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  1. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    https://steamcommunity.com/groups/DOA6PlusPlus BeeLy1011 was kind enough to make a steam group, i figure that's probably a convenient way to find matches if a bunch of us join rather than being scattered in a bunch of discords and whatnot.
  2. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    in a "call an amulance... but not for me" moment, the buffer bug is turning out to be not difficult to avoid dead input and some of the buffer skips (BS) are beneficial. it's not nearly as flexible as FSDC (search the 5lr forum if you don't know what that is) but it's way easier to do, at the...
  3. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    burst is dead in the water, the four moves that have the magic to do different things in neutral and stun induce a bug where strings can skip moves and the buffer is much tighter sometimes for no discernable reason. can't really make the burst move playable or not ugly in neutral and if there...
  4. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    getting ahead of ourselves a bit because somebody couldn't wait to tweet about it, I'll post about the interpretation of critical burst i've managed to cobble together. this is something i had thought about in a "what if" sort of way years ago but some recent public discourse about 6 being worse...
  5. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    the inputs for fatal rush, break hold, and breakblow are disabled in the moveset data and removing that stuff is the point of all this. If you're trying to use the hitbox viewer with the vanilla gameplay most people are probably better off running 6-- (uninstall 6++).bat and downloading the...
  6. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    i don't know what that is, here's some details from Alex when someone else mentioned codex that may be relevant to you: aside from game version and d3d11.dll conflicts i'll mention that Core Fighters is free on steam and all the mods, netplay, and steam things work with it.
  7. Rev_an

    DOA6 Detailed Input Commands Dump

    while crouching k. maybe that's some "show the move ID" shit? there's debug shit for the static object collisions that idk how to turn on but we see evidence of it in qrdb tool and the stage db stuff
  8. Rev_an

    DOA6 Detailed Input Commands Dump

    weird, there's a different way to do this i think, there's a different thing checking the hit reaction move ID (which is how i did the bt juggle izuna) also if there's a crit stun chk on the input side i can do something funny
  9. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    the flagged file is d3d11.dll which has not changed since whatever the last update alex did when he and I started modifying outgame stuff. if the copy of it you already have is recent enough to enable the stage select modification. which it is because you previously asked about the stages, then...
  10. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    5.1 download is up patch *notes* html file is included with the mod download, you can bookmark it in your browser if you want. supplemental notes for 5.0h-> 5.1 scroll up a couple messages. new uninstaller script needs to be run from the doa 6 game folder. i remembered to include the key...
  11. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    5.1 will be up this week, just have to write the patchnotes and double check a couple new stage collision injections. There will indeed be more stage stuff, Seaside Eden expansion, Forbidden Fortune 3 rework, and new out of bounds shenanigans on Lost Paradise are all done enough for public play.
  12. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    I have coded the following moveset (and menu) changes. there might be some more stage stuff, at a minimum the very bright light on forbidden fortune has been removed. edit: march 11th, i think i verified all that, also added stage stuff. Version numbering is pretty arbitrary, idk what will...
  13. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    they're extremely buggy with the camera movements, clipping through walls, and several other issues like all the new characters not having one. it's easy enough to look at one but they're in no state to be usable in real gameplay even if you wanted them (which i do not). None of the systems...
  14. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    those CF3 walls use one of the effects from ZERO, my best guess for a conflict is if you have a file like Envs_S0301CRM_env.motor.kidsscndb.kidsobjdb changing the stage lighting or environment. those mods are pretty early and nobody accounted for the lighting system having separate entries for...
  15. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    5.1 should be ready for testing in a couple weeks and public early March, depending on tester availability. Moveset/gameplay changes are all low-risk, mostly tweaks to some bt juggle hits, so i'm not expecting any big problems. on the technical side: I've (probably) fixed the VS crash issue...
  16. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    is the second message in this thread deficient?
  17. Rev_an

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

    Starting to look into the ENVS files that control lighting and some weather: kidsobjdbconv has the best propname decoding but the float inaccuracies and not being made for doa6 might cause issues alex's tool has more accurate floating point conversions and some cross-referencing (x value might...
  18. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    sorry that ended up being too hard to maintain as the the mod features expanded. It's technically possible to hot-swap versions but it's complicated to do and even worse to automate. I may do a new script in the future but it'll be a delete-only because that's much easier to code and won't get...
  19. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    this is the patchnotes again but in an html file that'll open in your browser and should be infinitely more readable than the pastebin. the section headings and character names are hyperlinks so you jump to and from the index at the top rather than scrolling forever looking for something...
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