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[SUBMISSION] Flak Cannon

  • DavidN
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7 years 8 months ago #21 by DavidN
Replied by DavidN on topic [SUBMISSION] Flak Cannon
Fantastic work, Blue Shadow - I'm still learning ZScript but it looks like it checks out :) I'm happy with this being the submitted version if you are! (You should add yourself to the CREDITS lump, too)

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7 years 8 months ago #22 by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Flak Cannon
Thanks, guys.

Now, there is one problem I found while preparing things for upload: most, if not all, of the sprites have extra empty space, a space which needs to be gotten rid of, since it needlessly consumes resources (RAM, video RAM and what not).

Here is what would have been the final version. Use it instead of the one on the opening post as the basis for the needed modifications.

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7 years 8 months ago #23 by BadMojo
Replied by BadMojo on topic [SUBMISSION] Flak Cannon
PNGOUT'd and compressed the ogg's even further from blue shadows latest post... not much, it took off about 40KB all up... but it doesn't hurt... those byte's add up man ;P

https://www.dropbox.com/s/7ehfkz83v0gzlqw/FlakCannon.zip?dl=0

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7 years 8 months ago #24 by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Flak Cannon
You kind of wasted your efforts there; the sprites first require editing to trim the fat, so to speak.

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7 years 8 months ago #25 by BadMojo
Replied by BadMojo on topic [SUBMISSION] Flak Cannon
Its ok, most of that effort went into the ogg's, which can still be used for final update, if desired.. pngout can be done again with a single click of a button so to speak.. no time at all :)

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7 years 8 months ago #26 by DavidN
Replied by DavidN on topic [SUBMISSION] Flak Cannon
Ah, you're right, I started the sprites at fullscreen size due to not understanding how the offset system worked at the time. I can revise them in a few days, though if anybody else wants to jump in before then, I can always pay you back in hugs and/or kisses.

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7 years 8 months ago - 7 years 8 months ago #27 by BadMojo
Replied by BadMojo on topic [SUBMISSION] Flak Cannon

DavidN wrote: Ah, you're right, I started the sprites at fullscreen size due to not understanding how the offset system worked at the time. I can revise them in a few days, though if anybody else wants to jump in before then, I can always pay you back in hugs and/or kisses.


Alright, why not.. Ill just pass on the hug's nd kisses if you dont mind: https://www.dropbox.com/s/7ehfkz83v0gzlqw/FlakCannon.zip?dl=0
Ive cropped all of the hud sprites and set them to indexed colours, then pngout'd them, and set the offsets.. You should be good to go now :)

This also contains the compressed ogg's I did from before, might wanna just have a comparison listen to them, just to make sure you don't hear any quality loss.
Last edit: 7 years 8 months ago by BadMojo.

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7 years 8 months ago #28 by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Flak Cannon
@DavidN: Could you take a look at the version which BadMojo uploaded? I need a confirmation from you that everything is in working order. And one more thing: the weapon doesn't auto-switch when it runs out of ammo.

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7 years 8 months ago #29 by DavidN
Replied by DavidN on topic [SUBMISSION] Flak Cannon
Certainly - will let you know when I get the chance to take a look :) Should be within a couple of days.

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7 years 8 months ago - 7 years 8 months ago #30 by DavidN
Replied by DavidN on topic [SUBMISSION] Flak Cannon
All right - all verified and working! I replaced the mad reload check that I copy and pasted from Brutal Doom with the conventional A_ReloadCheck, which works. The latest is now at the original link again:

http://www.teamouse.net/games/doom/FlakCannon.wad

Thank you so much for everyone's contributions to this and getting it over the finish line :) I've added acknowledgements in CREDITS.
Last edit: 7 years 8 months ago by DavidN.

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