Release 6++ Gameplay Overhaul - Update 3.0 - Even more stages!

Rev_an

Active Member
DOA 6++ is still a beta, i'm targeting update 4 for "not beta" for whatever that's worth with modern conceptions of software development.

Latest build Beta Update 3 2023.09.16: download

Note that some command list entries won't work because I cut the moves late. Mostly affects diego and nico.

patchnotes: link
note the document incorrectly says update 2 on it because i was impatient while copyediting.



for the stage mods see: here pastebin wasn't happy about something

briefly: stage mods require redelbe, use the .bat scripts in the download to toggle them off or on, and you can do that with the game running. The random filter is on your own though due to a limitation of how we mod the menu to make them selectable.

stage mods are on a "playable alpha" state so please report any walls you clip through, how distracting the foreground objects are, framerate slowdown, etc. Some cosmetic stage mods change the transparency of some objects and I can't really account for that but in general any foreground camera blocking should be extremely limited.



For windows users who want to switch between modded and unmodded play I've created a batch script (Launch 6++ and auto-deactivate when done.bat) that automates toggling the functional portion of the mod, just put that file in the doa 6 game folder with the other mod files, double click on it or drag "Launch 6++ (shortcut).lnk" to your desktop and double click on that yeah windows is dumb. (or right-click create shortcut on the .bat if the .lnk doesn't work because windows is dumb). It'll start the game, open a text window that checks whether the game is running (so leave that in the background), and then when you close the game it'll deactivate the mod automatically after 10-15 seconds when windows is done with all the technical stuff.

Once you've launched 6++ with the launcher script once, running doa 6 through steam or the normal desktop shortcut will always launch unmodded. I may do some extra work later to make the script into an executable that you can side-load into your steam library but windows doesn't like unknown unsigned .exe files and neither should you.



Alex's moveset swapper thread which enables this project to exist. Check out his readme for the advanced functions included with the mod, especially useful in training mode.

Issue tracker: deprecated for new release and i wasn't maintaining it consistently, sorry.

here's a youtube playlist of other peoples' mod gameplay and combo videos.

version updates of the mod generally breaks replay playback. The meat of replay files are mostly inputs and timings so if you change what the inputs do or when a player is allowed to press you'll get some inaccurate mess, keep a backup of old versions if you want to see old replays i guess.

if you're using costume mods you might get some non-gameplay affecting misalignments of the model and colliders, i'm looking at some ayane costume somebody ported or remade manually from 5 and some of the limbs are a little too big. Doesn't affect the collider placement but you might see something incorrectly appear to hit when the model is bigger than the hurtbox (this could happen with unmoded costumes, the capsules are sized to a swimsuit costume not the clothes, so "hitting" jann lee's pants usually won't count). Refer to the colliders for any questions about something hitting or not hitting.


Big thanks again to AlexXsWx for making all this in particular possible, as well as proofreading, and turning some of my more complex logic into efficient code (that's why this is like a week early lol)

More generally (one credit category per person):

The shoulders of giants we stand upon: Gultigargar, Ponton, UsagiZ, Grap3fruitman, Wazaaaaa and others over the years dissecting the game data and documenting previous games.

Hoodless, Killy, Gill Hustle, magicdeathgun, Crapo, Emann and others playtesting update 1.

All the players on the initial release who downloaded this thing, and especially the ones who kept playing it and reported issues.

Lots and lots of people pointing out new old moves or making actionable suggestions. There's still old stuff to add so keep those ideas coming, even if they're not directly practical we can try to do something about the root issue.

Content creators like Emery, Rikuto, Aquatwister and even the quality trolls like Lopedo.

and Perfectdark and Z-hime for making 6++ specific UI options for people on the ++ only life.


 
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Rev_an

Active Member
copy the contents of the zip to your doa 6 game folder, making sure to replace the old .ini file, old .dll, and old \mod\replacements\*.bin files if those were present.

new installation: open your steam library

extract or copy the files to the doa 6 game folder
NhmS9mv.png


If you want to turn the mod off, launch with the .bat script included in update 2.5 or higher. (note that the mod download defaults to "on" so you have to use the launcher once or rename the file manually to disable)

stage mods are on a separate script to accommodate non-redelbe users or people who don't like the modded stages, use "6++stagesOFF.bat" and "6++stagesON.bat" to toggle those. you'll have to also do that if you switch between 6++ and retail for a while. maybe someday i'll learn some kind of GUI stuff.

Disabling the mod

1. close the game
2, In the game folder find d3d11.dll (should be near the game exe, look for the logo) and rename it (e.g. d3d11.dll.off, then put it back when you want to get back on the mod)
3, in the REDELBE subfolders, remove all the .kidsobjdb files from KIDSSystemResource and all the .g1co files from FieldEditor4, plus a few .g1m files from that one, match the file names with the 6++ download. any .g1t files in FieldEditor4 are cosmetic and probably didn't come from me.

if you want to use the hitbox viewer or alex's other mod functions with the unmodded game, get the .ini file from his thread's download and make sure you replace it with mine if you want 6++ again (or edit the juggle scaling and break gauge lines every time you swap)
 
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Rev_an

Active Member
Alex's hitbox visualizer has a variety of additional functions, check out his mod thread and download his documentation for the full details, or look at the quick guide included with the gameplay update.

Features such as:

Viewing hitboxes​

Ctrl+Shift+1+2 - toggle display of all colliders

Ctrl+6 - increase opacity of underlay (makes it easier to see on stages like Seaside Eden)
Shift+6 - decrease opacity of underlay

Watch recent hitboxes frame by frame​

Space+6+7 (can hold) - Go 1 frame back in time
Space+6+8 (can hold) - Go 1 frame forward in time
Space+7+8 - Switch back to realtime hitboxes / clear display

I don't know what I just pressed​

Ctrl+Shift+0 - Reset everything back to defaults

Setting up custom reset position​

Easy labbing of wall setups, or even coconut combos
Space+5 - Toggle "use saved position on reset" (off by default, resets back to off every time you exit a fight)
Space+Shift+5 - Save current position
Space+Ctrl+5 - Load saved position

Saving and restoring COM recordings​

You can even edit saved recording as a plain text file to test frame-perfect inputs
Space+Ctrl+Shift+1 - Save COM recording
Space+Ctrl+1 - Restore COM recording


This list is not exhaustive, see README.txt in the hitbox viewer's standalone download for more information
 
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Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Mai 1k, 8p, 6pk, and 6pkp changed to 1.19 oki on juggle hit

Curious your reasoning for 1k and 6pk getting that property. I mean I guess it looks similar to Ayane's 6k2k...

Also means that you'll never see 6pkp do it since there virtually is no way to whiff 6pk in juggle to my knowledge.

Will be interesting to test out.
 

raididiot

New Member
I don't know if it's intentional, but combo throws work a lot differently now? Like, you don't have to wait for the combo throw prompt to appear to continue/escape the throw. As in, if you want to escape a combo throw, just mash T now. Again, not sure if it's intentional but I don't see any documentation on it unless I'm blind.
 

Rev_an

Active Member
I don't know if it's intentional, but combo throws work a lot differently now? Like, you don't have to wait for the combo throw prompt to appear to continue/escape the throw. As in, if you want to escape a combo throw, just mash T now. Again, not sure if it's intentional but I don't see any documentation on it unless I'm blind.
yeah that's complicated why it happened at all and it's why i took down the links to do a hotfix. i think i'll have it back up tomorrow night at the latest. i have some crappy workflow unfortunately that i made for myself so it's not a super quick fix but that's software development. in the meantime you can lab anything that isn't a combo throw i guess.

sorry for the inconvenience.

@Matt Ponton i hate low refloats and you can whiff it on 66T or maybe the egg dz but i'm sure it's never "correct" to do it like that. I could be convinced to change it to just the punches but i have a metaphorical fire to put out so tell me later if it's bad that it's like that.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Kasumi's BT 2P I can understand. But I don't know what the reason for this one is with Mai. Are you also nerfing Hayate and Hitomi's PP2K strings while you're at it?
 

Awesmic

Well-Known Member
Standard Donor
Oh, good. Now Christie won't look possessed when she buffers from DF stance...

And thanks for buffing Tamaki's 9k.
 

Rev_an

Active Member
we've got a code fix, just need to implement it 31 times and then do all the fit and finish, should be back up later today
 

XxNoriakixX

Well-Known Member
Who thought that Kula needed buffs? She already is annoying and undebatably top tier. Some changes really need more player input before their respective implementations. But then, make Ryu's 44P safe, again, to give the move a purpose since we already have a faster anti ss move in 4P and 1P, please, if we are now buffing more top tiers for no reason
(Not meant in a harsh way btw):genfu:
 
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Twin_T

New Member
But then, make Ryu's 44P safe, again, to give the move a purpose since we already have a faster anti ss move in 4P and 1P, please
44P stuns on NH (+24) and as you mentioned, tracks. Plus it's only 1f faster.
-8 on block sounds pretty reasonable imo.
 

Rev_an

Active Member
Who thought that Kula needed buffs? She already is annoying and undebatably top tier. Some changes really need more player input before their respective implementations. But then, make Ryu's 44P safe, again, to give the move a purpose since we already have a faster anti ss move in 4P and 1P, please, if we are now buffing more top tiers for no reason
(Not meant in a harsh way btw):genfu:
kula

the kula change isn't buffing her for the sake of it, we need to find a replacement for the juggle that was depending on some really bad pushcapsule design to work, i'm not married to this specific solution to that problem (and it looks way weirder than I thought it would, ngl) but the other suggestions so far like a 4k 6k situation aren't viable to code up because 4k goes backturned and facing changes mid-amination are really hard to deal with.

i did consult with a tester on a few options, 3p+k actual 6k was my first choice but there are other problems with the alternatives not hitting after 236p 3p+k at all or requiring like 8 active frames to connect, so among her mid kicks (don't want to add a mixup) there just isn't much to work with unless we figure out animation swaps and i decide to require redelbe.
 

Rev_an

Active Member
new download links are up, hopefully we don't immediately find something else broken

make sure you talk to your friends or lobby joiners to make sure everybody has the fixed version of the update
 

Rob

Active Member
Premium Donor
Who thought that Kula needed buffs? She already is annoying and undebatably top tier. Some changes really need more player input before their respective implementations. But then, make Ryu's 44P safe, again, to give the move a purpose since we already have a faster anti ss move in 4P and 1P, please, if we are now buffing more top tiers for no reason
(Not meant in a harsh way btw):genfu:
You either adjust or you switch to a more comfortable playstyle. There are enough guides and characters. That's how fighting games work. Some of you just don't want to work and always try to fault everything other than yourselves.

Life can be hard indeed, so adapt or play someone else xoxo
 

Rev_an

Active Member
You either adjust or you switch to a more comfortable playstyle. There are enough guides and characters. That's how fighting games work. Some of you just don't want to work and always try to fault everything other than yourselves.

Life can be hard indeed, so adapt or play someone else xoxo
i mean that's the fighting game player mindset but it's reasonable feedback to my mind for people to say "i want to be able to do a juggle here" and sometimes that'll be finding something to replace something that got taken away, same as how kasumi's new bound replaces the old one, since a bunch of people got really mad and the people who tried to adapt said it wasn't good enough, so i went through the movelist and tried a few things.
 

Rob

Active Member
Premium Donor
i mean that's the fighting game player mindset but it's reasonable feedback to my mind for people to say "i want to be able to do a juggle here" and sometimes that'll be finding something to replace something that got taken away, same as how kasumi's new bound replaces the old one, since a bunch of people got really mad and the people who tried to adapt said it wasn't good enough, so i went through the movelist and tried a few things.
 
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