Release 6++ Gameplay Overhaul - update 5.1

SamThaGawd

New Member
By the way i'm referring to this post 2 years ago, assuming it still applies might be the problem.
If you want to turn the mod off, launch with the .bat script included in update 2.5 or higher.
 

Rev_an

Active Member
By the way i'm referring to this post 2 years ago, assuming it still applies might be the problem.
sorry that ended up being too hard to maintain as the the mod features expanded. It's technically possible to hot-swap versions but it's complicated to do and even worse to automate.

I may do a new script in the future but it'll be a delete-only because that's much easier to code and won't get into weird half-installed states.



manual uninstallation is removing d3d11.dll in the game folder, and all the Field_Swhatever.kidsobjdb files in \REDLBE\KIDSSystemResource.
 

Rev_an

Active Member
5.1 should be ready for testing in a couple weeks and public early March, depending on tester availability. Moveset/gameplay changes are all low-risk, mostly tweaks to some bt juggle hits, so i'm not expecting any big problems.

on the technical side:
I've (probably) fixed the VS crash issue, which was also the collision misloading issue.
changed the order on the stage select screen so the new stages are next to their parent and it's easier to remember which is which
turned down the bright light on forbidden fortune 3


also i made a (non-functional) VF mod. https://www.nexusmods.com/virtuafighter5revo/mods/36/?tab=files
 

Sayu

New Member
Hey there Rev! I know it's a minor thing really, but are the walls not glowing in the DOA1 chinese festival only on my part? From what I've seen on some gameplays of the mod on YouTube, it's glowing for everyone, but it's not for me, I thought it could be because of conflicts with other mods I have? Or do they have more files than what is in the update?
 
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Sayu

New Member
Oh, and to add, I must say that this update is next-level, I've been playing it non-stop since it came out on Christmas! From what I've seen, the BT juggles aren't appreciated as much as they deserve to be, well, I think they're best feature of this update! Thanks again for the brillant work, can't wait for v5.1!!!!
 

Rev_an

Active Member
Hey there Rev! I know it's a minor thing really, but are the walls not glowing in the DOA1 chinese festival only on my part? From what I've seen on some gameplays of the mod on YouTube, it's glowing for everyone, but it's not for me, I thought it could be because of conflicts with other mods I have? Or do they have more files than what is in the update?
those CF3 walls use one of the effects from ZERO, my best guess for a conflict is if you have a file like Envs_S0301CRM_env.motor.kidsscndb.kidsobjdb changing the stage lighting or environment. those mods are pretty early and nobody accounted for the lighting system having separate entries for characters, static objects, effects, and water.

Oh, and to add, I must say that this update is next-level, I've been playing it non-stop since it came out on Christmas! From what I've seen, the BT juggles aren't appreciated as much as they deserve to be, well, I think they're best feature of this update! Thanks again for the brillant work, can't wait for v5.1!!!!
thanks yeah i get most of the public feedback like a week after an update and then it's kinda sporadic. people were very positive on the bt juggles other than a few of them looking kinda goofy, which i'll continue to tweak as needed.
 

Rev_an

Active Member
Hey Rev! how difficult is it to implement power blows back into the game?
they're extremely buggy with the camera movements, clipping through walls, and several other issues like all the new characters not having one. it's easy enough to look at one but they're in no state to be usable in real gameplay even if you wanted them (which i do not). None of the systems around them are implemented either like the health check, the once per round limit, or the knockback direction/targeting selection.

if you just want machinima maybe the camera editing is doable (or you could free-cam in a replay?) but i don't know anything about how the camera objects work.
 
they're extremely buggy with the camera movements, clipping through walls, and several other issues like all the new characters not having one. it's easy enough to look at one but they're in no state to be usable in real gameplay even if you wanted them (which i do not). None of the systems around them are implemented either like the health check, the once per round limit, or the knockback direction/targeting selection.

if you just want machinima maybe the camera editing is doable (or you could free-cam in a replay?) but i don't know anything about how the camera objects work.
i saw gatto tom doing this when it came out and i wanted to do it since then
 

Rev_an

Active Member
I have coded the following moveset (and menu) changes. there might be some more stage stuff, at a minimum the very bright light on forbidden fortune has been removed.

edit: march 11th, i think i verified all that, also added stage stuff.

OUTGAME
changed stage select menu order

All
changed a bt juggle hit hit reaction to trigger floor e.g. hayabusa 6kp

Ayane
3k4 -> new input 3kp also 2 frames slower
ground hits for 66h+k /ppp·k etc
fixed bt 2k ground hit change meant for front 2k

Bass
Bayman
Brad

Christie
Dokuja-Fujin 4k properties matching jak h+k
Dokuja-Fujin 6p properties matching jak 6p+k
roll kick front and back separated hit reactions

Diego
Eliot

Hayabusa
4h+k back to kneeling anim
4h+k·p back to jump thingy
fixed string izuna on back hit
Hayate
Helena
9k2 only on-hit (removed the string one)
3_P fixed front juggle hit

Hitomi
Honoka
Jann
Kasumi
Kokoro
1p on-hit p+k heichu timing loosened

Kula
fixed 214k2k going to the wrong ground orientation
reduced window for 6kk to 3 frames, from 26.

Leifang
vanilla bugfix: 3p4p vs crouch block
46p removed a vanilla hurtbox nerf from recovery frames
ppk2k and k2k juggle hits changed for aesthetics (pending testers' 2nd opinion. no i will not upload a clip)
restored tracking for 3kp

Lisa
changed p6pp bt juggle hit

Mai
Marie Rose
fixed 9p bt juggle hit

Mila
revoked pp·T, wasn't supposed to be in the public 5.0
fixed 9k bt standing hits' orientation snap

Momiji
fixed string izuna on back hit
Nico
Nyotengu
revoked special wakeup
revoked side-attach on-hit P
added sidestep p+k cancel ~ 9p
fixed 236k2k blockstun
adjusted h+k bt hit angle.

Phase 4
Rachel
fixed 4ppp and 1p bt hit snapping
Raidou
Rig
Tamaki
fixed 66T being a throw instead of OH ?!?
Tina
increased launch height on back taunt to re-enable some old level 3 juggles.
Zack
added tracking on 88/22 K, some old moves weren't updated
6kk, 66k, 6p+k bt juggle front flip
fixed other 66k bt hit properties. vanilla baffling choice fix

Version numbering is pretty arbitrary, idk what will be big enough that i'll feel like calling it 6.0 but there'll be some 5.2 etc updates maybe 3-4 months apart as I finish cleaing up the bt juggle stuff. Seaside Eden expansion coming soon™, Great Wall and [redacted] after that. Maybe 2026 will be the year of playable boss raidou.

i've mostly fixed the load crashes from stages not cleaning data properly but it's unclear why those happen and there are too many combinations to test load orders for conflicts. VS and offline stuff like arcade and time attack should be stable but there's no way to know.


Seaside Eden:

expanded into the "back" area of the stage behind the "zack of all trades" boat and some surfboards in the regular expansion area.
- made some custom colliders for things
- moved some stuff around
- used some breakable objects to make a knockoff expansion wall. pairs of carts and a set of three boxes will each break with their group. it's a wider area so it seemed weird to have all of it break at once
- moved round 1 start into the middle section, what used to be the old "back". the old expansion wall works from this side too.

Forbidden Fortune 3:

- fixed the trees, also returned some "new" vanilla trees that were removed the first time around.
- custom collision geometry for the rocks so we don't need so many walls
- re-sized and slightly moved some of the rocks
- TDB: new spawn positions to use the back part

Lost Paradise 1 and 2

- moved round 1 start into the out of bounds area
- added several additional start positions
- added additional stage transition trees along the cliff edge
- retargeted the fall position to behind the jeep/t-rex dangerzone
- added a start position over there
- removed a wall so you can hit the jeep from the other side
- pterodactyle ride up still puts you in the normal upper stage

Known Bugs/incompleteness issues

- you can walk to some really bad terrain places in FF3 and all three lost paradise stages because they aren't fully enclosed yet, although this is extremely unlikely in a normal match

- seaside eden coastal rocks don't camera clip

- the out of bounds on lost paradise 1 is kinda cluttered and the clipshadows in doa 6 aren't very good. Those will be adjusted with time but I'm working on a blender importer that reads the object data from the stage files to make that much easier on myself or anyone else who wants to stage mod. (if that's you hit me up i'd love to have anyone else working on these)

- the extra start positions may induce a load crash if the next stage doesn't clear data properly
 
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Rev_an

Active Member
5.1 will be up this week, just have to write the patchnotes and double check a couple new stage collision injections.

There will indeed be more stage stuff, Seaside Eden expansion, Forbidden Fortune 3 rework, and new out of bounds shenanigans on Lost Paradise are all done enough for public play.
 

Rev_an

Active Member
5.1 download is up

patch *notes* html file is included with the mod download, you can bookmark it in your browser if you want. supplemental notes for 5.0h-> 5.1 scroll up a couple messages.

new uninstaller script needs to be run from the doa 6 game folder.

i remembered to include the key guide for Alex's mod functions again, check that out to see the colliders and save reset positions in training and some other cool stuff.
 
What does this mean? DOA6++ is a virus?

AD_4nXfCOU9wPkWqRa1u7FH89XrwjrtmSeN8xDL623qLkKB12L4W3F47f4drFwXAy75PcbHkFcuSDucV5N_zguOv7Yx_irERfG-zoxlNFYKiSzUrwrkaLYjIOvtlRQwL93NK8-X8absY8g
 
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WAZAAAAA

Well-Known Member
don't spread FUD and learn how to interpret virustotal properly schizo, 1 buttfuck no name AV false-flagging a file out of 70 is a non-issue.
Also the source code is available so you could analyze that yourself
 
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Rev_an

Active Member
What does this mean? DOA6++ is a virus?
the flagged file is d3d11.dll which has not changed since whatever the last update alex did when he and I started modifying outgame stuff.

if the copy of it you already have is recent enough to enable the stage select modification. which it is because you previously asked about the stages, then it's the same one.
 

Rev_an

Active Member
On the "Codex" version, the game does not start!
i don't know what that is, here's some details from Alex when someone else mentioned codex that may be relevant to you:

This mod was made for DOA6 v1.22a#8 (Steam); with size of DOA6.exe being 44,261,008 bytes and its sha256 being 7922bba920bf471730baad946b2641553f6957f510a5eaca39ea6ce9634b1efc . If that matches and your version doesn't include d3d11.dll already then it'll probably work.

aside from game version and d3d11.dll conflicts i'll mention that Core Fighters is free on steam and all the mods, netplay, and steam things work with it.
 
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