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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Amuscaria
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Post by Amuscaria »

SamVision wrote:
Amuscaria wrote:
Captain J wrote:You're working hard as usual for the mod, i see. But hey, the update's done now and get some rest! You deserve it. Few changes are quite nice, and i thank you for adding kick attack for the Paladin Sword... Although it's quite slower than Duke Nukem 3D's mighty foot or Hacx's Boot. But it's useful nonetheless.
I'm not sure how I can make the sword act normal, but the alt-attack (kick) knock enemies back. The A_CustomPunch doesn't have a push parameter. I tried using a projectile, but that doesn't work very well at all.

You could put the RadiusThrust on the puff instead.
Think I'll do just that. :D
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Captain J
 
 
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Post by Captain J »

Well that's one hell of a nope.avi attack. Tho would be nice if kicking as a bit of speed boost!

And Weirdly, Kicking gives more damage than the sword itself. you know, it's sharp and causes things to bleed?
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Iniquitatis
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Post by Iniquitatis »

There are some typos in the credits list.
Sorry. =P

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Amuscaria
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Post by Amuscaria »

@Iniquitatis: Dyslexia. :blergh:

@Captain J: I know. Will fix with a minor patch. :)
-------------------------------------------------------------
Made a small change to the kick (deals less damage, knocks back much more. Moved A_RadiusThrust to puff as Samvision Suggested) and fixed the typoes. Just re-download the file from the same link if you care for such a minor change. :)
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QuakedoomNukem Cz
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Post by QuakedoomNukem Cz »

The keys don't show up on the status bar.
[imgur]https://i.imgur.com/7L2YjNy[/imgur]
[imgur]https://i.imgur.com/5lZqquS[/imgur]
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Amuscaria
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Post by Amuscaria »

hm, that's weird. They do when I use the give all cheat. I must have forgotten to change the Keyslots in Lockdefs. Will fix when I figure out how. Thanks for reporting!

Edit3: Problem fixed. Used DrawSwitchableImage with an inventory item instead of keyslot #. :P

To fix the issue yourself, replace the following lines withing SBARINFO:

drawswitchableimage keyslot 1, "nullimage", "STKEYS5", 133, 170;
drawswitchableimage keyslot 2, "nullimage", "STKEYS3", 133, 180;
drawswitchableimage keyslot 3, "nullimage", "STKEYS4", 133, 190;
drawswitchableimage keyslot 4, "nullimage", "DEKEYS4", 181, 170;
drawswitchableimage keyslot 5, "nullimage", "DEKEYS5", 181, 180;
drawswitchableimage keyslot 6, "nullimage", "DEKEYS3", 181, 190;

with:

drawswitchableimage "HFRedSkull", "nullimage", "STKEYS5", 133, 170;
drawswitchableimage "HFBlueSkull", "nullimage", "STKEYS3", 133, 180;
drawswitchableimage "HFYellowSkull", "nullimage", "STKEYS4", 133, 190;
drawswitchableimage "WhiteSkull", "nullimage", "DEKEYS4", 181, 170;
drawswitchableimage "BlackSkull", "nullimage", "DEKEYS5", 181, 180;
drawswitchableimage "GreenSkull", "nullimage", "DEKEYS3", 181, 190;

or simply re-download the file from the link. Cheers!
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SamVision
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Post by SamVision »

Just wondering, now that you've made the templar sword not useless, is there still a purpose to having the vorpal blade completely replace it?
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Amuscaria
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Post by Amuscaria »

SamVision wrote:Just wondering, now that you've made the templar sword not useless, is there still a purpose to having the vorpal blade completely replace it?
Still useless compare to that thing. :D

------------------------------------------------
Hell-Forged Resources has been released. Grab them here: viewtopic.php?f=37&t=65673
whirledtsar
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Post by whirledtsar »

Is jumping intended?
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Amuscaria
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Post by Amuscaria »

fluffyshambler wrote:Is jumping intended?
yup. gonna need to for some secrets or extra items. Won't need it to beat the game, though, nor will it break the map if you jump over stuff.
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SamVision
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Post by SamVision »

Death mug isnt showing up, not sure if its a problem on my end.
Attachments
Screenshot_Doom_20190818_225245.png
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Ozymandias81
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Post by Ozymandias81 »

Finally it is released! Will play it when I can for sure, I love the impossible work done on sprites here :)
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Amuscaria
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Post by Amuscaria »

@SamVision: It's not you. I misnamed the dead graphic for both classes. It should be HFF/HFMDEAD0. Just add a 0 at the end of the graphic. Also the female left-facing damage faces have the wrong offsets. They should be -5,-1 not the 11,28 they currently have. Fixed either way.

@Ozymandias81: :wub:
-------------------------------------------

Also I'm getting a decorate error that I can't find on start-up. The console tells me "Unknown class 0 of type "BasicArmorBonus" at line 205 of my my decorate files within HF-V100.wad. I've checked all 4 decorate files and I don't have a class 0, and the only thing that inherits BasicArmorBonus is the spirit armor from the Soultaker, which isn't at line 205. Removing that inheritance doesn't make the error go away.

Any ideas what's up?
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Ichor
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Post by Ichor »

What is at line 205?
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Amuscaria
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Post by Amuscaria »

Ichor wrote:What is at line 205?

Code: Select all

actor DestroyerSphere : CustomInventory 5209 
{
  inventory.pickupmessage "Max Ammo!"
  inventory.pickupsound "misc/p_pkup"
  +COUNTITEM <<=====================================Line 205
  +NOBLOCKMONST
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  states
  {
  Spawn:
    RAGE ABCD 6 bright
    loop
  Pickup:    
	RAGE A 0 A_GiveInventory("AmmoFire",999)
	RAGE A 0 A_GiveInventory("AmmoBlood",999)
	RAGE A 0 A_GiveInventory("AmmoNail",999)
	RAGE A 0 A_GiveInventory("AmmoSoul",999)
	RAGE A 0 A_GiveInventory("BladeCharge",100)
	RAGE A 0 A_GiveInventory("SoultakerCharge",100)
    stop
  }
}
Last edited by Amuscaria on Mon Aug 19, 2019 7:29 pm, edited 5 times in total.
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