we have very different definitions then. i see a lot of floating feet, heads that look too big, model deformation, and a general wrongness that I did not see with the more robust bone tools we had for 5LR.
swaps like this that aren't messed up are the ones where the models and skeletons were...
yeah maybe eventually. The game can still handle overkill (survival mode, doa quest) but iirc we don't have all three of the camera fix, enabling controls, and the match script proceeding into the next round or win screen. We looked into this a little a couple years ago when Alex was still...
off topic but no, I don't remember how meter works. I do know we never had arbitrary control over gain rate, conditions, nor costs. I have explained my analysis of the meter system several times in great detail previously, I am not going to investigate it further, and I will not acknowledge...
I'm 99% committed to the following system/all characters changes. Some character specific stuff needs to get through playtesting and I could spend infinite time on the stage mods but i'll try to get that wrapped up within 3-6 weeks.
changed back-hit knockbacks to a different animation that...
they could delete the meter mechanics, fatal stuns/rush, and juggle bounds with genuinely minimal effort, call it "DOA6 Hardcore" and print money, but that would require admitting a mistake and companies don't like to do that.
ehhh few more weeks on that, don't want to promise anything i end up cutting
yeah there's even a bunch of extra visual buildings in the data too, maybe those were in some cutscene like the moat in the first story movie in douglas memorial. not sure if that area or the street on throwdown ever...
u5 playtests are under way. still no exact eta but still feeling like "this year" is reasonable, definitely not gonna be next month.
https://clips.twitch.tv/ApatheticOddPotatoYouWHY-cK2KhQZEU0nxrqo6
dunno haven't tried. I did successfully change the pirate wall and the generic destruction objects, but I didn't have any luck changing the rumble dz.
you'd have to figure out where the wall override gets the move ID it uses, and there's a few layers going on there with the side wall, the...
uhhh uncheck them in the random filter ¯\_(ツ)_/¯
i didn't (and can't with current tools) do anything with the online i have no idea what you're talking about with that? ironically the only possible thing that could affect netplay from me is stage mods removing stuff, like on forbidden fortune...
yeah i've done a redesign of that one with new geometry for the floor because we had some people getting frame lag on it and the dangerzone floor mesh from unforgettable is needlesly complex. The custom mesh has about 10 meters in the safe area rather than 6.
unfortunately i've also figured out...
douglas memorial netplay lag should be fixed for more people (if not everyone) with the next update. turns out 10kb still makes a difference.
that stage has a couple more minor visual improvements i want to make, i've got the miyabi expansion most of the way done, and i'm maybe half done making...
no you're probably fine, the in-game version number is for AlexXsWx's dll file that injects the moveset data rather than the gameplay changes. Apologies for the confusion, it's just a bit unwieldly to put all of "REDELBE 3.0 6++ v2.08a #8 g4.1" or something in the title, especially when the mod...
lol.
i don't know everything about the launch parameters but i have enough to tweak bt hit reactions to account for the hurtbox differences and make sure doa 1 back hit juggles don't wreck everything.
i don't have time to maintain one, and like 5 or 6 people i know of aren't in any of the doa discords i'm in. we're mostly all steam friends with each other but sometimes you'll get someone in the FSD discord or hoodless's server. maybe a steam group would be a good idea.
one of the...