ok, ok! Sorry about that but the mod is still shit and bad ass!wildweasel wrote:I could have sworn I already told you what "bumping" means. The next time you post, take a look at when the last post was made. If it is greater than thirty days, then it is better for you not to reply to it.pucy100 wrote:THIS MOD IS BADASS
Cursed: A Heretic mod (update 9/25/10)
-
pucy100
Re: Cursed: A Heretic mod
Re: Cursed: A Heretic mod
Hey guys! I know I haven't posted here in a long while. Things happen, things change, and sometimes its for the better!
I'm still most definitely working on this project. Its just there's a lot to do for one person. It's changed considerably since last I posted.
Here's some screens of the latest changes and progress!
Hack and slash!

Taking aim:

The evil-run ruins of Castle Alunbrach:

Your Stat screen:

Just a little bit better:

You could light a lot of candles with that:

Knight-cicle, anyone?

Triple-threat!

This laser-type weapon is good for knocking back foes:

The church on the other side of the bay:

Direct hit!

New things already implemented:
I'm still most definitely working on this project. Its just there's a lot to do for one person. It's changed considerably since last I posted.
Here's some screens of the latest changes and progress!
Hack and slash!

Taking aim:

The evil-run ruins of Castle Alunbrach:

Your Stat screen:

Just a little bit better:

You could light a lot of candles with that:

Knight-cicle, anyone?

Triple-threat!

This laser-type weapon is good for knocking back foes:

The church on the other side of the bay:

Direct hit!

New things already implemented:
- New experience and levelling system
- Increasing damage
- %chance to do critical hits
- enemies also level up the further you progress (You can still grind previous levels for experience since enemies will slowly respawn)
- elemental upgrade runes for weapons (fire, ice, poison, thunder)
- stat screen showing important info
- new status bar
- 15+ brand new enemies (many are area specific)
- New Dialog system to try and avoid StrifeDialogs (messy and prone to errors)
- New screen for buying merchandise (I need help with this one badly)
- Mapping (i've got 4 maps done, out of 17)
- Some bugfixing with experience system (nothing crippling)
- Music (minor point)
Last edited by ravage on Sat Sep 25, 2010 12:52 pm, edited 1 time in total.
- InsanityBringer
- Posts: 3392
- Joined: Thu Jul 05, 2007 4:53 pm
- Location: opening the forbidden box
Re: Cursed: A Heretic mod (update 9/25/10)
Looking awesome. sky in the second-to-last shot looks a little weird though
Re: Cursed: A Heretic mod (update 9/25/10)
For dialogues, have you looked into [wiki]ZSDF[/wiki]?
Re: Cursed: A Heretic mod (update 9/25/10)
As I think I said before, you have my full permission to use this.New Dialog system to try and avoid StrifeDialogs (messy and prone to errors)
This is looking absolutely spectacular, by the way.
Re: Cursed: A Heretic mod (update 9/25/10)
I looked through that and honestly I can't make heads or tails of it. It also doesn't offer much flexibility as the number of unique dialog sequences I can use (like a different dialog for each actor)Jimmy wrote:As I think I said before, you have my full permission to use this. :PNew Dialog system to try and avoid StrifeDialogs (messy and prone to errors)
This is looking absolutely spectacular, by the way. :D
Re: Cursed: A Heretic mod (update 9/25/10)
Hmm, I thought I'd made it as simple as possible. 
Applying different dialogs per actor is absolutely doable - dialogs are assigned on a per-script basis. Just create an NPC actor in DECORATE, similar to the ones I used in that example map, then give each of those actors a different ThingSpecial in the map, so that each one calls a different script when they're "talked to". The script that gets called then follows the same syntax as one of the example dialogs, that I placed in that map.
Trust me, this ACS-based system is a lot more flexible than the Strife dialog format. But of course, if it's still not quite your cup of tea, I won't force you to use it.
Applying different dialogs per actor is absolutely doable - dialogs are assigned on a per-script basis. Just create an NPC actor in DECORATE, similar to the ones I used in that example map, then give each of those actors a different ThingSpecial in the map, so that each one calls a different script when they're "talked to". The script that gets called then follows the same syntax as one of the example dialogs, that I placed in that map.
Trust me, this ACS-based system is a lot more flexible than the Strife dialog format. But of course, if it's still not quite your cup of tea, I won't force you to use it.
Re: Cursed: A Heretic mod (update 9/25/10)
The new ZSDF should be very flexible, since it can hook with action specials and ACS. Now that it's available, it's probably the simplest option around.
Re: Cursed: A Heretic mod (update 9/25/10)
Oh my god <3
I think I've fallen in love and want your mod's babies right now.
>.> I swear to god this is going to keep me even more occupied than 'Amnesia' that was just released on STEAM...
I think I've fallen in love and want your mod's babies right now.
>.> I swear to god this is going to keep me even more occupied than 'Amnesia' that was just released on STEAM...
Re: Cursed: A Heretic mod (update 9/25/10)
This looks quite ambitious and professional.
Re: Cursed: A Heretic mod (update 9/25/10)
Ok so I've got a question. Is it possible to have a ripping projectile spawn an actor when it goes through a monster? That would be useful for my critical hits as they spawn an actor to let you know it was a crit.
Isn't that still being worked on? Does it have to be compiled too?Gez wrote:The new ZSDF should be very flexible, since it can hook with action specials and ACS. Now that it's available, it's probably the simplest option around.
Re: Cursed: A Heretic mod (update 9/25/10)
It is working and completed, though it can perfectly well get new features upon request. No, it is not compiled -- it's a text lump.
Re: Cursed: A Heretic mod (update 9/25/10)
Ugh, not another Heretic/Hexen mod with Whitchaven weapons. Nevertheless, the rest looks excellent. I look forward to playing it.
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: Cursed: A Heretic mod (update 9/25/10)
Assuming it's still being worked on?Ironbar32 wrote:Ugh, not another Heretic/Hexen mod with Whitchaven weapons. Nevertheless, the rest looks excellent. I look forward to playing it.
- DoomSplitter
- Posts: 273
- Joined: Fri Jul 25, 2008 2:45 pm
Re: Cursed: A Heretic mod (update 9/25/10)
Great, here I actually thought there was an update....Ironbar32 wrote:Ugh, not another Heretic/Hexen mod with Whitchaven weapons. Nevertheless, the rest looks excellent. I look forward to playing it.
