Search results

  1. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    they're standard walls for now, i'll switch them to 15s if i figure out how to move vfx between stages. that doa 1 stage needs ground explosions too, probably the same method for both things. definitely on the "i'd like to do it" list. there *are* stormy weather ENV mods that the community has...
  2. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    version numbers are arbitrary so update 4: Skies of Vengeance is feature-complete, pending final testing it should be up later this week. minor adjustments to gameplay and a few new moves as usual, but the big deal is that I imported a whole ass arena from a different game. Skies of...
  3. Rev_an

    Rise of the Ronin Releases March 22nd, 2024

    End of fiscal year and it's early? i guess strangers of paradise and wo long were both march releases and not half baked like doa 6 was.
  4. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    i think i can inject costumes but i'm not sure how the menu works yet. cosmetics might want to stay optional for download size reasons
  5. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    yeah there's still some limiting factors on that like string moves that have too much of the previous move's recovery on them to look right in neutral (i think i forgot to say so but your kasumi suggestions a while back all had that issue, you can kinda see it happen without dealing with cheat...
  6. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    unfortunately because of how the data works i'm not actually porting moves like that, tamaki was built on top of a copy of momiji by the actual devs and they left a bunch of stuff lying around like strings that were cut off. i guess i could do more kasumi moves on phase 4 but that's not very...
  7. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    looks like that 6h+k animation got overwritten. 8p p+k kinda stuff didn't look right and 8pp already launches on danger floor so there isn't much of a niche i did find a couple reasonable things to do (pp6pk doing 66p 8k ended up feeling incredibly boring so that'll be different) but the big...
  8. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    effort post love to see it. those are in fact momiji moves, somebody at team ninja didn't clean up some files and unlike every other character, tamaki has copies of a decent chunk of momiji's kit in her data set. I think most of the ninja stuff isn't very suitable (both jump stances lol) but...
  9. Rev_an

    Program Tools to unpack/pack Doa6 filesystem and convert kidsobjdb<->xml

    oh hey i remember how to do this. the readme is solid createDoa6Rdb.py works correctly, iirc i was lazy about reconfirming it after an update. Recommend extracting a resource (qrdbtool hash) from the rdb of the same object type e.g. rip any old g1m if you're injecting a new model, an g1a or g1t...
  10. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    turns out that for kasumi's k6k (and 8k6k, and kasumi α in dimensions) to work everybody's mid (and high but we're not using those) wakeup kicks have followup interval because all the technical stuff for wakeup kicks is shared. The low wuk has one too, for some unused alpha-152 stuff from way...
  11. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    these files clean up a lot of the texture buffer weirdness on Seafood without changing gameplay at all, you can leave the fixed area in whatever direction the z-axis is but it's like 60m wide which is twice as big as chamber of potential. can't make it bigger without ruining the dolphins on the...
  12. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    how the fuck is 66pp a high with where that hitbox is
  13. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    good stuff there's no way it's a bug, the way to turn off ceiling collision would take five seconds and the way the ceiling overrides into ceiling hit versions is very annoying is complicated enough that I don't believe any ceilings are unintentional. ceiling only checks some characters for...
  14. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    small optional update. cleaned up some command training errors (but not all of them, tamaki 6k4k isn't real), added visual wall to chinese festival 3. and removed a wall from hotzone out of bounds because the corner by the hallway was getting in the way of the camera sometimes. Also adjusted...
  15. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    it's known-laggy online for indeterminate reasons, i haven't had anyone say it was slow offline (except me, on an older version with all the grass and a worse floor mesh, 40fps lol) i'm going to rearrange a bunch of stuff on there that should help but it'll take a while and i think a lot of...
  16. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    9p+k p you have to hit kinda early and 9p+k pp you have to hit way early. it's originally only three moves, just the elbow and no string alex ripped these "action ID"s from the game data somewhere: 11 21 AC_KS_DOA5_9PAK 12 21 AC_KS_MOON_STEP 13 21 AC_KS_MOON_STEP_2 9p+k does what...
  17. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    of course! just keep in mind things are subject to change, especially stuff i've added. damage and knockback values are fairly likely to be adjusted in the future so optimal today might not be optimal in six months, but i don't see changing too many refloat heights since that's hard.
  18. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    it wasn't when you asked but now it is!
  19. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    sounds like that atari arcade game "pit-fighter". I can replace throwdown or part of chinese festival with that, not sure if i can make the crowd work on stages that don't already have them.... lol i just thought of something: the stage transition spot and the starting spot for those bottom...
  20. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    nothing so formal. there's 28 slots i can use easily and maybe we can add more, there wasn't a reason to look into that until now. i like a couple of the placeholder stages i have but several of them could be replaced, and i could be talked into fully replacing some existing stages since it's...
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top