It's an interesting factoid that the voices for Wizards and D'sparil are backwards recordings. Here's a video that plays them back reversed.
https://rumble.com/v6tqyin-heretic-hidd ... 3&mc=8r2yc
Search found 406 matches
- Thu May 22, 2025 9:34 pm
- Forum: General
- Topic: Heretic Wizard and D'Sparil voices
- Replies: 0
- Views: 95
- Tue May 20, 2025 4:01 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38036
- Views: 4645888
Re: [SPRITES] Spriting Carnival!!
NICE!Ganbare-Lucifer wrote: ↑Tue May 20, 2025 2:44 pm Boarman (Shadowcaster's Slavedriver without whip) for Heretic/Hexen finished!
- Fri May 16, 2025 10:16 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38036
- Views: 4645888
Re: [SPRITES] Spriting Carnival!!
DOH! thanks. I thought it was an attachment.Ganbare-Lucifer wrote: ↑Thu May 15, 2025 7:16 pm You just click the image and access it with transparency
- Thu May 15, 2025 6:21 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38036
- Views: 4645888
Re: [SPRITES] Spriting Carnival!!
That's really cool. I'd totally use that in a mod if I may.Ganbare-Lucifer wrote: ↑Thu May 15, 2025 3:31 pm Not bad for a full Blender export!
Arch-Devil
Credits: Livbbies
Do you have one with a different background color?
- Sun May 11, 2025 6:14 pm
- Forum: Gameplay Mods
- Topic: Heretic RPG mod [v3.0 Released]
- Replies: 42
- Views: 11704
Re: Heretic RPG mod [v3.0 Released]
In this release you can get 100% kills and there's even a new level score you can get every level if you wish.
Open the automap... and have fun hunting!
EDIT
P.S. you can turn off the feature with
Open the automap... and have fun hunting!
EDIT
P.S. you can turn off the feature with
Code: Select all
hrpg_monsterrespawn false
- Sun May 11, 2025 3:19 pm
- Forum: Gameplay Mods
- Topic: Heretic RPG mod [v3.0 Released]
- Replies: 42
- Views: 11704
Re: Heretic RPG mod [v3.0 Released]
Major updates, version 3.0 released!
You can get the PK3 at: https://github.com/cabbruzzese/hrpg/releases/tag/v3.0
See it at ModDB: https://www.moddb.com/mods/hrpg-a-heretic-rpg
You can get the PK3 at: https://github.com/cabbruzzese/hrpg/releases/tag/v3.0
See it at ModDB: https://www.moddb.com/mods/hrpg-a-heretic-rpg
- Thu May 08, 2025 6:20 am
- Forum: Scripting
- Topic: Move Monster if Monster Respawn Fails
- Replies: 0
- Views: 93
Move Monster if Monster Respawn Fails
I have some code that relies on monsters respawning. The zscript revive method A_Respawn() fails if the monster can't spawn. In my case I do not want to allow telefrag. So I've got a check that if the monster does not revive (still has < 1 health) then keep trying. What I'm having trouble with is if ...
- Thu May 08, 2025 6:13 am
- Forum: Scripting
- Topic: Non bounce projectile disappear in water
- Replies: 4
- Views: 241
Re: Non bounce projectile disappear in water
That's for the info.
I'm targeting vanilla heretic maps. I'll give it a try.
I'm targeting vanilla heretic maps. I'll give it a try.
- Tue May 06, 2025 11:16 am
- Forum: Scripting
- Topic: Add MapMarker section to AutoMap wikipage
- Replies: 0
- Views: 113
Add MapMarker section to AutoMap wikipage
Can we get a section added to the AutoMap page on the wiki that discusses the MapMarker class and has a link? It is another type of object that automatically shows up on the automap but is not mentioned. AutoMap Page: https://zdoom.org/wiki/Automap MapMarker Page: https://zdoom.org/wiki/Classes ...
- Sun May 04, 2025 11:53 am
- Forum: General
- Topic: Mods where enemies drop new weapons
- Replies: 2
- Views: 1331
Re: Mods where enemies drop new weapons
I have a Hexen mod where you get some weapons that that way
https://www.moddb.com/mods/xrpg-a-hexen-rpg
https://www.moddb.com/mods/xrpg-a-hexen-rpg
- Sun May 04, 2025 11:50 am
- Forum: General
- Topic: Grokking ZScript
- Replies: 0
- Views: 178
Grokking ZScript
It is absolutely wild to me that Grok now has enough context about zscript to answer questions reasonably.
It's going to make mistakes, but it was even able to explain the code execution scopes.
It's going to make mistakes, but it was even able to explain the code execution scopes.
- Fri May 02, 2025 1:38 pm
- Forum: Scripting
- Topic: Non bounce projectile disappear in water
- Replies: 4
- Views: 241
Re: Non bounce projectile disappear in water
As an update, I am using a workaround. It is now a bouncey projectile, but I have it emulate a normal projectile impact class VolcanoMonsterBlast : Actor { Default { Radius 8; Height 8; Speed 10; Damage 4; DamageType "Fire"; Gravity 0.125; +NOBLOCKMAP +MISSILE +DROPOFF +NOTELEPORT +STRIFEDAMAGE ...
- Wed Apr 30, 2025 1:48 pm
- Forum: Scripting
- Topic: Non bounce projectile disappear in water
- Replies: 4
- Views: 241
Non bounce projectile disappear in water
In zscript I have a projectile based on VolcanoBlast. It has gravity 0.125 and almost all of the same properties. This is a standard projectile with gravity, not a bouncey projectile. I want it to disappear if it hits water. My understanding is that removing the related water flag (-EXPLODEONWATER ...
- Fri Oct 18, 2024 10:55 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38036
- Views: 4645888
Re: [SPRITES] Spriting Carnival!!
A little update to that spiked gauntlet I was working on. Got rid of the smaller spikes on the knuckles of the original gauntlet and attached them to some other arms. Might add to more arms later. Still not great at shading though, but I hope they are decent at least lol. https://imgur.com/YPwKHNe ...
- Fri Sep 06, 2024 7:44 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38036
- Views: 4645888
Re: [SPRITES] Spriting Carnival!!
That's cool!