TITLEPIC.png Here's an edit of the Turrican title screen to work as a TITLEPIC. It's in the Doom palette, and the proper 320x200 resolution. I had to remove the "TURRICAN" text and do significant editing to the character to make him into Doomguy, so I feel that enough work has gone into this to ...
Can you upload videos to show the effects in real time. ... Maybe later I'll do a video of that, but for the moment just download it and have fun, its less than 1 MB in size. :biggrin: This actually looks pretty cool. I've also released a mod for Heretic recently but i don't see much interest in ...
This is my new Heretic Enhancement Mod. The Idea was to create new and better effects for Heretic with the use of GZDoom, while keeping the original vanilla look. It will improve nearly every aspect of the game. Merciless Enhancement v1.0 https://s8.postimg.org/dvk5kta7l/Screenshot_Heretic_20170624 ...
... @Expect No Mercy, Projectiles will enter their Death state sequence if they hit a ceiling, as well as a wall or floor. They can also enter into the Death state sequence if it hits a bleeding actor and has an XDeath state sequence defined, or a non-bleeding actor and has a Crash state sequence ...
I search some good movement/footstep sounds for Heretic enemies: Snake - do snakes make moving sounds? Clink and Weredragon - should sound like walking with claws Wizard and Ironlich - maybe some "levitation" sound All sounds should cover different floortyps. Like stone, wood, gravel (not the ...
First you need to set the Heretic wad in Doom Builder, if you want to make a Heretic map. When you want to build a Doom map you need to extract the flats from Heretic and store them in your wad or pk3. Use Slade for that. When you make a Heretic map this should help: If you want to have the Sky from ...
... About the sky thing, try checking that the ceilingpic is F_SKY1 (you can compare TextureIDs using the function Texman.CheckForTexture() )?... Something like... TextureID sky = TexMan.CheckForTexture ("F_SKY1", TexMan.Type_Flat); if (floorpic == sky) { return true; ... I'm interested in that too!
Graf already stated in another thread that an object can never go below the floor level so it seems a sprite cannot go below its own offset. I'm making the bloodspots disappear (fade) on liquid floors using GetFloorTerrain (ZScript) to check if the floor is liquid. XSBloodSpot.zs: Didn't know that ...