Hexed Underworld - Hexen meets Ultima Underworld

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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Gez » Mon Apr 11, 2022 4:05 am

Ozymandias81 wrote:But well even I plan to have hold/charge and if possible with something which checks mouse direction... or just use 3 attacks randomly for each hold-release attack, but indeed my mod will be more "arcade" compared to original UW, more Hexen-ish if you like.


Something you can do is make the attack depend on player movement.
Forward: thrust
Strafe: slash
Standing: pound
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Ozymandias81 » Tue Apr 12, 2022 4:58 am

Gez wrote:
Something you can do is make the attack depend on player movement.
Forward: thrust
Strafe: slash
Standing: pound

Since I am learning zscript, I noticed that GetPlayerInput is a bit tricky to be implemented codewise, but I might create custom functions and call them at Ready initial state... Thanks for the suggestion, let's see if I can figure it out
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Doom is a State of Mind... Out of Control.
 
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Ozymandias81 » Tue Apr 12, 2022 12:27 pm

Ah finally managed to do it using GetPlayerInput, had to do a lot of research here and there, understand code... and it seems I did it well, beside atm pressing fire alone doesn't attack, but it might be a good solution I think, so I can leave that space for something else, such as general interactivity, spells and sort of gameplay feat that makes fights more challenging
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Ozymandias81
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Sir Robin » Wed Apr 13, 2022 10:49 am

I haven't tried running it but just looking at the code, you're doing what Gez suggested about pressing attack and then a direction to select an attack type.

If you're trying to figure out offsets for the sprites, remember that UW1's view screen was 172x112. So draw your sprites to a 172x112 canvas and then scale them up to 320x200 and they'll be exactly the right size. Only issue is they aren't wide-screen compatible so you'll have cut-off edges.
I've already extracted the weapon frame offsets and the weapons data table, I can post that here if it helps you any.

Good job learning ZScript! That's what a started learning a few months ago and all my code is in ZScript. I haven't touched ACS yet but I understand there are some level-scripts that can't really be done in ZScript? I'll deal with those when I get to them.

Oh wait, I used ACS in my titlemap, so I guess I lied :P
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Sir Robin » Thu Apr 14, 2022 2:23 am

Not sure if this helps you or not, but here are all the offsets:
Code: Select allExpand view
0  0  11  56
0  1   0  20
0  2   0  26
0  3   0   0
0  4   0  26
0  5  25  45
0  6 100  38
0  7 159  29
0  8   0   0
0  9 129  63
0 10 149 111
0 11 149  41
0 12   0   0
0 13 149  41
0 14 109 111
0 15  91  58
0 16  83   6
0 17   0   0
0 18 106  17
0 19 108  12
0 20 111   6
0 21   0   0
0 22  97  27
0 23  82  25
0 24  84  26
0 25  85  23
0 26  97  27
0 27 106  17
1  0  80  33
1  1  17  55
1  2   0  32
1  3   0   0
1  4   0  32
1  5   0  45
1  6  51  62
1  7 151  45
1  8   0   0
1  9 116  51
1 10 124 101
1 11 145  18
1 12   0   0
1 13 144 111
1 14 118 111
1 15  89  40
1 16  83   6
1 17   0   0
1 18 109  16
1 19 110  14
1 20 117   4
1 21   0   0
1 22 124   9
1 23 101  35
1 24  94  54
1 25  94  45
1 26  96  44
1 27 109  16
2  0  78  37
2  1  19  57
2  2   0  32
2  3   0   0
2  4   0  32
2  5   0  45
2  6  59  58
2  7 149  48
2  8   0   0
2  9 125  57
2 10 136 106
2 11 144  19
2 12   0   0
2 13 143 111
2 14 118 111
2 15  89  43
2 16  79   6
2 17   0   0
2 18 120  18
2 19 114  13
2 20 118   6
2 21   0   0
2 22 123  11
2 23 114  37
2 24 103  55
2 25 103  47
2 26 105  47
2 27 120  18
3  0   0   0
3  1   0   0
3  2   0   0
3  3   0   0
3  4 120  44
3  5  89  57
3  6  99  47
3  7 101  41
3  8 115  10
3  9   0   0
3 10   0   0
3 11   0   0
3 12   0   0
3 13 120  44
3 14  89  57
3 15  99  47
3 16 101  41
3 17 115  10
3 18   0   0
3 19   0   0
3 20   0   0
3 21   0   0
3 22 120  44
3 23  89  57
3 24  99  47
3 25 101  41
3 26 115  10
3 27 115  10
4  0 104  56
4  1 111  20
4  2 130  26
4  3   0   0
4  4 130  26
4  5  55  45
4  6  13  38
4  7   0  29
4  8   0   0
4  9  25  63
4 10   5 111
4 11   0  41
4 12   0   0
4 13   0  41
4 14  17 111
4 15  44  58
4 16  84   6
4 17   0   0
4 18  52  17
4 19  53  12
4 20  53   6
4 21   0   0
4 22  54  27
4 23  31  25
4 24  18  26
4 25  22  23
4 26  54  27
4 27  52  17
5  0  69  33
5  1 103  55
5  2 112  32
5  3   0   0
5  4 112  32
5  5  68  45
5  6  24  62
5  7   0  45
5  8   0   0
5  9  26  51
5 10  12 101
5 11   0  18
5 12   0   0
5 13   0 111
5 14   0 111
5 15  58  40
5 16  80   6
5 17   6   0
5 18  39  16
5 19  46  14
5 20  45   4
5 21   0   0
5 22  37   9
5 23  40  35
5 24   0  54
5 25   0  45
5 26  15  44
5 27  39  16
6  0  75  37
6  1  99  57
6  2 113  32
6  3   0   0
6  4 113  32
6  5  68  45
6  6  20  58
6  7   0  48
6  8   0   0
6  9  24  57
6 10  12 106
6 11   0  19
6 12   0   0
6 13   0 111
6 14   0 111
6 15  57  43
6 16  81   6
6 17   0   0
6 18  32  18
6 19  39  13
6 20  39   6
6 21   0   0
6 22  32  11
6 23  39  37
6 24   0  55
6 25   0  47
6 26  16  47
6 27  32  18
7  0   0   0
7  1   0   0
7  2   0   0
7  3   0   0
7  4   0  44
7  5   0  57
7  6   0  47
7  7   0  41
7  8   5  10
7  9   0   0
7 10   0   0
7 11   0   0
7 12   0   0
7 13   0  44
7 14   0  57
7 15   0  47
7 16   0  41
7 17   5  10
7 18   0   0
7 19   0   0
7 20   0   0
7 21   0   0
7 22   0  44
7 23   0  57
7 24   0  47
7 25   0  41
7 26   5  10
7 27   5  10

The first column is for the weapon, 8 weapons: Right-handed sword, axe, mace, fist, left-handed sword, axe, mace, fist
The second column is the weapon frame. Each weapon has 3 attacks, each attack has 4 charge frames and 5 attack frames. Each weapon also has an idle frame. (4 + 5) * 3 + 1 = 28 frames
The third and fourth columns are the x, y offsets. The y offset is from the bottom of the screen so subtract it from 111 to get the offset from the top.
Most of the (0,0) offsets are no-draw frames, but not all of them.
UW1 Weapon sprites were drawn to a 172x112 canvas, so their size and offsets are made for that space. To make them work for doom, scale them to a 320x200 canvas.
An example of how I did my first weapon first frame:
Code: Select allExpand view
sprite UWAAB0, 50, 57 // Weapon=Sword hand=right skin=light
{
   XScale 0.5375
   YScale 0.56
   offset -11, -55
   patch "patches/uw1/weapons.gr/weapons.gr.i0.wp0.png", 0, 0
}

The weapon 0 frame 0 offsets are (11,56). I flip the y (111 - 56 = 55) to get (11,55). Doom wants negative offset for HUD sprites, so (-11,-55).
UW HUD sprite are drawn for a 172x112 canvas, so I scale them to 320x200 with scale (0.5375, 0.56)
Note that the offsets will be scaled along with the sprite, so the specified offsets should stay in the 172x112 size.

And FYI from what I can tell the actual attack code happens in the 3rd frame of the attack sequence for every weapon.
And note that the fist does in fact have 3 attacks like every other weapon - a bash, a slash, and a stab - but that it uses the same animation for each one.

I could share my textures lump to save you some time, but unless the place where you got your graphics ripped from used the same indices as I did, it won't be of much use to you.
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Sir Robin » Thu Apr 14, 2022 2:48 am

Here's a CSV of the weapons data I ripped from UW1
Code: Select allExpand view
"ObjectNum","Descriptor","WeaponSkillName","mass","MonetaryValue","Durability","ChargeSpeed","ChargeMin","ChargeMax","DamageModBash","DamageModSlash","DamageModStab"
0,a_hand axe,axe,24,20,10,25,90,160,4,6,2
1,a_battle axe,axe,40,60,34,5,70,220,7,14,2
2,an_axe,axe,32,100,25,13,80,190,6,10,8
3,a_dagger,sword,8,20,5,30,100,145,2,4,5
4,a_shortsword,sword,16,50,18,20,90,170,3,6,6
5,a_longsword,sword,24,80,28,15,80,190,4,10,8
6,a_broadsword,sword,32,100,34,9,70,205,6,13,10
7,a_cudgel,mace,16,15,2,20,95,145,6,3,2
8,a_light mace,mace,24,55,15,15,85,175,10,6,4
9,a_mace,mace,32,90,25,9,75,190,16,8,5
10,a_shiny sword,sword,34,0,255,11,70,190,7,14,11
11,a_jeweled axe,axe,32,250,255,8,75,200,8,13,5
12,a_black sword,sword,36,200,255,5,60,200,7,15,12
13,a_jeweled sword,sword,28,250,255,11,70,190,7,14,11
14,a_jeweled mace,mace,28,250,255,6,65,220,17,9,5
15,a_fist,unarmed,0,0,255,15,90,140,4,2,3

I haven't yet figured out what to do with the charge min max and speed - how to translate those into something I can use in my gzdoom code.
Also note that although the fist uses the same animation for all three attacks, they do indeed have different damage modifiers.
Mass/10 = weight in stones.
Durability 255 weapons are indestructible - the jeweled and unique weapons.
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Ozymandias81 » Thu Apr 14, 2022 4:11 pm

Many thanks to share all these informations Sir Robin! Since at the moment I am using UGCK art, I'll go for my methods for apply offsets, but I might compare my custom ones with yours if something doesn't satisfy my taste, sure of help. Also I will fix sprites being non-widescreen friendly, something I already did for Blade of Agony Firebrand, it will require time and frankenspriting but I know what to do there :cool
Thanks a lot too for the comprehensive CSV data, lot's of help for building up my weapons as well. Regarding charge min/max, maybe min should stay to "red" charge and max for "green", somehow as a "duration" of the hold time while "firing" the weapon.
So many things to take care but hey, I like the fact this will make me learn zscript for carry on with Hexed.
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Doom is a State of Mind... Out of Control.
 
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Discord: Ozymandias81#2768
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Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Sir Robin » Wed Apr 20, 2022 2:45 pm

Saw this video and got an idea for your LOW gem - instead of just a shiny gem, why not make it bigger, a poly object with portals on 8 sides that you can seamlessly walk through into the other worlds?

See this video near the end at about 24:20

I like how the music queues up and everything.
I'd make it so hitscans and projectiles and monsters can't pass through, then put a transparent mid-texture right in front of each portal to make it hazy looking.
Just an idea...
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Ozymandias81 » Thu Apr 21, 2022 10:15 am

Sir Robin wrote:Saw this video and got an idea for your LOW gem - instead of just a shiny gem, why not make it bigger, a poly object with portals on 8 sides that you can seamlessly walk through into the other worlds?

See this video near the end at about 24:20

I like how the music queues up and everything.
I'd make it so hitscans and projectiles and monsters can't pass through, then put a transparent mid-texture right in front of each portal to make it hazy looking.
Just an idea...

Thought so myself too, definitely a good idea... Only issue it wouldn't be possible to apply portals over gem-shaped "walls", it should be changed into something else (because 3d sectors won't stop lineportals to be projected to floors and ceiling afaik). Polyobjs? Not sure if that's something approachable engine wise for portals, even if they are just visual ones.
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Graphics Processor: nVidia with Vulkan support

Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Ozymandias81 » Mon May 02, 2022 2:53 pm

Bump update for those who are following the project:

1. Added base code for all weapons, at least for those who have HUD frames, with distinct custom functions so I will be able to include RPG elements at later stage properly
2. Added base code for Silver Sapling and Fountains
3. Made ultrawide-screen friendly frames for Fists
4. Adjusted offsets for all weapons, I have a plan to include also HUD shield frames
5. Female/Male fighters, mountainmen, skeleton, bats, imps, mongbats and ghosts works fully, though no sounds and custom attacks have not been added yet (painful work for offsets and proper 8dir anims rotations order)
6. Added 3d models for breakable large boulders, Ankh and tables
7. Added all doors to MAP01, with proper exits between MAP01-02, but no locks defined yet
8. And some moar stuff... Stay tuned.
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Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
Location: Mount Olympus, Mars
Discord: Ozymandias81#2768
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Operating System: Windows Vista/7/2008 64-bit
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Graphics Processor: nVidia with Vulkan support

Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Sir Robin » Thu May 05, 2022 5:18 pm

Ozymandias81 wrote:Bump update for those who are following the project:

1. Added base code for all weapons, at least for those who have HUD frames, with distinct custom functions so I will be able to include RPG elements at later stage properly
2. Added base code for Silver Sapling and Fountains
3. Made ultrawide-screen friendly frames for Fists
4. Adjusted offsets for all weapons, I have a plan to include also HUD shield frames
5. Female/Male fighters, mountainmen, skeleton, bats, imps, mongbats and ghosts works fully, though no sounds and custom attacks have not been added yet (painful work for offsets and proper 8dir anims rotations order)
6. Added 3d models for breakable large boulders, Ankh and tables
7. Added all doors to MAP01, with proper exits between MAP01-02, but no locks defined yet
8. And some moar stuff... Stay tuned.

Awesome! Taking a look now...

1. Trying to get used to the weapon usage. So I have to stop moving, press fire, then a direction to select the attack. That breaks my usual rhythm of moving and attacking and dodging and seems a little awkward. Maybe I'm doing it wrong or just need to get used to it?
2. Nice. Your fountain animation is off, the water is too high. The "flat" parts of the water should settle into the "bowls" of the fountain, and the streams should drip out into the water below. The original fountain is I think 21 pixels tall and the water animation is I think 24, so it should hang a little lower than the fountain. Take a look at the real UW to get an idea of how they're supposed to go together. Also you made the fountains usable for health one-time. In game some are usable for health unlimited times, but most are usable and just say "refreshing" but don't seem to change anything. I don't know if that was your design choice or if you didn't remember how they worked. IIRC the only fountains that give healing are the one by the grand stair on level 1, the one you drop near in level 2, and the one behind the dam in level 3. The rest are plain non-healing decorations.
6. I like the boulder - I went into the broken ramps room, noticed the boulder model. Noticed it was all lit up, didn't understand why until I looked up. Nice! The ceiling hole, the broken ramp, the scattered debris, I like what you've done with that scene.
The Ankh (shrine) looks good detail-wise but seems kind of small. In game it's taller than the player, I don't know the model size offhand but the hit box is 56 tall. Yours is about half that height, it looks more like a grave marker. IMO it should be bigger and more imposing.
7. I like how the displacement map gives your doors a 3d look. But they also look kind of weird around the edges, like they're in a mirror box or something. Are they supposed to look like that or do I have a setting wrong or what?
I noticed you have the secret exit to level 2 - I'll have to look at that, I didn't put mine in because I didn't know how to make a teleport only work at a certain Z-height. So I'll peek at your map for ideas. 8-)

And some miscellaneous stuff:
I noticed in level 2 in the mountain folks area there is a corner where the floor is doing something weird. I assume that's just a WIP
I take falling damage when hitting water
When I hit an enemy and blood drips in water it makes a splash
bats can open doors
I still don't see the heat effect. I see it placed in the 00 testmap but don't notice any effect. Is there a display setting or something I need to set?
The shrine door on level 1 should open by a switch on the south wall. Don't know if you forgot that one or just hadn't gotten to it yet.

Overall, nice to see the progress.
If you're using my item placements as reference, I've discovered something as I started working on my maps - my math was wrong and the placement is off. All items should be shifted up and right by 8 (or 12 if you're using the 1.5 scale).
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Sir Robin » Thu May 05, 2022 11:14 pm

And I forgot to mention - I noticed your light system - nice! I can pick up candles, torches, and lanterns, and can activate and deactive them. Unlike the Heretic/Hexen lights that can be activated but never deactivated until them run themselves out.
One thing was that you can light multiple lights at once, and you can't tell which are lit unless you go through and toggle them all.
So I tried this:
Code: Select allExpand view
class PoweredInventory : Inventory
{
   bool active;
   Class<Inventory> fuelclass;
   int fuelgiveamt;
   string IconActive;
   string IconInactive;
   
   Property Fuel:fuelclass;
   Property FuelGiveAmt:fuelgiveamt;
   Property IconActive:IconActive;
   Property IconInactive:IconInactive;

   override void Tick()
   {
      if (IsFrozen()) { return; }

      if (owner && active)
      {
         if (owner.FindInventory(fuelclass)) { owner.TakeInventory(fuelclass, 1); }
         else {  MakeInactive(); }
      }
   }

   override bool Use (bool pickup)
   {
      if (!owner) { return false; }

      if (active) { MakeInactive(); } else { MakeActive(); }

      if (active && !owner.FindInventory(fuelclass)) { MakeInactive(); }

      return false;
   }
   
   void MakeActive()
   {
      active=true;
      Icon=TexMan.CheckForTexture(IconActive,TexMan.TYPE_Any);
   }

   void MakeInactive()
   {
      active=false;
      Icon=TexMan.CheckForTexture(IconInactive,TexMan.TYPE_Any);
   }

   override bool HandlePickup(Inventory item) {} //unchanged

   override bool TryPickup(in out Actor toucher){}//unchanged
}

// In HUW_TorchPickup default
      Inventory.Icon "UWTOA0";
      PoweredInventory.IconActive "UWTOB0";
      PoweredInventory.IconInactive "UWTOA0";

// In HUW_Candle1Pickup default
      Inventory.Icon "UWCNA0";
      PoweredInventory.IconActive "UWCNB0";
      PoweredInventory.IconInactive "UWCNA0";

// In HUW_Candle2Pickup default
      Inventory.Icon "UWCNC0";
      PoweredInventory.IconActive "UWCND0";
      PoweredInventory.IconInactive "UWCNC0";

// In HUW_LanternPickup default
      Inventory.Icon "UWLTA0";
      PoweredInventory.IconActive "UWLTB0";
      PoweredInventory.IconInactive "UWLTA0";

//in each pickup change the underwater check to use the MakeInactive() call


And FYI a taper is brighter than a torch but less than a lantern. Here is the light table I pulled from UW1:
"Lantern",4,10
"Torch",2,3
"Candle",1,12
"Taper",3,0

The first number is the brightness and the second is the duration.
In my testing the first number plus 2 is how many 64 blocks the light travels. On yours that would be 96 blocks if you want to scale your light up 1.5x.
Not sure what the second number means, I guess I could get a brand new torch and light it and just time how long until it goes out and use that time as a reference, but I haven't done that yet.
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Ozymandias81 » Fri May 06, 2022 11:59 am

Hey thanks a lot for the toggle tweaks, I will implement them whenever I can for sure! As you can see it is everything in very early WIP, even those things you noticed though - table and ankh models atm are mostly placeholders, I have pletoria of models that I can rework for the purpose thanks for the humongous work I did for Blade of Agony resources "investigation", but hey Ankhs are pretty rare and got one from the web.

About fountains, I want them to work like coffee/water containers in BoA, so single usage and they will fill up your health to max 100hp. I do have read somehwere that fountains can be found only on 1-2-3 maps in UW but at later stage in Hexed I will put also some magic variants for mana refill and such on outskirts and Menzoberranzan city maps, if I will ever come with them in a reasonable detail and consistency.

Sadly UGCK resources have their size doubled compared to original art of UW, but I don't want to borrow your resources and try to see if I can sort with mine at least.

I still have to work on Mountainmen map, I am sure it is filled with weirdness because I have to go through each map, adjust flat/ceil/walls, actors placement, exits, decals implementation (as tx not objects, you might have noticed that under Animated and Custom folders)

Happy to be of help with falling exits and boulders, feel free to use them for your likeness, and thanks for the feedback with the detail change on the boulder at the start of MAP01, later will also include volumetric effect sprite for the light, roots and such.... this will be applied to all maps and then extent them to link with zones that will take you "outside" the UW map flow until at certain point there will be new maps completely custom. A loooong road but modding is this, patience and dedication, at least this is what I have learn since 2014.

Will fix fountains sprites, shouldn't be difficult. For displacement maps, I only use monochromatic variants of each door tx, while instead the process should be different and it is something I will sort out, at least reduced amount of layers from the original shader which is already a good thing (original 4, now 2).

Water will be probably swimmable so the damage when falling won't happen (will turn those zones like swimmable vanilla Hexen style sectors, so Lurkers will act like Hexen Stalkers like behavior). Will also fix enemies opening doors, only human-like ones should be able (humans,mountainmen,lizards,ghouls,skeleton,headless,trolls,wizards).

Still didn't put a couple of switches, thanks to remind me of that in any case it would have pop up by working on the map. ATM the process might seem confusing but bit by bit I'll sort things as I continue with the project.

Lastly, regarding heat shaders, idk why you don't see anything, but have you tried on a separate build of GZDoom? Probably some variables saved on your .ini file clashes with mine for EventHandlers and you don't see the effect. You should see your whole screen trembling like if you see a hot surface hit by the sun.
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Ozymandias81
Doom is a State of Mind... Out of Control.
 
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Sir Robin » Sat May 14, 2022 2:37 pm

Ozymandias81 wrote:Happy to be of help with falling exits and boulders, feel free to use them for your likeness

Thanks! In the meantime I created a touch trigger, similar to how the UW engine does it since it doesn't have line triggers. It makes it easy to trigger a teleport (or any other special) at a specific Z without having to do any scripting. And since it uses standard special calls, an editor like UDB can visualize it like any other special. IHMO it's easier to edit and understand. Have a look at my touch trigger here

Ozymandias81 wrote:Water will be probably swimmable so the damage when falling won't happen (will turn those zones like swimmable vanilla Hexen style sectors, so Lurkers will act like Hexen Stalkers like behavior).

When you say swimmable do you mean like a floor-clip or full underwater swimming? When you originally asked if was was doing any underwater scenes, I immediately thought that I don't have any sprites for what the lurkers look like underwater. So I'd have to deal with that or make it so any underwater areas don't have lurkers. I would also like to make the lurkers as you say, like the Hexen stalkers or the Star Wars dianoga that pop up and down on the water surface.
Also remember in the UW engine you aren't allowed to fight (ready a weapon or fist) while swimming, making you especially vulnerable when exploring waterways, unless you use water walking or levitation. I plan to replicate that.
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