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 Post subject: Re: Work in progress
PostPosted: Sun May 09, 2010 3:19 pm 
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I be happy to look at that sprite pk3 you made and try it out


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 Post subject: Re: Work in progress
PostPosted: Sun Jun 06, 2010 2:21 pm 
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yaa.dk Forummer
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I'm guessing Prime's been pretty busy as of late. Here's to hoping he has free time soon. Hah!


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 Post subject: Re: Work in progress
PostPosted: Wed Jul 14, 2010 12:56 am 
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Has Prime died or something cause he hasnt been on since January 20th :O?


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 Post subject: Re: Work in progress
PostPosted: Thu Jul 15, 2010 2:50 pm 
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yaa.dk Forummer
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hellfire994 wrote:
Has Prime died or something cause he hasnt been on since January 20th :O?


No worries, he updated his picture archive back in april, he's more than likely busy.


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 Post subject: Re: Work in progress
PostPosted: Thu Aug 26, 2010 10:53 pm 
Is there a way to get these highres sprite replacements to run in GZDoom? I tried placing them into "sprites" subdir, zip it and load it like normal JDTP, but startup of game gets interrupted by error messages. Do I have to load it differently, or does GZDoom not properly support this right now?


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 Post subject: Re: Work in progress
PostPosted: Fri Aug 27, 2010 6:00 pm 
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yaa.dk Citizen
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Location: Somewhere you least expect
well...
1: you have to rename the hires sprites to the same as the original one
2: put into "something.pk3/hires/"
3: ???
4: Profit


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 Post subject: Re: Work in progress
PostPosted: Sun Aug 29, 2010 2:46 am 
Hmm well, I renamed all the sprites properly (i.e. ammo.png, brok.png, sbox.png, shel.png, bon2a0_h.png, bon2b0_h.png, bon2c0_h.png, bon2d0_h.png, medi.png, stim.png, bstr.png), put them into "hires" dir, zipped it and loaded it with GZDoom (latest build, r918) by adding it to autoload section in my zdoom.ini file. This works just fine for the DHTP and other custom files. However, these sprites do not want to show up ingame... weird.

Anyway, I think this project should be continued and finished, especially since the models which you can download in different flavors are mostly poor attempts to imitate the originals. Also, if I am trying to use the (monster) models with GZDoom, terrible lags would occur. GZDoom is the port of my choice, and I do not want to use others like Doomsday. What we have seen in this thread until now looks really promising, and I am sure that once this is done, many will prefer using this over any model pack. Smile However, I guess especially the monster sprites will take considerable time and efforts to recreate faithfully.


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 Post subject: Re: Work in progress
PostPosted: Sun Aug 29, 2010 8:38 am 
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yaa.dk Forummer
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Anonymous wrote:
Hmm well, I renamed all the sprites properly (i.e. ammo.png, brok.png, sbox.png, shel.png, bon2a0_h.png, bon2b0_h.png, bon2c0_h.png, bon2d0_h.png, medi.png, stim.png, bstr.png),
AFAIK none of these names are correct.
Anonymous wrote:
put them into "hires" dir, zipped it and loaded it with GZDoom (latest build, r918) by adding it to autoload section in my zdoom.ini file. This works just fine for the DHTP and other custom files. However, these sprites do not want to show up ingame... weird.
Maybe GZDoom has specific support for DHTP?

I attach a zip w/properly named files, but you will need to put them in the appropriate folder ("hires" or whatever GZDoom expects). Works fine on PrBoom+ if the files from it are put in an appropriate folder.


Attachments:
named.zip [493.14 KB]
Downloaded 6 times
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 Post subject: Re: Work in progress
PostPosted: Sun Aug 29, 2010 6:47 pm 
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Cool, that did it! I suspected that the file names were the problem. Thanks a lot! ^^ And this stuff really looks great ingame, far more faithful to the original game than any model crap...


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