I like to draw, I like to mod, etc. If asked, I'm generally willing to send out any mod bits I haven't released... to certain extents, of course.
Not in 2015.
In the readme you state that "...the sound file and the facial animation are two different thing." That's not exactly true. Choreography and other animations are separate from the sound files, but lipsync data is actually embedded into the sound file. In cases where editing breaks lipsync, you may be able to fix it by opening the original sound file in faceposer, exporting the data to a text file and importing it on the edited file.
And all this said eight years late.
The big issue I have with this is that Milkshape is $35. Any cost renders it no longer universally accessible.
EDIT: And you've already addressed this. Stupid me.
For a total fix, open background01.bsp in GCFScape, go to the lumps folder and extract the first file to the maps folder. Do this for any other backgrounds as well.
To an extent. The interaction animations would be missing, and I'm not sure how that might affect online play.
If you remove the "random" from the end of the lines in animdef.txt, the face will still animate in Zandronum.
... Is that a tank? My god, it's a tank.
To be honest, I'm not expecting the issues with the scripts, resources and particles to be fixed at all. Too much possibility of conflict and/or malicious content.
Maybe, I'm not sure. I haven't seen the skins before, so I can't tell you for certain. I do know this: the grenade's body won't be, as it uses a new texture.
Happy new year to you, too!
Daaamn, that's some seriously low FPS.
I found a bit of an error in the Dorms and Rec area, E1M5. On the desk in the medical area, there's an unknown thing, type 2016.
EDIT: I opened up the alpha map and the item is listed as a "Chi Gem."
Well, that wasn't really my point. I was only stating my observations, not any opinion. I do agree with you on the points of hand-holding and "interactive movies" (for the most part), but I feel that many games have balanced story and gameplay very well.
Hope you don't mind me chiming in, but I don't think it would have. At least, not back then. Story had never really been a part of video games at that time. The games that were extensively popular and are still played and talked about at large today all had very little to no story. Over time, however, story has taken a larger and larger role in video games. Today, a good, well-focused story is expected, and games without are often disregarded. DooM based closely upon the bible probably would have failed when DooM was released, but I think it would be a huge success today.
Wow, I never realized a Doom Bible mod had never made it so far. Congratulations!
Very awesome! And best of luck finding that artist, too!
Well, it seems it's probably about as done as it's going to get any time soon...
The materials folder is two high-res textures for use with Xash 3D.
This will work with the Steam version, a standard install should be fine. The game does lack some features of the Steam version, though, so loading it with the resources from the Steam version produce some odd effects. The hud elements, for instance, are higher resolution in the Steam version, so ED displays them... very large. A new version of ED is supposed to be released withing a few months, too, either as DLC or via the workshop.
The Doom High-res Texture Project is located here now: Dhtp.hiriwa.com
and it has a Github repository here:
He still has nightmares.
Yep, it's my graphics card. I tried all of that. In fact, one of the first things I tried was using the latest build of Xash, I also tried manually messing with the variables in opengl.cfg, and tried another mod that uses Spirit's projected flashlight, Mistake -1, running on GoldSrc. Nada. I just happen to have a particularly crappy Samsung lapop, which didn't actually support OpenGL at all until a year after I bought it. It definitely wasn't worth its cost.
Here's an edited entity lump so that you can fight the HECU. Just save the file to the maps folder.
You forgot to flag the textures BX_Chrome1.bmp and BX_Chrome1_BURNT.bmp as additive. Otherwise, it's perfect.
The new flashlight spot and projected lights like that don't work for me. Is that a regular issue with this, or is it just me?
I'm gonna try to get an early version released once I've got one of the death animations completed.
Speaking on point 2, it wouldn't get you stuck, but it would make it impossible to go back and get anything you missed in the teleporter sections of the main game.
As a matter of curiosity, I also wanted to ask how it is you modify the maps without the source. If you don't mind, of course.
I was thinking, "There's no way this is actually something that's functional. They wouldn't put in THAT much work for a joke." Well, ya proved me wrong. A joke only had to be so much, and here we have so much more. I applaud you.
I try not to. The fact is, I'm not capable of a whole lot, so there's quite a lot that's currently outside the range of my skills.