Hocusdoom RELEASED (/idgames pending)

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ravage
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Re: Hocusdoom BETA (new version 09-23-18)

Post by ravage »

Current playable version for 01-26-19
https://www.dropbox.com/s/qp9nco8upbp6h ... 9.pk3?dl=0
Ogg versions of music (updated)
https://www.dropbox.com/s/h4wlfocvkewtm ... g.pk3?dl=1

changelog for - 01-26-2019
  • few minor fixes in levels
  • fixed stray pixel on Terrexin sprite
  • fixed stray pixel on magic crystal sprite
  • fixed ceiling portal in map15
  • fixed a bug where dormant bosses still blocked shots. apparently it matters when you declare the Monster combo.
  • fixed several more ceiling portals and added one to map25
  • removed a crystal entirely on map25. I spent way too many times completely passing it by, as I'm sure did everyone else.
  • more various missing textures fixed, and maps touched up.
  • easter egg treasure no longer counts to total treasure
  • weapon powerups no longer give score
  • added a jump pad in map34. I don't like inescapable pits.
  • altered powered up launcher for jazz secret
  • expanded boss arena on map40 and prevented boss from getting suck on the sign
  • fixed various issues with ULTRA difficulty, hopefully.
  • raised a power bomb off of the slime in map14 so that you can get it without taking damage.
  • added laser barriers for the trolodon fight so you can't go back down until the next phase. This solves the issue of trolodon not targetting you through a portal, and gives the fight a little more urgency.
  • spiders jump now. experience fear.
  • remade treasure room in map39
  • testing autofire for your main weapon. its slower than clicking (even at level 1 power), but I've had a lot of people ask for it over the years.
Gez
 
 
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Re: Hocusdoom BETA (new version 01-26-19)

Post by Gez »

One of the enemies is misspelled: it's phara-oh, not pharo-ah. This also affects their obituary string.

The laser barriers in episode 4 are a performance hog. The way each of them calls A_Explode every tic overtaxes the engine with a lot of extraneous computations.
Scuba Steve
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Re: Hocusdoom BETA (new version 01-26-19)

Post by Scuba Steve »

This project is almost finished and all it needs is someone to code a fucking High Score table into the menu! Xaser, Enjay, Tormentor, Some other member who knows this shit... One of you fuckers needs to say, "I got this, bro!" and help out... it seems simple enough. Xaser, I handmade you one of the rarest Doom collectibles, the Quakeon 2019 Doomworld zine, I think you owe me this! What do I need to do to bribe one of you?
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ravage
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Re: Hocusdoom BETA (new version 01-26-19)

Post by ravage »

What scuba means to say is that I'd love help from anyone good with zscript to help write a high scores table accessible from the main menu. I have a rudimentary one set up with acs but it's only accessible in-game. It already uses custom cvars to save data between games so that should be able to be used. I don't know if it's possible but would be a nice touch. Who knows, maybe it cold inspire similar things in other projects.

I have one more big bugfix update to post soon, and will need at least one more round of testing before I'll be confident in finally releasing this and moving on to the next project. Thanks in advance!
Scuba Steve
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Re: Hocusdoom BETA (new version 01-26-19)

Post by Scuba Steve »

Oh sure, take the KIND approach!
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Captain J
 
 
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Re: Hocusdoom BETA (new version 01-26-19)

Post by Captain J »

That's our good ol' Scuba Steve! As long as he approves it, it's definitely badass.
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ravage
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Re: Hocusdoom BETA (new version 01-26-19)

Post by ravage »

Current playable version for 08-13-2019
https://www.dropbox.com/s/mz816ypixvp93t8/hocusdoom 08-13-2019.pk3?dl=1
Ogg versions of music (updated)
https://www.dropbox.com/s/h4wlfocvkewtm ... g.pk3?dl=1



changelog for - 08-13-2019
  • power wand now has alt mode. press [reload] to switch (much like the secret weapons)
  • changed language entries for throw bombs and weapon mode switch in controls.
  • new enemy - tree spirit
  • cosmetic updates to maps 25 and 26
  • changes to HARD difficulty. lowered health to the same as normal, but dialed up aggressiveness.
  • more various bugfixes in maps
  • disabling the lasers in map20 plays a sound now
  • fixed sequence string in map13 not showing up properly
  • allow the ability to restart a map upon completion, in case you want to try again for a better score.
  • fixed sound issue with that one lift in map17
  • moved a flower enemy out of a tree in map18
  • fixed a clipping issue with the tower in map22
  • adjusted the brightmap for the egyptian tesla model
  • changed thing portals in map29 to line portals to speed them up a bit
  • moved starfield effect to a camera texture (automap no londer overlays them in intermissions)
  • abyssal hydra are more dangerous now
  • power wand shots use fewer particles (three rays instead of 4 for each shot)
  • player no longer takes double damage in hard difficulty. instead the time a player is unable to be hurt after taking damage will be longer or shorter depending on skill.
  • decoupled player pain flash from rapid fire flash scripts.
  • completely new particles for torches. hopefully less intensive.
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Tormentor667
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Re: Hocusdoom BETA (new version 08-13-2019) nearing the end!

Post by Tormentor667 »

Awesome... but, I hope you won’t mind that I stop playing your betas and wait for the final product now :)
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ravage
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Re: Hocusdoom BETA (new version 08-13-2019) nearing the end!

Post by ravage »

I need all the help and feedback I get, which hasn't been much to be honest.
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Tormentor667
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Re: Hocusdoom BETA (new version 08-13-2019) nearing the end!

Post by Tormentor667 »

How many maps are currently missing for the final product?
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QuakedoomNukem Cz
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Re: Hocusdoom BETA (new version 08-13-2019) nearing the end!

Post by QuakedoomNukem Cz »

Tormentor667 wrote:How many maps are currently missing for the final product?
Last time I've played this, all the maps including secret maps were pretty much complete, just some bugs, misaligned textures etc.
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NightFright
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Re: Hocusdoom BETA (new version 08-13-2019) nearing the end!

Post by NightFright »

It's about time this is getting done. I have been waiting for the final version since ages. Considering how much input has been gathered from the community throughout its development, the mod should be super-polished by the time it's released, to the point it's so shiny that it blinds you. 8-)
Gez
 
 
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Re: Hocusdoom BETA (new version 08-13-2019) nearing the end!

Post by Gez »

Last time I played through, the fire barriers were a terrible resource hog; I'd want to suggest always turning them off when the player is away.
Scuba Steve
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Re: Hocusdoom BETA (new version 08-13-2019) nearing the end!

Post by Scuba Steve »

I seem to recall you need to use a previously unused key to switch weapons in the jazz level. Is it made clear enough what key switches weapons in that map?
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ravage
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Re: Hocusdoom BETA (new version 08-13-2019) nearing the end!

Post by ravage »

Its the reload key. First time you pick one up it'll tell you which key to use. Same sort of message as when you first pick up bombs or the power wand.
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