Re: Heretic Amplified [Released!]
Posted: Mon Apr 18, 2011 1:44 pm
Huh? There should be some kind of alternative HUD in this mod? Because I can't see any, too.
I forgot to fix that oopsCaleb13 wrote:The readme file says that the mod should work with Zdoom, but I get this error when I try to use Zdoom 2.5.0:
Script error, "HereticAmpFinalBeta.pk3:episodedata.wad:TEXTURES" line 3: Unknown texture property 'Graphic'
No that was done for balance because some of the books effects are very powerful, a full book could be equal to 50 rings of invulnerability if you could select any page.Caleb13 wrote:By the way, is there some way to switch spells in the "book weapon"?
I did nothing to the HUD except added the red key to it, what alternate HUD are you thinking of?The Ultimate DooMer wrote:No status bar and inventory display (aside from the bulky default one).
Spoiler:
Please consider adding this info to the Readme file. I spent quite some time trying to figure out how to switch the spells. And I guess I'm not alone, even though Heretic is nowhere as popular as Doom in these forums.Evil Space Tomato wrote:
No that was done for balance because some of the books effects are very powerful, a full book could be equal to 50 rings of invulnerability if you could select any page. If you activate a tome however the book will randomly change while you hold it, and it will create new page ammo. I find it tends to be a situational weapon you see what page the book is at then wait until that power is useful.
The HUD that appears one screen size higher than the status bar (and one lower than fullscreen with no display at all). I solved it by ripping out the SBARINFO lump, currently on the forest map.Evil Space Tomato wrote: I did nothing to the HUD except added the red key to it, what alternate HUD are you thinking of?
That is intentional, I even added a radius thrust to stun weaker monsters more.The Ultimate DooMer wrote: The lightning rod seems ok damage-wise, but does seem to trigger monster pain states a lot (making it possible to cheese most enemies). The regen idea is cool, too but there's a lot of ammo around to make it less valuable.
You are right here.The Ultimate DooMer wrote: The bone shredder can kill even maulotaurs with only a few hits, plus ammo is way too readily available for it (at very least I'd make it use more ammo and pass through ghosts).
OopsThe Ultimate DooMer wrote: The book is a neat idea but again, ammo is too easy to get for it (plus the invuln mode doesn't use any ammo at all).
It should never turn you more than 15 degrees, any more is a bug.The Ultimate DooMer wrote: The moon rod is awkward but ok when you get used to it, although it does have the habit of making you face in odd directions sometimes when firing.
Good idea I added this weapon right at the start and never changed it.The Ultimate DooMer wrote: The blood orb is a neat idea too and could almost justify the huge amounts of health lying around if it appeared early in the game (and also took health using TakeInventory ("Health", x) rather than just damaging you and your armour).
Yes I think I will make it tale 2 ammo to fire in the next version.The Ultimate DooMer wrote: The black artifact is like an IWIN button, even against the hardest mobs. I would've made ammo very hard to get for this, or toned it down so it can only one-shot smaller mobs. (or conversely give bosses a DamageFactor for it to ensure it can't kill them in a few hits)
I wanted them to blend in and be hard to tell apart.The Ultimate DooMer wrote: There's very little to tell between the normal undead knights and the pestilence version though, maybe a better recolour or a size increase?
ThanksThe Ultimate DooMer wrote:Some cool ideas floating around, the large-scale battles were fun, and nice slope and texture usage
The E7M4 fight is supposed to end when you destroy all of the magic generators and open the exit portal.The Ultimate DooMer wrote: but a bit bare at times. E7M4 seemed a little awkward though (plus the mauler-fighting-shadow encounter seemed to be bugged, it wouldn't end). E7M5 has a bad texture bug on the first ruin you come to after walking up the steep dark steps into the ruined outdoor bit. E7M7 has a couple of archways with main textures on them in the NE corner's green corridor area (where the chaos serpent on the lift is, speaking of which that lift has no way to lower you back down if you get stuck up there).
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VM execution aborted: Invalid class HereticPlayerAmp in function call to MoonRod.StateFunction.10. Moon Rod expected
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