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Re: Hell-Forged - Version 1.10 Released!

PostPosted: Sun Sep 05, 2021 10:46 pm
by Amuscaria
Leglock wrote:
Amuscaria wrote:Hell-Forged v1.10 is now live!

Get it here: https://www.moddb.com/games/doom-ii/dow ... orged-v110

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

We need to wait 24 hours :O


*shrug*. I've never gotten that waiting period before.

Re: Hell-Forged - Version 1.10 Released!

PostPosted: Mon Sep 06, 2021 8:04 am
by Leglock
What's the difference with the "old" 1.10?
I finished a couple of days ago and I have to say, it was quite polished. I found some flickering tiles on the ground in the maze (gotta remember the level) with jails.

The size of the levels still blowing my mind.

Re: Hell-Forged - Version 1.10 Released!

PostPosted: Mon Sep 06, 2021 8:34 am
by Amuscaria
Leglock wrote:What's the difference with the "old" 1.10?
I finished a couple of days ago and I have to say, it was quite polished. I found some flickering tiles on the ground in the maze (gotta remember the level) with jails.

The size of the levels still blowing my mind.


This one fixes some bugs from the previous version. The weapons don't bug out when you have less ammo than the required amount to use the Alt-fire, but have enough for the primary fire. It makes some small adjustments to a couple of the levels. It also fixes some HUD issues. Otherwise it's not that different.

Re: Hell-Forged - Version 1.10 Released!

PostPosted: Mon Sep 06, 2021 9:18 am
by Leglock
Amuscaria wrote:
Leglock wrote:What's the difference with the "old" 1.10?
I finished a couple of days ago and I have to say, it was quite polished. I found some flickering tiles on the ground in the maze (gotta remember the level) with jails.

The size of the levels still blowing my mind.


This one fixes some bugs from the previous version. The weapons don't bug out when you have less ammo than the required amount to use the Alt-fire, but have enough for the primary fire. It makes some small adjustments to a couple of the levels. It also fixes some HUD issues. Otherwise it's not that different.

I loaded an old save on the Keep and for my suprise it loaded.

Such amazing mod. Can't wait for part 2!

Re: Hell-Forged - Version 1.10 Released! (Development Closed

PostPosted: Mon Sep 06, 2021 6:10 pm
by ClessxAlghazanth
Hi , is it possible to play Hell-Forged with other map wads ?

Best regards

Re: Hell-Forged - Version 1.10 Released! (Development Closed

PostPosted: Mon Sep 06, 2021 7:36 pm
by Amuscaria
ClessxAlghazanth wrote:Hi , is it possible to play Hell-Forged with other map wads ?

Best regards


The base mod, no. This is a TC, not a gameplay mod. You can use HyperExia's alternative version. I believe that's the gameplay mod version. It's on the opening post.

Re: Hell-Forged - Version 1.10 Released! (Development Closed

PostPosted: Mon Sep 06, 2021 7:38 pm
by ClessxAlghazanth
Amuscaria wrote:
ClessxAlghazanth wrote:Hi , is it possible to play Hell-Forged with other map wads ?

Best regards


The base mod, no. This is a TC, not a gameplay mod. You can use HyperExia's alternative version. I believe that's the gameplay mod version. It's on the opening post.


Thank you 8-)

Re: Hell-Forged - Version 1.10 Released! (Development Closed

PostPosted: Tue Sep 07, 2021 2:53 am
by Amuscaria
ClessxAlghazanth wrote:
Amuscaria wrote:
ClessxAlghazanth wrote:Hi , is it possible to play Hell-Forged with other map wads ?

Best regards


The base mod, no. This is a TC, not a gameplay mod. You can use HyperExia's alternative version. I believe that's the gameplay mod version. It's on the opening post.


Thank you 8-)


You might want to wait until HyperExia finishes updating all the stuff to the 1.10 standard. I believe the alternative version is using 1.00c as a base.

Re: Hell-Forged - Version 1.10 Released! (Development Closed

PostPosted: Tue Sep 07, 2021 8:40 pm
by Doominer441
I noticed while playing HF1M0 that whenever a Director fires its secondary attack, it noticeably "jitters" up and down as its barrels click around, I assume its just some offset issues.

Re: Hell-Forged - Version 1.10 Released! (Development Closed

PostPosted: Tue Sep 07, 2021 9:20 pm
by Amuscaria
Doominer441 wrote:I noticed while playing HF1M0 that whenever a Director fires its secondary attack, it noticeably "jitters" up and down as its barrels click around, I assume its just some offset issues.


I think you're using an older version of the mod. The official release should have the offset fixed already.

Nvm. Apparently setting the correct offsets didn't solve the issue because the sprites are 1 pixel different in height, causing a slight shift between the primary and alt-fire frames when using smart-clipping. I've fixed it in my native version, but the bug is slight minor I don't feel it justifies an upload. I'll put out an update when the 2.00 public alpha is ready.

Re: Hell-Forged - Version 1.10 Released! (Development Closed

PostPosted: Wed Sep 22, 2021 2:29 pm
by Amuscaria
Uploaded a hotfix for 1.10.

-Fixed a bug in HF1M0 that prevented 100% kills and items because the Cacodemon monster closest near the end didn't open.
-Fixed a sprite dimension inconsistency that caused the DIrector's front-facing attack to jitter vertically during its alt-fire reload.

Re: Hell-Forged - Version 1.10 Released! (Hotfix Update)

PostPosted: Sat Sep 25, 2021 5:35 am
by PlayerLin
Minor problem still just reported: Could not get 100% secrets in HF1M6(14/16), because two Aracknights(Thing # 1470 and 1471) were tagged as "Count As Secret" but kill them won't trigger "secret found".

Re: Hell-Forged - Version 1.10 Released! (Hotfix Update)

PostPosted: Sat Sep 25, 2021 1:13 pm
by Amuscaria
PlayerLin wrote:Minor problem still just reported: Could not get 100% secrets in HF1M6(14/16), because two Aracknights(Thing # 1470 and 1471) were tagged as "Count As Secret" but kill them won't trigger "secret found".


Ah thanks. Will fix for v1.20. In the mean time, users can fix this on their own with Doombuilder. :)