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Projects that alter game functions but do not include new maps belong here.
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

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TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

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Post by TheMightyHeracross »

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Last edited by TheMightyHeracross on Fri Jul 12, 2019 11:48 am, edited 6 times in total.
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Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: [Zandronum] Heracross' GvH Addons

Post by Sgt. Shivers »

Seems cool, but could you link to the original mod so we can play this?
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TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

Re: [Zandronum] Heracross' GvH Addons

Post by TheMightyHeracross »

http://static.**LINK_DISABLED**.org/wads/gvhv3b6.pk3

Note that skulltag actors/data is also needed. Load in this order:
  • Actors
  • Data
  • GvH
  • Addons
EDIT: V1.1 Out, with an improved look for Dark Being (Thanks CloudFlash!), a Crash state for Boba Fett, a nerf to the Dark Fog, and a new formula for the Dark Regeneration (the delay between each hitpoint = 15*(GetActorLightLevel(0)/32)) (don't worry, there's an extra delay(1) there so that if there's a 0 delay in the formula it still delays by 1).
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TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

Re: [Zandronum] Heracross' GvH Addons V1.1 Out!

Post by TheMightyHeracross »

Update: version 1.2 is now out!

Boba Fett has his well-deserved walking frames- not the best, but it does the job. The jetpack is now toggleable via use inventory.

EDIT: Hotfix- Boba Fett was buggy, so here are some fixes (use as addon) https://www.dropbox.com/s/0k47hvq42k4sj ... otfix1.wad
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Hekmatyar
Posts: 31
Joined: Tue Jun 10, 2014 3:40 pm

Re: [Zandronum] Heracross' GvH Addons V1.2 Out!

Post by Hekmatyar »

Now that I've found these forums, I can keep up with your GVH version updates. :)
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