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Re: REKKR - V1.14

Posted: Sun Aug 26, 2018 2:44 pm
by landfill baby
ok so the "monster chaingun" thing, it seems zdoom says that it's where the soul gun was after you pick it up, it still happens on 1.14

Re: REKKR - V1.14

Posted: Thu Sep 06, 2018 7:30 am
by Grizzly
Created an account just to say this: I think this mod is really good. Well done! I found out about it after it showed up on RPS, and I've been playing it alongside the classic Doom in a mixture of Chocolate Doom and GZDoom.

I like how the maps look like actual places.
I love how the souls mechanic and the lack of hitscan monsters makes melee a lot more viable.
I just like lack of hitscan in general: The bow is a lot of fun, even if it is a bit awkward to use with Doom's autoaim and compensation for up/down aiming.
I love the explosive rune thingy, I never would have thought the classic Doom engine allowed gravity projectiles like that.
I love that using Doom's software renderer actually makes the game look better then GZDoom's OpenGL renderer.
I like that there's a shower which you can turn on.

This has been a rad introduction to the Doom mod scene for me :).

Re: REKKR - V1.14

Posted: Thu Sep 06, 2018 12:31 pm
by Revae
Thanks! A lot of time went into it, and I'm pleased as punch (whatever that means) that people seem to like it. Makes it all worth it.

Re: REKKR - V1.14

Posted: Mon Sep 10, 2018 4:40 pm
by Grizzly
I've been playing E2 (love the museum level), and I've noticed that on E2M8 I am suddenly back to the starting loadout, rather then the (admittedly rather hoarded) arsenal I had at the end of E2M7. Did I miss something important, is this intentional, or just a bug?

Re: REKKR - V1.14

Posted: Tue Sep 11, 2018 1:44 am
by Grizzly
(By the by, I'm using the latest version of GZDoom on software renderer and strict doom compatability, and I'm using the default rekkr 1.14 wad and deh rather then the standalone version)

Re: REKKR - V1.14

Posted: Wed Sep 12, 2018 7:56 am
by Revae
Grizzly wrote:I've been playing E2 (love the museum level), and I've noticed that on E2M8 I am suddenly back to the starting loadout, rather then the (admittedly rather hoarded) arsenal I had at the end of E2M7. Did I miss something important, is this intentional, or just a bug?
That was unfortunately necessary for it to run with zdoom ports (other than the latest gzdoom builds, though they got caught in the crossfire). Otherwise the map was unbeatable due to how the engine handles some dehacked stuff. It's just a boss map, so everything you need to beat it is provided anyway. Shouldn't be too much tougher, other than a lack of armor.

Re: REKKR - V1.15

Posted: Sat Sep 22, 2018 9:38 am
by Grizzly
Grats on the update!

Minor squibbles now that I am playing through the game at skill 4 (in case you plan on a sequel or something :P)
  • The mod version posted to Moddb is still at 1.13
  • The floating eyeballs infighting does dampen the threat of their ressurection ability somewhat.
  • would love to see the Grotesques infight amongst themselves, as per Doom's former humans rather then the Imps
  • Since the boss fight at the end of E2 features a king who shares its model with two enemies that show up exclusively in E3, I thought that the Former Dukes and eyeball-casting-skeletons were a lot tougher in terms of hitpoints then they actually were. Having the player encounter these enemies atleast once before the bossfight would avoid this confusion.
  • Why make the shotgun consume two ammo per shot when it's the only weapon drawing from that pool?

Re: REKKR - V1.15

Posted: Sun Sep 23, 2018 12:45 am
by Revae
Grizzly wrote:Grats on the update!
[*]The mod version posted to Moddb is still at 1.13
[*]The floating eyeballs infighting does dampen the threat of their ressurection ability somewhat.
[*]would love to see the Grotesques infight amongst themselves, as per Doom's former humans rather then the Imps
[*] Since the boss fight at the end of E2 features a king who shares its model with two enemies that show up exclusively in E3, I thought that the Former Dukes and eyeball-casting-skeletons were a lot tougher in terms of hitpoints then they actually were. Having the player encounter these enemies atleast once before the bossfight would avoid this confusion.
[*] Why make the shotgun consume two ammo per shot when it's the only weapon drawing from that pool?[/list]
Thanks. The answer to the infighting is that vanilla limitations prevent me from changing what can infight with what - the only thing that doesn't infight in Doom is the arch vile, and the turret uses that thing slot because it would accidentally hit nearly everything in every fight and immediately get murdered otherwise. I also can't alter the amount of ammo the super shotgun firing action consumes (this also means all ammo pickup and max ammo have to be divisible by 2 or the game crashes if you fire on an ammo count of 1).

The boss fight happens first because I didn't want you to see the weaker variants earlier and be disappointed with the boss reveal(s). The weaker variants have a different color scheme though. The skeleton isn't bloody, and the weaker former king has gray accents on his clothes rather than red - which really should've been exaggerated more. Ah well. Next time.

Re: REKKR - V1.15

Posted: Thu Jan 03, 2019 6:48 pm
by Revae
http://www.mediafire.com/file/55u3huuqr ... REKTEX.wad
REKKR textures paletted for Heretic. Some fit in better than others, and I left out anything that was specific to REKKR's story or setting.

Re: REKKR - V1.14

Posted: Fri Jan 04, 2019 7:38 am
by Graf Zahl
Revae wrote: That was unfortunately necessary for it to run with zdoom ports (other than the latest gzdoom builds, though they got caught in the crossfire). Otherwise the map was unbeatable due to how the engine handles some dehacked stuff.

What was the problem here? I'd like to know at least if it may be fixable.

Re: REKKR - V1.15

Posted: Fri Jan 04, 2019 8:57 am
by Revae
You did fix the issue, actually. Which is why the newer GZDoom would work fine, but in the end I wanted it to work with the last version of zdoom as well since some people still use that.
It was a dehacked issue where, when you used a weapon as a monster *thing" with a bossdeath function, Doom thought the inventory version of the weapon was alive even adlfter the dropped version was killed. So doors that required the bossdeath function wouldn't open.
But like I said you fixed it a while ago, so it's all good.

Re: REKKR - V1.15

Posted: Fri Jan 04, 2019 7:46 pm
by wolfman
Link doesn't work. It says "Download not available."

EDIT:
Revae wrote:Huh. It was working last night... Alrighty, lemme fix that.
https://www.mediafire.com/file/8wfjoawy ... X.wad/file
Try now...
Got it. Thanks!

Re: REKKR - V1.15

Posted: Fri Jan 04, 2019 10:16 pm
by Revae
Huh. It was working last night... Alrighty, lemme fix that.
https://www.mediafire.com/file/8wfjoawy ... X.wad/file
Try now...

Re: REKKR - V1.16

Posted: Wed Aug 07, 2019 7:10 am
by Grizzly
Aaah where is the blue key on E1M3 now that it has been cut in half?

Re: REKKR - V1.16

Posted: Wed Sep 25, 2019 3:15 pm
by Revae
Hidden. It's a secret.
I don't come to the zdoom forums often enough. It's been over a month since you asked. Srry :-p