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  1. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    that probably doesn't do anything too crazy. might leave 4h+k flipping since it's way easier to get though. since you like teleports, I do think I have a fair implementation of 236H·66 for him
  2. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    nothing super specific. i worked out how to make phase 4 have all three teleports from every tp move but it's probably unbalancable some more new old moves i didn't get to yet, tamaki probably needs a couple more moves, maybe a 1pk or 4pp using momiji stuff she has access to if it looks ok...
  3. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    update 2.5 is live, made some collider edits and tweaked hayate's new stuff a little. changed pushcapsules on everybody, fixes various issues changed neutral hurtcapsules on most light and midweights to probably be like doa 3 changed hayate 6pp back hit to not apply to stun (might extend this...
  4. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    in the doa 6 game folder, rename d3d11.dll to d3d11.dll.off, windows will yell at you but it's fine, and then un-rename it to turn the mod back on edit: going to have a more user-friendly way to do this with 2.5 in a few days
  5. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    I have some very rudimentary animation editing now, via some conversion tools and blender stuff i barely understand: tamaki's 4k with an second extra (non-mechanical, but adding a second set of active frames would be easy enough) kick that doesn't look very good because i was sloppy...
  6. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    https://cdn.discordapp.com/attachments/857985276692529162/1094734763144785950/momiji_izuna_works_idk.mp4 finally fixed momiji's camera problem, (don't worry about the hurtboxes, that array is koei's fault and fine on everybody else. she'll continue to use my hand-made neutral hurts)
  7. Rev_an

    Dead or Alive 6 ++ Update 2 Released

    doa 6++ currently does not require redelbe and doesn't have its own way to perform costume swaps, but i could see putting together a set of "recommended" costume and UI mods... the costume numbering in the game files is kinda jacked up so it wouldn't surprise me if we could do some database...
  8. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    If somebody wanted to contribute a lot without writing any code or dealing with hex editors, getting us in touch with somebody who knows more about the .g1a animation format would help a ton. maybe the modding communities for other modern koei games have discovered things about the .g1a file...
  9. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    i'm changing a bunch of colliders in in the next update but if you've got a specific example of tamaki's KP having problems i'll look at it. kasumi 7P has some sauce on it that makes it go through the opponent to look cool at certain distances and i don't think i can mess with that without...
  10. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    yeah glad you're liking it, thanks. i think a lot of that solidness is just DOA being good and not needing so much extra. i'll eventually do some work on launch heights and such to help break up max damage, wall carry, oki and stage control a bit more, and hopefully that'll bring some purpose...
  11. Rev_an

    import moveset from dead or alive 5

    that's not currently possible. naotara's (and leon, ein, gen fu, the VF characters, nicole, and neutral jumping) animations and such aren't in the doa 6 game data, and the file formats used by the game changed between 5 and 6. At best we could put her move properties onto somebody else but it...
  12. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    update 2 is live
  13. Rev_an

    he's got offensive holds but i could consider doing what i did for raidou's parry reusing break...

    he's got offensive holds but i could consider doing what i did for raidou's parry reusing break hold and limiting it to only some kinds of strilkes but making one where he gets anything would be much much harder. i do have sidestep 6T coming back, maybe that helps?
  14. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    did a short stream of the function test, have some stuff to address as now marked in red or yellow in the issue tracker. the kokoro guard cancels are interesting https://clips.twitch.tv/CautiousWiseDeerTakeNRG-FPx8T-zppryrAq-z
  15. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    i think i'm building it tonight. i have to flip a couple bytes to add tracking to some (i think only three) old moves that didn't get it during doa d -> doa 5 development and then go through all ~90 line items to make sure the new changes actually take, and see who isn't too busy getting ready...
  16. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    you're not the first to mention it but I can't really tell what's going on mashing buttons in primal fury. This game is pretty incomprehensible so far in a way that tekken, MK, pit fighter, tao feng, and so on weren't. no tutorial because it's a 20 year old fighting game of course, so even if i...
  17. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    i'm the second most knowledgeable person about those internal workings outside of people who worked on the game and despite that have repeatedly referred to myself as a "script kiddie". I'm the only person in the world who knew how to make that bass clip when i made it and being able to do that...
  18. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    that leifang stuff gets kinda ugly. you don't need to hexedit anything to see when it would hit and estimate how that would look. it's tough to add bounds without taking the old one away, it's tough even if you do... k h+k would be much easier to get on heavier characters than 1pkk, for...
  19. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    uh sure it's the holidays, i can drop some previews John Carpenter's The Thing is a christmas move, right? obviously whatever JRPG monster this is wouldn't be usable but DOA modding is ahead of some of the other KT games and they can't easily just pick out the humanoid animations from the...
  20. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    yeah old properties are fair game if they didn't pull a kokoro 214p/236p or ayane 3h+k on the moves and the old values were reasonable. i just gotta find stuff like 64P and it's not always easy. 2/10, do better.
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