Hell-Forged (updated to v1.11 - development paused)

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How do you feel about the difficulty of Hell-Forged Maps on UV (Grandmaster)?

Poll ended at Mon Dec 20, 2021 11:26 am

Too Easy
2
9%
Somewhat Easy
1
4%
Just Right
5
22%
Somewhat Hard
12
52%
Too Hard
3
13%
Impossible
0
No votes
 
Total votes: 23

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Jimmy
 
 
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Re: Demon Eclipse (WIP) - New Incomplete Beta Up P.1

Post by Jimmy »

Eriance wrote:
Jimmy wrote:I might do a Let's Play of Episode 1. That alright with you, Eri? :P
yup. But lemme upload the updated version first.
Okey dokey. :D
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Ghastly
... in rememberance ...
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Re: Demon Eclipse (WIP) - New Incomplete Beta Up P.1

Post by Ghastly »

Ah, darn. I was going to, but without audio commentary. :stuppor:
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Jimmy
 
 
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Re: Demon Eclipse (WIP) - New Incomplete Beta Up P.1

Post by Jimmy »

Just a heads-up, Eriance: you've got quite a few typos. Here's what your printmessages should say:

E1M2:
script 13: "\cD Mechanical malfunction detected."
E1M3:
script 3: "\cD A panel has opened nearby."
E1M5
script 5: "\cD North blast door electrical malfunction detected."
script 13: "\cD Use the maintenance lift."
E1M6
script 12: "\cD Opening emergency valves."
script 18: "\cD One more switch to go."
SECRET1
script 10: "\cD This door is remotely locked."
E2M8
script 8: "Are you prepared to face my apprentice?"

And honestly I know I'm nitpicking a tad, but perhaps "lockdown" and "blast doors" should be typed as such all throughout E1, for consistency's sake.
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Amuscaria
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Re: Demon Eclipse (WIP) - New Incomplete Beta Up P.1

Post by Amuscaria »

EDIT: Typos fixed. Download the Episode 1 quick fix.
EDIT2: Updated the Episode 1 quick fix. Sorry :P
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Big C
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Re: Demon Eclipse (WIP) - New Incomplete Beta Up P.1

Post by Big C »

Oh hey, bug alert.

The chaingun boolets make the normal bulletpuff at times when they are aimed at water, as well as water splashes. Not sure why.
KILLER2
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Re: Demon Eclipse (WIP) - New Incomplete Beta Up P.1

Post by KILLER2 »

My god, that's really serious nitpicking there. Why would you willingly shoot at water anyway? Also,it would make sense if the level of the water is very small and it just hits the bottom, you know?
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Big C
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Re: Demon Eclipse (WIP) - New Incomplete Beta Up P.1

Post by Big C »

Consistency, good sir. :|

And it happens when pinkies are in front of me and I'm tracking fire towards them from a slightly higher elevation. Also, when idly checking out the new deathmatch maps.
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Re: Demon Eclipse (WIP) - New Incomplete Beta Up P.1

Post by KILLER2 »

As I said,it's probably intended behaviour. Bullets are supposed to make puffs when water isn't deep enough in my opinion,because they hit the very close bottom. But let's wait on Eriance's input and see what he says.
EDIT:Oh and eriance, unless you want to change the fist with one of your sprites, I suggest using Perkristian's animation for it.
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Amuscaria
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Re: Demon Eclipse (WIP) - New Incomplete Beta Up P.1

Post by Amuscaria »

@Big C: I have no idea. It wasn't happening with the last GZDoom version I used, IIRC. It seems that all Hitscan weapons how spawn both the puff and the water splash. Not just the Gatling gun. And I wouldn't consider this a "bug", as it causes no crashes or game play breaking.

@KILLER: I'm replacing all the weapons from the original game - the punch will be replaced with a combination of punches and kicking. Any weapon that has a hand sound must be replaced, as I'm replacing it the Doom guy with DE Gal. :P
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Captain Ventris
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Re: Demon Eclipse (WIP) - New Incomplete Beta Up P.1

Post by Captain Ventris »

Eriance wrote: DE Gal. :P
I hope she says "It's frag time!" whenever you gib a monster. Just sayin'.
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wolf00
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Re: Demon Eclipse (WIP) - New Incomplete Beta Up P.1

Post by wolf00 »

something is wrong... how i can fix this ?

Image
KILLER2
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Re: Demon Eclipse (WIP) - New Incomplete Beta Up P.1

Post by KILLER2 »

Just found out the machine gun shoots lower than the crosshair. That's pretty annoying.
EDIT:Actually,all of the weapons have this problem. Will test with Xaser's wad to see if it's any difference.
EDIT2:Xaser's align properly but they have different behaviour so it doesn't work as intended.
Also another question,I recall the machinegun and Plasma rifle had numbers on them to indicate ammo. What happened to that? It seemed pretty cool.
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Xaser
 
 
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Re: Demon Eclipse (WIP) - New Incomplete Beta Up P.1

Post by Xaser »

KILLER2 wrote:Also another question,I recall the machinegun and Plasma rifle had numbers on them to indicate ammo. What happened to that? It seemed pretty cool.
There's no clean way to code it right now. I hacked an ACS implementation into eriguns, but it's far from perfect. We're more or less waiting on multiple weapon overlays. :P
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KingShinra
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Re: Demon Eclipse (WIP) - New Incomplete Beta Up P.1

Post by KingShinra »

Eriance wrote: ...as I'm replacing it the Doom guy with DE Gal. :P
Would it be possible to make both the potential DE Gal and Doom Guy both playable Player Classes in of themselves? May broaden to a wider Doomer base (Lot of girl gamers rising up out there, which is good, and I'm sure both Doomguy/Doomgal availability will put more smiles on faces).


Other than that, Eriance, you've got something good here. Try not to overwhelm yourself. Find a consistency with what you can do for Demon Eclipse. Set how much time you want to spend each day (For example, say 1 hour). Spend that time (1 hour or whatever you set) SOLELY for Demon Eclipse, and then go about the day. It works wonders. I personally have scheduled 12AM - 1PM for my Dooming needs, and it bridges the gap effectively. Of course, you do you.

The weapons wad is awesome. It's cool how you've managed to get Cyberdemons and Spider Masterminds to drop Gatlings and Double Missile Launcher (Thanks Xaser for the Weapon wad assembling as well).



Go for the goal man. This is a winning project here. Reach out to some of the senior members. They've got you.

Otherwise, keep on keepin on. You're doing well.
Blue Shadow
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Re: Demon Eclipse (WIP) - New Incomplete Beta Up P.1

Post by Blue Shadow »

wolf00 wrote:something is wrong... how i can fix this ?
It seems a "missing texture" issue, however, It doesn't happen to me, weirdly. (Running GZDoom r1231 with Beta 6.1 and the DE-EP1 quick fix)
Spoiler:
KILLER2 wrote:Just found out the machine gun shoots lower than the crosshair. That's pretty annoying.
EDIT:Actually,all of the weapons have this problem.
The default view height for the player has been increased in DE but the attack offset remained unchanged in Beta 6. I noted this in a previous post and it has been supposedly fixed. Eriance has decreased the offset in Beta 6.1 instead :) of increasing it to 'match' the new value of view height.
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