Release 6++ Gameplay Overhaul - Skies Of Vengeance 4.1 hotfix

Rev_an

Active Member
Can you atleast fix that ugly looking ass UI in that clip? What's with that particular font?

there's nothing wrong with goudy medieval but I don't think we can do anything about the dropshadows. you'll see shadow if you look closely at the eyes portrait mod too.

if you can trick the game into thinking you're player 3 or 4 i think you'd get a yellow or green one but it's entirely possible the code to use those assets never got in.
 

Rev_an

Active Member
lol whoops, had to do a patch

stages: no changes

characters:
zack - re-added 236p+k
momiji - removed critical burst logic on 46p
 

Rev_an

Active Member
Having a weird bug with Rachel's and Tamaki's voices sounding so much louder than the rest of the casts
6++ doesn't currently change anything with any of the voices, maybe you installed a separate mod or maybe the mixing is just bad ¯\_(ツ)_/¯
 

Rev_an

Active Member
Is there a discord for me to find matches?
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 "eventually" things on the list is writing an actual launcher and then people could add that exe to steam like you do with emulators and then the steam social integration could actually say 6++ instead of being indistinguishable from retail players.
 

Kikouken

New Member
really liking the way that looks for BT. Not just for height, but an aesthetic throwback too.

btw, figured out my sound "issue" on those specific character voices being too loud. I had all my sounds turn up to max in options, turning back to default fixed it. lol
 

Alicekami

New Member
heya, wanted to download the latest version but it seems the download link os broken. at least when i click on the link which leads to discord it says "This content is no longer available."

can you please reupload it?
 

Rev_an

Active Member
heya, wanted to download the latest version but it seems the download link os broken. at least when i click on the link which leads to discord it says "This content is no longer available."

can you please reupload it?
of course

OP link is now mediafire, hopefully that's more permanent
 

ALAensland

New Member
REDELBE is now required: download (hosted on game banana) if you were using costume, UI, and/or weather mods you already have it.

Delete any .g1co and .g1m files in REDELBE\FieldEditor4 you should only have cosmetic mod files (probably just *.g1t) in there after update 4

Delete the contents of
REDELBE\KIDSSystemResource before installing this update, we're not using the O_whatever.kidsobj anymore and toggling stage mods now requires restarting the game.

DO NOT delete
FieldEditor4.rdb.bin69 or FieldEditor4.rdb when switching versions, they don't change the base game at all.

Latest gameplay build Beta Update 4.1 hotfix: download 11 january 2024 (if you had update 4 you just need to replace the mod folder, updating from 3.x follow the above instructions)

hotfix changes: zack 236p+k back in, unintended stun threshold properties on momiji 46p removed.

U4 patchnotes: link

errata: diego 3k6k was removed on purpose and shouldn't be in the notes





for the stage mods see: here initially and here for update 4

Redelbe 3.0: download (hosted on game banana)

briefly: stage mods require redelbe because it's easier, swapping some files in the KIDSSystemResource database for ones in redelbe's subfolder on-load. We used to also swap into FieldEditor4 but that caused some issues for international users so all the modified assets that used to be swapped from there are now injected with alex's patch tech.

stage mods are mostly on a "playable alpha" state so please report any walls you clip through, foreground objects blocking the camera, framerate slowdown, etc. Some cosmetic stage mods change the transparency of some objects and I can't really account for that. Lighting mods may be incompatible with new stages, or they might drastically improve them but all of them are created assuming default ENVs and object transparency.

known bugs:
douglas memorial netplay works for some people and not others. maybe related to graphics cards but who knows.
loading new stages in VS is a little funky sometimes, they don't clear the previous start position index so you might have round 1 in a weird place. use winner stays or one of the other rematch options to avoid the issue completely.



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 right-click create shortcut. 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.


I'll try to make a better version of this, if you have the scripts they'll still function, otherwise rename the d3d11 application extension and the redelbe subfolder KIDSSystemResource to toggle the mods


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.


thank you!!
 

MrAbyss

New Member
Hello, love the work you are doing. I've played some of the earlier versions and they are popular with my friend group.

I recently tried to update, but when I dragged the files into the root folder and overwrite, the home screen still shows 6++ v2.08a #8. Am I doing something wrong?
 

Rev_an

Active Member
Hello, love the work you are doing. I've played some of the earlier versions and they are popular with my friend group.

I recently tried to update, but when I dragged the files into the root folder and overwrite, the home screen still shows 6++ v2.08a #8. Am I doing something wrong?
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 tools aren't getting updates.
 

Rev_an

Active Member
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 the roadrage out of bounds area with the tents and the big round tanks into a stage. not sure how to integrate that since there's no separate ID for it like the other added stages, either that'll just be a layer 2 mod at first or i'll fully swap out roadrage itself temporarily if we like it enough in testing.

the doa 1 back float overhaul is coming along quite well, update 5 should be out this year, maaaaaaybe by fall if everything goes really smoothly and testers have good availability.
 
The DOA6++ stage mods are really cool.
But...
I have a problem with the DOA1 Danger Zone stage recreation on Chinese Festival.

As you can see here, the safe area in the middle is BIGGER.
It's better to have only a little bit of explosive patches.
 

Rev_an

Active Member
The DOA6++ stage mods are really cool.
But...
I have a problem with the DOA1 Danger Zone stage recreation on Chinese Festival.

As you can see here, the safe area in the middle is BIGGER.
It's better to have only a little bit of explosive patches.

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 that the various on-hit effects can only be attached to objects in the substage that already uses them, so the floor can't explode and the walls on Skies of Vengeance can't spark unless somebody ports those stage objects into different slots which load those effects (or somebody figures out where the gimmick list is and...). Maybe someday if there's ever an offline and we can use REDELBE's random stage mod option to double up e.g. the muscle and skies.
 
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 that the various on-hit effects can only be attached to objects in the substage that already uses them, so the floor can't explode and the walls on Skies of Vengeance can't spark unless somebody ports those stage objects into different slots which load those effects (or somebody figures out where the gimmick list is and...). Maybe someday if there's ever an offline and we can use REDELBE's random stage mod option to double up e.g. the muscle and skies.
What do I tell someone who says they do not want the extra stage slots?
How do I separate the improved online performance you added but remove the stage mods?
 

Rev_an

Active Member
What do I tell someone who says they do not want the extra stage slots?
How do I separate the improved online performance you added but remove the stage mods?
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, although mostly I've just been adding objects.
 
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, although mostly I've just been adding objects.
Is it possible to replace DOA6's wall game with DOA2U's?
Example: Hitting someone into the wall during a juggle will cause the wall slump instead of sliding off the wall to be able to use a comeback kick on wakeup.
Do you know?
 

Rev_an

Active Member
Is it possible to replace DOA6's wall game with DOA2U's?
Example: Hitting someone into the wall during a juggle will cause the wall slump instead of sliding off the wall to be able to use a comeback kick on wakeup.
Do you know?
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 toggle for wall fall or wall stagger, the wall type override for half/full/rope/electric/electric rope/explosive wall types, and the override that activates stage gimmicks on-splat (and make side-walls not trigger them if that's possible)

there's also a face-first wallsplat, and two upside-down splats for certain situations, so there's a lot going on there.
 
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