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  1. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    hmm yeah damage could've worked too. If it's possible to have both in the same place (there's like 0-4 for floor attributes and they seem exclusive from each other) that would make sense. It would also be a smaller thing if it's too hard to tell whether someone is on the glass. I don't fully...
  2. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    Release candidate is baked, pending final tests should be out by monday. apparently there's some nanny system on pastebin and i can't be arsed to figure out what part of this is tripping it so here's the infodump on what i did to the stages so far: in addition to the spoiler notes, the update...
  3. Rev_an

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

    anybody want to figure out if the moded patches work on console?
  4. Rev_an

    Program G1CO import/export addon for blender

    this tool makes collision mesh editing ludicrously easy and the game is letting me get away with all sorts of horrible things to get that douglas memorial mod working. some tips/things to look out for with doa 6 (can't speak to other koei games but these tools might work on their colmeshes)...
  5. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    oh whoops, 3 weeks later: turns out stage modding is really powerful so that's going to be a mid-september release on the gameplay patch, but the good news is it'll come with several stage mods including the massive expansion of memorial you can check out now in the stage mods thread, the...
  6. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    you may be interested in the expansion of douglas memorial. oh and WIP stands for "work in progress".
  7. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    what do they miss about it in particular? Fatal rush creates some balance problems (easiest one to see is juggles after a wallsplat on lots of characters) and finding sensible hit reactions for them in stun would eat quite a bit of time i'd rather put towards stage mods or making boss raidou...
  8. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    nothing to add yet, i'll post something when there's a dev build
  9. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    update 3 will probably be this month, maybe six weeks or so if there's problems or we figure out something else on the scale of stage mods. in the meantime... hey check out these redelbe-required functional stage mods,! it's not clear if these will need to stay a redelbe thing or if we can...
  10. Rev_an

    updated 20th august - functional stage mods (redelbe)

    using the loverslab tools you can rip the g1m files from FieldEditor4 with qrdbtool and convert them into 3Dmigoto format with g1m tool (export with vgmap probably helps things look nicer) and then use ausgeek's blender importer for .vb/.ib to get all that stuff into blender. here's part of...
  11. Rev_an

    updated 20th august - functional stage mods (redelbe)

    we have some ability to mod stages for gameplay now via redelbe and some new dev tools from @AlexXsWx these mods are technically independent of my gameplay mod but they will cause desyncs if you don't match your opponent so I'm going to be mildly cautious and (for now) stick to the stages that...
  12. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    oof jumping the gun there by a few years. I don't think anybody knows anything about stage geometry yet. glad you like what we have so far, just uh don't hold your breath on us doing anything about walls, ceilings, terrain deformation, objects, or danger zones
  13. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    version 2.75 is up on the first post, no gameplay changes but command list entries for all the new moves are in (except some of christie's stance transitions from retail strings) and as a bonus/out of laziness I also added preview entries for the new moves I will be adding in update 3. Please...
  14. Rev_an

    Release Hitbox viewer + file swapper + more

    in a couple months probably, unless you want to write the js yourself. Since the files for the combos are completely separate from what I'm doing over there any custom combo stuff doesn't have to be on the same schedule (or even *for* 6++ for that matter, y'all can make double breakblow combos...
  15. Rev_an

    Release Hitbox viewer + file swapper + more

    editing combo challenge is pretty straightforward, i'd love to see people make and share those but maybe we need a gui or webapp to make that more accessible.
  16. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    no gameplay changes today, which is why it's not getting edited into the first post. the most recent critical stuff is just the supplement in the first post. The listed characters from earlier today should have their new moves listed in the menu and command training mode (except christie's...
  17. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    yeah it seems playable at least, and it wouldn't even be the worst stage in 6. the texture weirdness also seems less bad in real play than in training mode where i was deliberately making the biggest mess i could in whatever buffer it doesn't clear properly.
  18. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    update 2.75 (or later) obsoletes this, get the latest build at the beginning of this thread. here's a non-gameplay partial update: Partial command training drop-in files for 2.5 EDIT: now also rachel, lisa, leifang, rig, raidou, and a .g1t file for redelbe users to put in [REDELBE\ScreenLayout]...
  19. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    Alex figured out stage-select mods, which is probably more of a "for later" thing than a now thing since the memorial isn't very good and the other "sub-stages" are full of no-collision geometry, slopes that are too steep to play well, and objects that fully block the camera because they don't...
  20. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    Thanks, glad you're having a good time. Ground game: I think the sweet spot for forcetechs is 1.5 ground hits... but that's impossible to do. 6's ground game was bad in part because the double guess situation was weighted too much in favor of the player on the ground, but at the same time...
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