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Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Posted: Sun May 05, 2019 6:29 pm
by comet1337
Amuscaria wrote: How much healrh does a monster need to lose per tic before the pain state kicks in? Which then i need to ask, does the NORADIUSDMG flag apply to the armor too, or just the health?
any damage to health will trigger pain chances
blast-proof armor does not work out-of-the-box

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Posted: Sun May 05, 2019 8:12 pm
by Amuscaria
So is monster health/armor handled differently from play health/armor? Because when NORADIUSDMG is on, player armor isn't damaged.

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Posted: Mon May 06, 2019 6:54 pm
by Blue Shadow
Amuscaria wrote:So is monster health/armor handled differently from play health/armor? Because when NORADIUSDMG is on, player armor isn't damaged.
I don't think it is; actors with that flag set are excluded from being damaged by radius/splash damage - the engine just skips them when deciding what to damage.

If you want monsters to still be subject to pain like normal while they're armored, set the [wiki=Actor_flags#ALLOWPAIN]ALLOWPAIN[/wiki] flag for them.

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Posted: Mon May 06, 2019 7:44 pm
by Amuscaria
Blue Shadow wrote:If you want monsters to still be subject to pain like normal while they're armored, set the [wiki=Actor_flags#ALLOWPAIN]ALLOWPAIN[/wiki] flag for them.

Sweet. TY. :D

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Posted: Tue May 07, 2019 2:31 pm
by comet1337
Spoiler: bugs

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Posted: Tue May 07, 2019 4:59 pm
by Amuscaria
@Comet: Fixed. Thank you for your continued test. :)
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Skymarshall was kind enough to make GLDefs for the project. Get it here and try it out. :D
Link: https://drive.google.com/file/d/1_aj5fK ... VptnL/view
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And a general question regarding difficulty. How hard do you feel UV needs to be? SHould it be the hardest difficulty that is beatable by most people in 1 or 2 goes, or it is fine that most people can't play it without repeated deaths and keyboard smashing. From 1-5, 1 being Doom E1 UV, and 5 being Plutonia UV. Feel free to rate higher than 5, I just chose the scale because Plutonia was as difficult as I can handle.

What about having monster:ammo ratio? How much more ammo should a map have than is needed to kill everything (if you hit with all shots)?

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Posted: Tue May 07, 2019 5:23 pm
by SamVision
In vanilla Doom(s) I always felt like UV was the intended difficulty and everything before it is scaled back for accessibility.

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Posted: Wed May 08, 2019 2:49 am
by comet1337
Amuscaria wrote: Skymarshall was kind enough to make GLDefs for the project. Get it here and try it out. :D
Link: https://drive.google.com/open?id=1_aj5f ... OCwssVptnL
think you copied the link wrong

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Posted: Wed May 08, 2019 6:21 am
by skymarshall
I really enjoyed playing through the first couple of levels of Hellforged but missed the zdoom lighting effects, so created a GLdefs file. Here's the link:

https://drive.google.com/open?id=1_aj5f ... OCwssVptnL

This is pretty low creativity stuff, should be similar to the vanilla zdoom gldefs rather than anything showy. I built and (loosely) tested using gzdoom-x64-4.1.0

I haven't got round to doing the bosses, but pickups, decorations and player/monster projectiles should all be illuminated. It depends on the GZDoom lights.pk3 so make sure that you're including that too.

I'm not fussy at all about credit so if anyone wants to build on this to make something better, please go ahead and steal it - this will save you a couple of hours at least!

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Posted: Wed May 08, 2019 9:03 pm
by Captain J
Top of the morning, Amuscaria. And i've got something special for you! viewtopic.php?f=46&t=64626

This is the Sound Addon i was working on. This is my Gratitude of finishing making the Hell-Forged. All finished, replaces almost all the Sound Effect of the TC. Like Weapons and Monsters. And yeah, it has Bosses' New Sounds as well. Hope you enjoy!
Spoiler: EDIT: Played it again and i've found some Texture errors!

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Posted: Thu May 09, 2019 5:36 pm
by Amuscaria
Captain J wrote:Top of the morning, Amuscaria. And i've got something special for you! viewtopic.php?f=46&t=64626

This is the Sound Addon i was working on. This is my Gratitude of finishing making the Hell-Forged. All finished, replaces almost all the Sound Effect of the TC. Like Weapons and Monsters. And yeah, it has Bosses' New Sounds as well. Hope you enjoy!
Spoiler: EDIT: Played it again and i've found some Texture errors!
Fixed- forgot to tag a couple sectors for the 3D fog floor. Thank you for your continued test. Also thank you for the Sound wad. Will check it out tomorrow. :)
--------------------------------------------------------------------
Finally made these missing props:

[imgur]https://i.imgur.com/WKkDFb9[/imgur]

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Posted: Fri May 10, 2019 11:25 pm
by Captain J
Oh man! Are those Bosses about to be armed and become dangerous? Really nice to see the process, the story of the Hell-Forged in the game. Nicely done!

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Posted: Sun Jun 02, 2019 1:37 pm
by SpaceyStrife
Just completed the wad! Various thoughts:
Spoiler:
This is gonna be awesome once it's officially complete. Looking forward to seeing what the player sprites look like!

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Posted: Mon Jun 03, 2019 2:15 am
by Amuscaria
@SpacemanStrife: Thank you for your feedback. As to the Hellsmith, I've already added a jet-back fire effect that's 1.5 seconds before the charge. The Hammer should also kill with 1 hit if it triggers the fire-aoe while hitting you. I will reduced the change of his home-rocking spam. Right now it has a 50% change of looping back to the attack, so the HS will shoot you even behind cover. I'll probably add a uservar to limit his attack to 3 volleys.

As for the Soultaker, Comet1337 has already made a Zscript version of the weapon that shows the drain effect, it loops pretty darn sweet. He's also made a custom homing script for the powered Basilisk missiles. I haven't implemented these yet.

Work has kept me quite busy these last few weeks, and I got myself a few pet birds which I'm in the process of taming. Haven't had much time to work on HF.

I will add a message indication of approximately there the green TP is, along with some green torches to mark its location.

Thanks again for the feedback. :)

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Posted: Mon Jun 03, 2019 5:22 am
by Captain J
Finally. Someone mentioning about Hell Smith's OP moves and damages. Very nice of you to take the feedback and weaken him a bit!