Think I'll do just that.SamVision wrote:Amuscaria wrote: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.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.
You could put the RadiusThrust on the puff instead.
Hell-Forged (updated to v1.11 - development paused)
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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.
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)
- Captain J
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)
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?
And Weirdly, Kicking gives more damage than the sword itself. you know, it's sharp and causes things to bleed?
- Iniquitatis
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)
@Iniquitatis: Dyslexia.
@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.
@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.
- QuakedoomNukem Cz
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)
The keys don't show up on the status bar.
[imgur]https://i.imgur.com/7L2YjNy[/imgur]
[imgur]https://i.imgur.com/5lZqquS[/imgur]
[imgur]https://i.imgur.com/7L2YjNy[/imgur]
[imgur]https://i.imgur.com/5lZqquS[/imgur]
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
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 #.
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!
Edit3: Problem fixed. Used DrawSwitchableImage with an inventory item instead of keyslot #.
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!
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
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?
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
Still useless compare to that thing.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?
------------------------------------------------
Hell-Forged Resources has been released. Grab them here: viewtopic.php?f=37&t=65673
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)
Is jumping intended?
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
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.fluffyshambler wrote:Is jumping intended?
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
Death mug isnt showing up, not sure if its a problem on my end.
- Ozymandias81
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)
Finally it is released! Will play it when I can for sure, I love the impossible work done on sprites here
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
@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:
-------------------------------------------
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?
@Ozymandias81:
-------------------------------------------
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?
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
What is at line 205?
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
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.