Hell-Forged (updated to v1.11 - development paused)
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Please read the full rules for more details.
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.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
That shouldn't give the error, unless the problem is in the previous item.
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)
Check any A_Saw or A_CustomPunch calls, making sure that you're passing the correct values to the correct parameters.
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
That was it. It was the kick alt-fire for the Templar Sword using A_CutsomPunch. Had a 0 at the ArmorBonus parameter. Thanks!Blue Shadow wrote:Check any A_Saw or A_CustomPunch calls, making sure that you're passing the correct values to the correct parameters.
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
While you're at it, you should probably remove the Templar Sword's attacksound because its useless and overrides the kick's.
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
Two minor things:
HFFTL00, HFFTL10, HFFTL20, HFFTL30, and HFFTL40 have ridiculous offsets that cause them to go outside of the HUD.
HBA3A0, HBA3B0, and HBA3C0 would look a lot better ingame if they are given gl_monster offsets rather than projectile offsets.
HFFTL00, HFFTL10, HFFTL20, HFFTL30, and HFFTL40 have ridiculous offsets that cause them to go outside of the HUD.
HBA3A0, HBA3B0, and HBA3C0 would look a lot better ingame if they are given gl_monster offsets rather than projectile offsets.
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
The Female face offsets were fixed in the last patch.
HBA offsets fixed. Uses same puff as Infernal. Will need to make new sprites first in V1.1.
Oops, overlooked that renaming the male player sprites to PLAM instead of play would screw up the dead-player decorations resulting in Doomguys. :/
HBA offsets fixed. Uses same puff as Infernal. Will need to make new sprites first in V1.1.
Oops, overlooked that renaming the male player sprites to PLAM instead of play would screw up the dead-player decorations resulting in Doomguys. :/
- Captain J
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)
Oh! Come to think of it, can i expect the texts on HUD to be at least bright or red as Armor and Health Indicators? Because i'm still having a hard time reading them in small size. Beginners probably wouldn't read them clearly either.
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
This is intentional right?
Spoiler:Are keys supposed to be here with the fullscreen HUD?
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
So it's been fixed already, but as a protip:Amuscaria wrote:That was it. It was the kick alt-fire for the Templar Sword using A_CutsomPunch. Had a 0 at the ArmorBonus parameter. Thanks!Blue Shadow wrote:Check any A_Saw or A_CustomPunch calls, making sure that you're passing the correct values to the correct parameters.
I inserted a new DECORATE lump before the others, with just this content:
Code: Select all
#include "DECORAT1"
#include "DECORAT2"
#include "DECORAT3"
#include "DECORAT4"
The result was that the script warning message told me that the error was in DECORAT2 line 205, which is the kick alt-fire. With four identically-named DECORATE lumps it's ambiguous which one has the error, with unique names thanks to a #include system, no ambiguity.
And don't worry, SLADE can identify #included lumps and know that they're DECORATE (or GLDEFS, or whatever). I coded that in years ago.
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
@Captain J: Wait, is it not the default red color for you?
@SamVision: It should be like that. I'm assuming you're using a higher res screen than me (im using 1920x1080) without HUD scaling (4x for me). The keys should be right above the Armor value. Ill see if there is an anchoring option in SBARINFO.
@Gez: Will do. Thanks.
@SamVision: It should be like that. I'm assuming you're using a higher res screen than me (im using 1920x1080) without HUD scaling (4x for me). The keys should be right above the Armor value. Ill see if there is an anchoring option in SBARINFO.
@Gez: Will do. Thanks.
Last edited by Amuscaria on Fri Aug 23, 2019 4:40 pm, edited 1 time in total.
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
Im using "adapt to screen size" setting for scaling on a 1920x1080 screen, its what I always use.
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
Did some testing. So far I haven't found a solution that works. I've rewrote the keys section using DrawSwitachableImage, instead of the DrawKeyBar, using Center-bottom offsets and set the offsets, but the key icons still move when you either change the HUD scaling to something that's not 4, or turn on the "Preserve Aspect Ratio" option on. No idea how I could fix it.SamVision wrote:Im using "adapt to screen size" setting for scaling on a 1920x1080 screen, its what I always use.
Nevermind, all the sliders to SetToFullScreen or AdaptToFullscreen and it worked.
Copy and paste this into your SBARINFO:
Spoiler:
- Captain J
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)
Uhh... No? I'm using GZDoom Version 4.2.0 and Hell-Forged Version 100. But no, the HUD texts are not red at all. Is there anything else i can solve this?Amuscaria wrote:@Captain J: Wait, is it not the default red color for you?
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
Are you using the alternative hud? It lets you customize the text color depending on the category. You cna turn that off in the alternative hud settings under HUD settings.Captain J wrote:Uhh... No? I'm using GZDoom Version 4.2.0 and Hell-Forged Version 100. But no, the HUD texts are not red at all. Is there anything else i can solve this?Amuscaria wrote:@Captain J: Wait, is it not the default red color for you?