU-consuming, so I just spawning (particle-based) textured stripes now. I'll see what can be done with pool itself and with body... this is not the finished appearance yet. 0 Share this post Link to post
ssv_170379 Posted September 30, 2015 Improved blood pool a bit by adding quickly appearing small stains alongside main puddle (particles again...) -> <- Next is to add air-floating splatter (...and again) and wounds (don't elaborated workflow yet). 0 Share this post Link to post
ssv_170379 Posted October 2, 2015 Grasping texture painting. It turned out quite simple. The wound texture (top-left window) is being stencil-projected on a mesh (main window, forgive me Suzie) and result is stored in a separate texture (bottom-center windows). The advantages of this approach vs plain texture painting are More convenient and precise placing (painting directly on a model, don't have to think of uneven texture stretching and UV seams, as you may see forehead and eye wounds are splitted in a texture window) More control over shading. Since my blotches are not baked into main texture, it's easier to adjust their brightness, glossiness etc. P.S.: not sure is it worth to post such a minor and innards-relating things, writing this just because I've never stencil-painted before and glad that it worked so straight. P.P.S.: maybe no updates next few days. 0 Share this post Link to post
ssv_170379 Posted October 6, 2015 Back to work... Figured out that it would be impossible to paint wounds on original textures anyway, just because almost all Doom 3 assets UVs are mirrored for texture space economy. So only L-R symmetrical wounds to be allowed in this case. For my paint texture I generate another set of not-mirrored UV-coordinates, which solves the problem. Now I added some mid-air particles and wounds, also slightly re-shaded dripping blood to make it more volume-like. Here's visuals evolution: Bare 0.7 -> As in previous GIF -> Current state I consider visuals are ok now, maybe need to tweak fall animation itself, did not decided yet. Next thing is to make other animations in a similar style and also to add brightmaps... it will take time, suppose 3-4 weeks to make it all. 0 Share this post Link to post
SavageCorona Posted October 8, 2015 ssv_170379 said:Improved blood pool a bit by adding quickly appearing small stains alongside main puddle (particles again...) -> http://s5.postimg.org/7j4tivh3r/Shotgun_Guy.gif <- Next is to add air-floating splatter (...and again) and wounds (don't elaborated workflow yet). What's with the disappearing shotgun? It looks a little janky to have it just disappear like that. 0 Share this post Link to post