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 gameplay build Beta Update 3 2023.09.16: download
This is actually 3a now, i fixed several command training issues and adjusted some none-gameplay stage stuff:
U3 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.
Latest gameplay build Beta Update 3 2023.09.16: download
This is actually 3a now, i fixed several command training issues and adjusted some none-gameplay stage stuff:
new chinese festival stage "Damage" has some visual walls (the collider didn't move)
unforgettable upper removed an out of bounds wall around hot zone that had some parts that would block camera in the hallway.
chamber of potential lowered the visual ceiling to cover a gap
unforgettable upper removed an out of bounds wall around hot zone that had some parts that would block camera in the hallway.
chamber of potential lowered the visual ceiling to cover a gap
U3 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
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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