Advertisement
Revenant100

Doom 2 Minor Sprite Fixing Project Changelog v1.2

Jan 1st, 2013
145
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.44 KB | None | 0 0
  1. Doom 2 Minor Sprite Fixing Project Changelog
  2. 11/28/12 - Preliminary release
  3. 12/7/12 - 1.1 Release
  4. 1/1/13 - 1.2 Release
  5.  
  6. Zombie Man
  7. - Adjusted sprite offsets during gibbing frames.
  8. - Filled in erroneous transparent pixels in 3 frames.
  9. - [1.1] Renamed walking frames so the leg positions properly mirror in walking rotations. Gun still doesn't correctly mirror.
  10.  
  11. Shotgun Guy
  12. - Adjusted sprite offsets during shooting and gibbing frames.
  13. - [1.1] Renamed walking frames so the leg positions properly mirror in walking rotations. Gun still doesn't correctly mirror.
  14.  
  15. Heavy Weapon Dude
  16. - Adjusted sprite offsets during shooting, pain, death, and gibbing frames.
  17.  
  18. Imp
  19. - Adjusted sprite offsets during walking, shooting, pain, and gibbing frames.
  20. - Restored missing rotation angle sprites for the Imp's walking animation taken from alpha 0.2. Additionally, fixed the walking frames in one of these restored angles as the sequence was incorrect in the alpha.
  21. - Restored missing rotation angle sprites for the Imp's shooting animation taken from alpha 0.5.
  22. - [1.2] Adjusted sprite offsets during final death frame.
  23.  
  24. Demon
  25. - Adjusted sprite offsets during attacking, pain, and death frames.
  26. - Restored missing rotation angle sprites for the Demon's walking animation by mirroring existing graphics. This is exactly how id would have done it.
  27. - [1.1] Removed the additional mirrored walking frames I had included and instead renamed the existing walking frames so that they properly mirror in rotations. The end result is completely identical and saves a little space.
  28. - [1.1] Adjusted sprite offsets during walking frames.
  29. - [1.1] Further refined sprite offsets during attacking and pain frames.
  30. - [1.2] Further refined sprite offsets during walking frames.
  31.  
  32. Lost Soul
  33. - Adjusted sprite offsets during walking, attacking, and death frames.
  34. - [1.1] Adjusted sprite offsets during pain frames.
  35. - [1.1] Further refined sprite offsets during walking, attacking, and death frames.
  36.  
  37. Cacodemon
  38. - Adjusted sprite offsets during walking, shooting, and death frames.
  39. - Filled in erroneous transparent pixels in 3 frames.
  40. - [1.1] Further refined sprite offsets during walking, attacking, and pain frames.
  41.  
  42. Hell Knight
  43. - Adjusted sprite offsets during attacking frames.
  44. - Fixed the Knight's hooves suddenly turning grey like the Baron's during his attacking animation. They're now properly recolored to brown.
  45. - Fixed small bright patch inexplicably appearing during the final death frame.
  46. - [1.1] Further refined sprite offsets during attacking and pain frames.
  47. - [1.1] Fixed the Hell Knight's hands being darker than intended in 38 frames. This was a side effect of his pants being darkened and the affected portion inadvertently extending too far.
  48. - [1.1] Fixed some errant pink pixels left over from the Baron.
  49. - [1.1] Fixed gore chunk in death animation being colored blood red instead of flesh-toned.
  50. - [1.2] Redid the coloring of the Hell Knight's hooves during his attacking animation.
  51.  
  52. Baron of Hell
  53. - Adjusted sprite offsets during attacking frames.
  54. - Restored missing rotation angle sprites for the Baron's walking animation taken from alpha 0.2. Additionally, darkened the horns and hooves of these alpha sprites in order to match the finished sprites.
  55. - Fixed the Baron's horns and hooves suddenly becoming brighter during the second frame of his attacking animation. This was a leftover from the alpha.
  56. - [1.1] Further refined sprite offsets during attacking and pain frames.
  57. - [1.1] Fixed pants becoming darker during death frames.
  58. - [1.1] Fixed brown pixels from the Baron's pants appearing on his torso in 8 frames.
  59. - [1.1] Fixed gore chunk in death animation being colored blood red instead of flesh-toned.
  60. - [1.2] Replaced many of my manual sprite edits with sprites found in the 1.0 Shareware version. The previously mentioned brighter hooves and darker pants are now fixed using completely official artwork that was inadvertently broken in some update.
  61.  
  62. Arachnotron
  63. - Adjusted sprite offsets during walking and shooting frames.
  64. - Filled in erroneous transparent pixels in 15 frames.
  65. - [1.1] Adjusted sprite offsets during shooting and death frames.
  66. - [1.1] Further refined sprite offsets during walking and pain frames.
  67. - [1.1] Renamed walking frames so that they properly mirror in rotations.
  68.  
  69. Pain Elemental
  70. - Adjusted sprite offsets during walking, attacking, pain, and death frames.
  71. - [1.1] Further refined sprite offsets during walking, attacking, pain, and death frames.
  72.  
  73. Revenant
  74. - Adjusted sprite offsets during walking, punching, shooting, pain, and death frames.
  75. - Removed leftover line of garbage pixels in 1 frame.
  76. - [1.1] Further refined sprite offsets during walking frames.
  77. - [1.2] Further refined sprite offsets during shooting frames.
  78.  
  79. Mancubus
  80. - Adjusted sprite offsets during shooting, pain, and death frames.
  81. - Removed leftover garbage pixels in 2 frames.
  82. - [1.1] Renamed walking frames so that they properly mirror in rotations.
  83. - [1.1] Adjusted sprite offsets during walking frames.
  84. - [1.1] Further refined sprite offsets during attacking, pain, and death frames.
  85. - [1.2] Further refined sprite offsets during pain and death frames.
  86.  
  87. Arch-Vile
  88. - Adjusted sprite offsets during attacking, pain, death, and resurrection frames.
  89. - [1.1] Adjusted sprite offsets during walking frames.
  90. - [1.1] Further refined sprite offsets during pain and resurrection frames.
  91.  
  92. Spider Mastermind
  93. - Adjusted sprite offsets during shooting and death frames.
  94. - Removed visible Cyberdemon hooves in the explosions during the death animation.
  95. - [1.1] Adjusted sprite offsets during walking and pain frames.
  96. - [1.1] Further refined sprite offsets during shooting frames.
  97. - [1.1] Renamed walking frames so that they properly mirror in rotations.
  98.  
  99. Cyberdemon
  100. - Adjusted sprite offsets during shooting, pain, and death frames.
  101. - Filled in erroneous transparent pixels in 6 frames.
  102.  
  103. Wolfenstein SS
  104. - Adjusted sprite offsets during walking, shooting, pain, death, and gibbing frames. These offsets (except for the gibbing) are based on actual the Wolfenstein 3D sprite offsets, so they're as authentic as can be.
  105. - Removed purple pixels in 2 frames left over from conversion process.
  106. - Added missing rotation angle sprites for the SS's shooting animation.
  107. - [1.1] Replaced firing rotation sprites with better versions.
  108.  
  109. Player
  110. - Filled in erroneous transparent pixel in 1 frame.
  111. - Fixed gun suddenly becoming brighter during final gibbing frames.
  112.  
  113. Other Things
  114. - Barrel: Removed visible Cyberdemon hooves in the final explosion frame.
  115. - Megasphere: Removed some odd green pixels in 2 frames.
  116. - Hanging Corpses (all types): Extended the ropes/chains of these props so that they actually connect to the ceiling.
  117. - [1.1] Small Blue Torch: Fixed wood shifting in one frame (SMBTA0).
  118. - [1.1] Red and Yellow Keycard: Shifted both one pixel so that they are perfectly centered. They now much the offsets of the Blue Keycard.
  119. - [1.1] Berserk Pack: Adjusted sprite offset to match Medikit. Their sprite offsets matched in the press release beta, so it's likely they just forgot to alter the Berserk Pack as well when they changed the Medikit.
  120. - [1.2] Pool of blood decorations: Shifted sprite offsets upwards so these objects no longer appear to be sunken underground.
  121. - [1.2] Baron/Knight Fireball: Adjusted sprite offsets of projectile explosion so that it does not appear below the point of impact.
  122. - [1.2] Revenant Rocket: Adjusted sprite offsets of projectile explosion so that it does not appear above the point of impact.
  123. - [1.2] Mancubus Fireball: Adjusted sprite offsets of projectile itself to smooth out transition between rotations.
  124. - [1.2] Boss Spawn Cube: Adjusted sprite offsets to make the rotating animation smoother.
  125. - [1.2] Made minute sprite offset adjustments to the following: Blood puff, Cacodemon fireball explosion, teleport fog, Arachnotron plasma ball and explosion, Plasma Rifle projectile explosion, and BFG ray explosion.
  126.  
  127. First Person Weapon Sprites
  128. - Restored uncropped Fists, Pistol, and Shotgun sprites taken from the press release beta. The cropped portions still aren't visible, but why not include them anyway?
  129. - [1.1] Centered offsets for the Shotgun, Super Shotgun, Chaingun, Rocket Launcher, Plasma Rifle, and BFG.
  130. - [1.1] Super Shotgun: Removed erroneous brown pixel from idle frame. This was a leftover of Doom Guy's glove.
  131. - [1.1] Super Shotgun: Extended Doom Guy's arm in one reloading frame so that it reaches the bottom of the screen. This change is only visible in widescreen resolutions.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement