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  1. The "fix" I made to it wasn't actually a fix. The "error" I saw was simply a blank space.
  2. It's surprising to see you post here after so long. I always enjoyed the kmetal series.
  3. Here are the fixes for the gib, serpent, and FDTH frames.
  4. @Cire Alright, I'll be able to get to it sometime around 4:10 UTC.
  5. @Cire Yes. I resized them in, but I forgot the exact percentage, either 400 or 500%. I have the raw originals on my main computer, and I'll upload them if you want.
  6. I had the Moderator for the Fidonet Doom Echo upload this to the internet, and a man from South African downloaded it. He had a problem with the game, it was discovered he was using an out of date version. He got in contact with me. About a year later we were married. The general feel of this wad was supposed to be similar to the originals. I wanted it to feel like it was part of the original set but an alternate story. After 16 years, I am glad those who have played it did enjoy it.
  7. Gathered the money for it when it first came out. It's a decent game, nothing too special, but it's a tie-in, so that's to be expected. If you want it to paint the figures or just for an addition to your Doom collection, pay somewhere between the $40-70 range. Looking at the minis and the cardboard layouts makes it seem very much like the Doom 3 game, and there are a few similarities, but the gameplay more or less reflects the reboot it is based off. Whereas the board game for D3 was more about exploration, scavenging for health/ammo/armor, and collecting tokens while maneuvering obstacles, this one is more about pure combat and running around. The arsenal, of course, represents the same weapons you find in NuDoom's campaign, complete with the Glory Kill mechanic and the various grenades, and the map and enemy designs reflect this too. Monsters no longer randomly spawn at the edges of the map, far from the Marine's LoS, instead they spawn in through portals, which are basically Gore Nest replacements, with the exception of activating with LoS, not actually going up to them. Ammo no longer exists, and you can't pick up the whole game's arsenal and use it whenever. Marines now have cards in their own personal decks, which represent the two weapons they chose at the start of the game, along with their four given generic "marine cards." The weapons the marines can choose are the shotguns, the plasma rifle, the HAR, and the multiplayer exclusive Repeater and Static Rifle. Each has special roles, replete with their pros and cons. For example, The SSG is highly powerful, able to oneshot most weaker monsters, but has very short range. The Combat Shotgun is an all-rounder, with a balance between power, range, and versatility. The plasma rifle is quite weak, but has better range and can dish out status effects on chosen targets. Then there are Power weapons, that can be found in various locations on a map, and they are signified as such by having a different token design. Power weapons include the Chaingun, Rocket Launcher, Chainsaw, Gauss Cannon, and the BFG. Random range has been taken out. If your weapon meets the requirements for distance, it will hit. Gone are the days of rolling dice and praying that you pass, only to have your shotgun fail the range check against an Imp from 2 spaces away (though I suppose this is accurate to the actual Doom 3). This also goes for monsters. If you're in range to get toasted by a Cacodemon, you can be, and likely will be. The demon player is still the ringleader, setting up everything and making sure it all goes smoothly. He of course also puppeteers the demons, who now act differently. Each one has base health and armor like the old game, but with the new addition of special "Argent Skills" that can be activated by collecting Argent Energy, rewarded to the demon player through various means. They also have a threshold for how much health they can lose before being able to be glory-killed by a marine (this is achieved by simply having the marine player's figure move into the space in which the target occupies). The card system is still in place. However, the demon player no longer uses the entire given deck, but chooses between a selection of specialized decks, each focusing on different play styles. If you like using Barons of Hell, you might choose the deck with cards more built with speed in mind, allowing your Baron to close the distance in half the time and get to pummeling its foes much faster. The figures are of a much higher quality than the D3 designs. They aren't as fragile, they have more consistency between themselves in terms of where the seam lines are, are much larger than the D3 pieces (the new Revenant makes the old one look like its child), and as the picture shows, are a nice, soft cream color instead of the gaudy, cheap looking RGB of the old minis. Some issues still remain (at least in my box), like a few bases being warped and making the figures wobble a bit. I've seen a few videos of people painting them, and more humorously, people selling "PRO PAINTED" sets on eBay for high prices, despite the frankly amateurish paint apps. All in all, a slightly above average game, a nice alternative to the first edition, and a way to cope with not having the now very rare Reaper Miniatures.
  8. Thank you for looking over the post. Apologies for not noticing what was already said about the project, I see it now. I've been looking through the WAD for other offset errors since my first attempt, and the biggest worries to me are the offsets of the "Frozen" death frames for the various monsters, mostly when compared to their normal deaths. However, I won't be doing any major changes, as I'm not entirely confident that these are errors, and since the priority is low compared to the other games, I'll wait until the project truly takes off to make any suggestions. As for the widescreen HUD and weapon sprites, I've come across a few in the last year, chiefly this "WideID," but there were some arguments over how accurate they were, especially considering the Spiked Gauntlets. I'm glad to know that the project has already been considered.
  9. While I feel as if this belongs in the Heretic Sprite Fixing thread due to the game itself, this is the more active thread, and therefore will have more people possibly willing to join in. I've been messing with the idea of a Hexen Sprite Fixing Project, and since there's no active thread for one (to my knowledge) I have come here to ask if you would be interested in starting one. I made some quick adjustments after a quick perusing through the sprites. Main offenders include stray pixels, missing pixels, and jittery offsets in the player and monster sprites, along with an issue concerning the Heresiarch's tail, the same issue that plagued the Sabreclaw from Heretic. Here's the Fighter's gibbing death, where the final frame no longer shifts slightly to the right: Here's the front-facing pain sprite, the original has open spaces above the right hand: The first frame of the fire death, which reuses the normal pain sprite, meaning it keeps the pixel error, and adds in another in the form of a random blue pixel in the bottom right of the center flame: The second fire death frame, again keeping the same errors as the previous two: These were just quick touch-ups. There are many more errors, such as the aforementioned Heresiarch tail bits, stray pixels in one of the Stalker's frames, and possibly more that I don't know exist. What are your thoughts? EDIT: Looking at it again, the "missing pixels" in the pain sprites may just be the space between Baratus' hand and pauldron. But I'm certain the errant blue pixel in the fire isn't intended. Anyway, here's the stray pixel in the Stalker frame. It could just be a splash of water, but looking at all of the other "rising" frames shows that this black thing only appears here.