THis mod now requires GZDoom 4.6.0+ to run properly, mostly for the intermission map. LZDoom with the same intermission map chances should also work. This mod WILL NOT run in Software mode, since I abused a lot of portals.
Testers NEEDED. Help needed to test the super-secret map HF1M0, mostly. There shouldn't be any serious bugs, as I've ran that map dozens of times, but I might have missed some stuff.
This will be the final beta upload. I only had to add the New Title/Credit pics, which I'll probably finish this weekend. I've not decided on whether or not to make the crouch sprites yet, as it seem like a waste of time if people don't/can't play this in coop or DM. I'll know for sure after i finish those title pics if I still have time. I might just add them for Hell-Forged II, or make an update of v1.20 to make it play well with the second installment.
Changes:
Spoiler:
(v1.10 update)
►Added crouch sprites for both player sprite sets.
►Added secondary attacks to the Hellduke.
►Added new Titlepic.
►Added bubble spawner props.
►Added various palm tree props.
►Added display of mushrooms collected and level stats to status bar.
►Added missing monster tags.
►Added Amu-chan sprites for credit.
►Added the kick alt-attack to the Vorpal Blade when charge is below 100%.
►Added new icons for the Juggernaut and Regenerator spheres while active.
►Reworked the kick - less damage, faster attack, -+stuns enemies (lesser enemies more than large ones), higher pain chance, more reliable knock-back.
►Remade new explosion sprites for Hellbolt projectile. Reduce projectile speed and fixed the duration of its death animation so it matches the Doom Rocket.
►Remade the death animation of the Guardian.
►Guardians no longer uses A_FastChase(), but uses a basic "strafing" action while attacking only.
►Expanded status bar to fill the entire bottom of the screen in 16:9.
►Moved the skull key display to the center-top of the screen in minimal HUD.
►All menu screens are now 16:9 widescreen supported. Adjusted the offset for newer versions of GZDoom.
►Hellbolt lobbing projectile gravity increased to to 0.5, from 0.25.
►The "slow" chase of the Sharkopter now faces the target instead of the "fast" chase state - makes it more helicopter like.
►Altered the missile spread of the Sharkopter slightly. Added new sprites for it.
►Removed the key-requirement to beat HF1M0.
►Made small adjustments to the enemies and item placements in HF1M0. Added a few more enemies.
►Made changes to Map HF1M1's progression to be more open-ended.
►Pinkies' and Barons' walk animation now have 8 rotations, using the mirror of existing frames.
►Updated the par time for HF1M0.
►Must props now have the +FORCEYBILLBOARD flag on them.
►Remade the attack frames for both the male and female players sprites so the gun is more centered.
►Fixed the missile soul-type damagetype on the Powered-Up Soultaker seekers.
►Fixed the bugged Vorpal Blade selectio script not selecting the Vorpal Blade because the weapon name was spelled wrong.
►Fixed a missing frame in the HellFX explosion.
►Fixed some texture and lighting errors in various maps.
►Fixed the intermission pic so the level title doesn't overlap the "you are here" arrow for HF1M7 and HF1M8.
►Fixed the Sharkopter's missiles doing less damage than it should because it was entering the wrong death states. Halfed explosive damage to compensate.
►Fixed the intermission map pointer graphic so it's more visible against the red/orange background of the Intermission pic.
Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed
Posted: Wed Aug 18, 2021 9:57 pm
by HyperExia
Welp, time to remake my responsive weapons addon.
Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed
Posted: Wed Aug 18, 2021 10:25 pm
by HyperExia
Are there any changes in the code I should be aware of? for all I know they could work the same way but the code is entirely different.
Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed
Posted: Thu Aug 19, 2021 11:04 am
by Amuscaria
HyperExia wrote:Are there any changes in the code I should be aware of? for all I know they could work the same way but the code is entirely different.
What version is your rebalanced one based on? There's been a lot of changes to the code since 1.00C, the last public version. The monsters and weapons have been rebalanced. You'll have to read the patch notes for the 1.10 beta and 1.10 to find out what has changed.
Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed
Posted: Thu Aug 19, 2021 12:02 pm
by HyperExia
Ok! well, I implemented the patch notes you had shown in your collapse for the new beta. All I do is change how the weapons are handled, but I had to copy some of the code over to the weapon handling addon I made. For example, the new changed kick along with its implementation in the Vorpal blade. And how the rocket exploded and the gravity of the projectile. I also removed the player classes as well and put them into a separate file, like how you did.
And uh...it's not a rebalance; it's just a weapon tweak XD
By the way, you going to make a separate Hell-Forged mod page on ModDB? I think I'd like to actually upload my own addons there if that is possible.
Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed
Posted: Fri Aug 20, 2021 8:25 am
by Kneight
Bug: Vorpal Blade with DoomSphere has a problem with the kick alt fire.
I think it's because in Vorpalblade2's code the kick doesn't have a "stop" at the end.
Sorry if you already knew about this.
Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed
Posted: Fri Aug 20, 2021 11:41 am
by Amuscaria
@Kneight:
Fixed. Thanks!
@HyperExia:
There will be a MobDB page for Hell-Forged yes.
Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed
Posted: Sat Sep 04, 2021 6:40 pm
by Amuscaria
Hi all. Need help debugging this decorate code for the Immolator, that's been in the mod since it's launched, but I never got around to fixing it.
Whenever the Immolator has fewer than the needed ammo to fire it's alt-fire, holding down the alt-fire causes the weapon to deselect and reselect rapidly. I'm unsure why this is.
States
{
Spawn:
WIMM A 1
Loop
Ready:
IMMG A 1 A_WeaponReady
Loop
Deselect:
IMMG AAAAAA 0 A_Lower
IMMG A 1 A_Lower
Loop
Select:
IMMG AAAAAAA 0 A_Raise
IMMG A 1 A_Raise
Loop
Fire:
IMMG A 3 Bright
IMMG C 4 Bright {A_GunFlash; A_PlayWeaponSound("weapons/bigfir");}
IMMG D 6 Bright A_FireCustomMissile("FireShot1",0,1,0,0)
IMMG EGHIJK 4
IMMG A 7 A_Refire
goto Ready
AltFire:
IMMG A 3 Bright
IMMG C 4 Bright {A_GunFlash; A_PlayWeaponSound("weapons/bigfir");}
IMMG D 6 Bright A_FireCustomMissile("FireBomb1",0,1,0,0)
IMMG EGHIJK 4
IMMG A 7 A_Refire
goto Ready
Flash:
TNT1 A 3 Bright A_Light1
TNT1 A 4 Bright A_Light2
TNT1 A 6 Bright A_Light0
stop
}
EDIT: Actually this happens with ALL of the weapons altfires.
Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed
Posted: Sun Sep 05, 2021 2:38 am
by HyperExia
Huh. Never saw this issue to be frank....
By the way, I have to ask; why were all the weapon sprites changed to require a color palette? There was no issue before but now, it's a major issue when I try to make it a more universal addon
Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed
Posted: Sun Sep 05, 2021 3:22 am
by Gez
I have a potential fix; just change the Ready state to this:
Ready:
IMMG A 1
{
if (A_JumpIfInventory("AmmoFire", 3, "Null")) { A_WeaponReady; }
else { A_WeaponReady(WRF_NOSECONDARY); }
}
Loop
This way, if there aren't enough ammo for the alt-fire, then the alt-fire is simply disabled. For the other weapons, adapt the ammo type and quantity accordingly. Don't worry about the jump state, in anonymous functions jumps work as condition checkers and never actually jump, but they need the jump they won't do anyway to be valid otherwise they always evaluate to false. The engine guarantees that a "Null" state exists, so it just gets things out of the way.
Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed
Posted: Sun Sep 05, 2021 1:31 pm
by Amuscaria
@Hyperexia: Nothing was changed about the weapons, or sprites for that matter. They always required the palette. Only the Shark sprites were PNG images. When I convert the mod to a pk3, It'll be converted to PNGs. Not sure how to do that with Slade yet. I seem to remember seeing an option to save a Wad as a PK3, but can't seem to find it anymore.
@Gez: (EDIT) This worked for me. I keep forgetting there are expressions in Decorate nowadays.
I will no longer be updating this mod until Episode 2 is ready (where I will likely need to make a 1.20 version to have the two mods work together correctly), unless some major bugs are found.
Follow episode 2 development here: viewtopic.php?f=19&t=73013
I will no longer be updating this mod until Episode 2 is ready (where I will likely need to make a 1.20 version to have the two mods work together correctly), unless some major bugs are found.
Follow episode 2 development here: viewtopic.php?f=19&t=73013