Umm... Yeah. You mean this one. Right? So i turned it off but had no difference.
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
Posted: Sat Aug 24, 2019 9:21 am
by Blue Shadow
By "texts on HUD", do you mean text that appears in the middle of the screen, like when you try to open a locked door and you don't have the key? If so, you can change the color of that from the [wiki]Message options[/wiki] menu. The option is called "Centered messages".
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
Posted: Sat Aug 24, 2019 9:26 am
by Captain J
Now i think i can elaborate the problem clearly. I mean the color of status texts shown in the Interface sprite. You know? Like Armor, Health, Keys and stuff? Those are just pitch black, hard to read when shrunken, and cannot be recolored no matter how i try.
Yes, those. Again, i'm not really familiar with english and is hard to elaborate sometimes. Sorry, but i'm glad you understood!
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
Posted: Mon Aug 26, 2019 9:00 pm
by Amuscaria
Status bar fixed, along with a bunch of other changes.
I'll be releasing v. 1.00A by the end of the month with a slew of changes focusing mainly on re balancing some of the weapons to be closer to those in Doom, as well as removing some more exploitable spots in the maps. After doing some testing against bots in Deathmatch, I think some re balancing is needed for the weapons without completely making them useless.
Please report any bugs you find before the end of the month, because this will be the last patch I'll be releasing until v1.1.
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
Posted: Mon Aug 26, 2019 9:43 pm
by Captain J
hmm... I thought so called Exploit Spots were mostly intentional because of the difficulty. But gotta admit, those were glitchy. So you made a right decision! You just can't kill those imps caged at tall heights normally, with a Vorpal Blade.
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
Posted: Tue Aug 27, 2019 6:07 pm
by Amuscaria
Captain J wrote:hmm... I thought so called Exploit Spots were mostly intentional because of the difficulty. But gotta admit, those were glitchy. So you made a right decision! You just can't kill those imps caged at tall heights normally, with a Vorpal Blade.
Nah, wanted to remove some spots where you can shoot the monsters but they can't fire back is all.
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
Posted: Wed Aug 28, 2019 9:52 am
by m8f
Hell-Forged is great! Enjoying it very much. The variety of weapon and weapon functions make the player think about what weapon should they use in each situation, and I like it. Also it's cool to see original Doom textures used in much more thematically cohesive way. And enemy sprites are superb, of course!
A minor nitpick: powered Vorpal Blade doesn't burn at the first frame during raising animation.
Spoiler:
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
Posted: Wed Aug 28, 2019 6:01 pm
by Amuscaria
m8f wrote:Hell-Forged is great! Enjoying it very much. The variety of weapon and weapon functions make the player think about what weapon should they use in each situation, and I like it. Also it's cool to see original Doom textures used in much more thematically cohesive way. And enemy sprites are superb, of course!
A minor nitpick: powered Vorpal Blade doesn't burn at the first frame during raising animation.
Spoiler:
Thanks! And thanks for reminding me. I actually have the frame made but I think I accidentally removed it when I was clearing DE resources.
Also, it still seems like the keys are in the wrong spot. I guess there is nothing I can do about that since it's a HUD scaling issue.
-------------------------------------
Just found a couple of bugs in the Hell Forge level. They will be fixed in the next patch.
1) The Green elevator in the Blue-area doesn't work because I lowered it all the way to the ground. to fix some texture misalignment.
2) The Green secret that is supposed to turn the lava in the Hellsmith arena to solid doesn't work.
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
Posted: Mon Sep 02, 2019 11:42 pm
by whirledtsar
It would be cool if the kick move was re-enabled while the vorpal sword lacks charge. Cause its kinda unfortunate you only get to kick ass (literally) in the first level.
Re: Hell-Forged - V. 1.00 Released! (See Page 1)
Posted: Tue Sep 03, 2019 12:11 am
by SamVision
You could bind the kick to the Zoom or Reload buttons or something.
►Reduced the fire-rate of the Immolator's primary to match that of the Doom shotgun.
►Reduced the damage of the fires from Immolator's Alt-fire by 25%.
►Increased the damage of the power-Immolator fire-walls from 8 to 10.
►Powered Vorpal Blade has been slightly redesigned:
• Can no longer be fired with only 50% charge.
• Now charges up 14% per hit instead of 7%.
►Nail and Shrapnel damage has been rebalanced.
• Normal and powered Piercing nails damage reduced (6-5 normal, 9-7 powered).
• Molten nails damage reduced by slightly. Icreased splash damage of powered molten nails from 12 to 16.
• Splitting nails damage reduced from 12 to 10.
• Mini-nails damage reduced from 3 to 2.
• Shrapnel damage reduced from 8 to 5 (12 to 8 powered).
• Nail and Shrapnel speed increased from 70 to 128.
►Basilisk missile and rocket speed reduced from 35 to 25.
►Powered Basilisk missiles damage reduced from 5 to 4; splash damage reduced from 40 to 32.
►Behemoth missile spread increased to compensate for the slower projectiles.
►Fixed a bug that caused non-charging weapons to show their alt-ammo in the full status bar's charge section.
►Fixed some minor errors in various maps - missing textures, wrong sounds, wrong textures, lighting errors, etc.
►Fixed a bug that caused the status bar to not display the right keys from the mod.
►Fixed a bug to cause the dead mugs faces to not show.
►Fixed incorrect left-pain frames for female mugs.
►Fixed the Vorpal Blade to show its charge in both the Ammo and Charge panels of the status bar.
►Fixed the vorpal blade's raise frame to glow when its charged.
►Fixed Templar sword unused attack sound overriding the kick sounds.
►Fixed "DeadPlayer" sprites using the Doom marine sprites instead of the Templar sprites.
►Fixed the status bar labels so they are easier to read, and redesigned some of its layout.
►Fixed bugs in HF1M8 where the green secret didn't turn the Hellsmith arena lava to solid.
►Fixed a broken elevator in HF1M8 the blue room that leads to one of the Greenswitches.
►Fixed minor texture alignment inconsistencies and other minor map details.