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PostPosted: Mon Oct 12, 2020 5:28 am
by SiFi270
Thanks for looking into it. I should have known you'd come up with a more efficient way of doing what I thought would be so daunting.


PostPosted: Mon Oct 12, 2020 6:06 am
by NightFright
Yeah, and I am glad it was so easy after all. Wouldn't have wanted to play through all those maps properly again just for this.

Fun fact:
It seems that this separate wad with sprites the original H!Zone shipped with contained the stalagmite/stalagtite replacements as well as the Iron Lich/Undead Warrior substitutes. That means in theory you would have only been able to play through ep.1 with the new enemies while not having these fake stools popping up here or there. That could have hardly been intended. Anyway, it's now entirely possible to use the enemy sprites in any episode without having to worry about this unwanted side effect.

H!Zone v1.21

PostPosted: Tue Oct 13, 2020 2:44 am
by NightFright
Hotfix time! Mostly I did this to replace most map fixes with a ZScript solution, allowing usage of the original versions of the maps (only did not work in case of E1M4, but there I found a different solution which at least does not involve adding new lines, only editing existing ones). I also used the wrong sector ID for the E1M2 lift fix, so it did not work before (but should now).
The most important change is the one for E3M9 - now you don't end the map any longer by triggering an invisible line in the final area, but instead you have to kill all four Undead Warriors (called "Masked Knights" now) on top of their towers. This is a far better approach since it gives you control over what's happening and you don't accidentally leave without killing everything. That and the map didn't have to be edited for this any more (ZScript ftw).

H!Zone for ZDoom v1.21 (PK3, 4.2 MB)

Changelog v1.21 (Oct 13, 2020)
> Reverted most changed maps (E1M2, E3M9, E4M6, E4M8, E6M3, E6M7) to their original (non-edited) state and re-applied fixes via ZScript
> E1M2: Corrected sector ID for green key lift fix (sector #247 instead of #230)
> E1M4: Inverted metal bar lines #1268-1271 (instead of creating new ones)
> E3M9: Changed map ending (now all four Undead Warriors in the final area need to be killed)
> MAPINFO: Removed dummy episode as separator between SP and MP episodes (MP content is now marked with [MULTIPLAYER] tag instead)
> LANGUAGE: Changed obituary for Undead Warrior from "Skull Knight" to "Masked Knight"


PostPosted: Fri Apr 23, 2021 6:46 pm
by Devalaous
Hi NightFright, just bumping this to say thanks for assembling this, and to report a few bugs ive encountered so far. First off, E1M1 has a Disciple behind a wall that never teleports in, down in the waterfall area down the river, it seems a wall was supposed to lower to let him have line of sight; clipping into the room causes him to wake up then move forward and teleport into the room, similar to the green key trap. In that same room, there is a missing texture to the right of the waterfall, and its highly visible. Not sure if the above two things are change-worthy, but im only a few maps in and it seems like 100%able levels would be on the list, especially given the change to e3M9 to allow max killing.

Secondly, the two reskinned monsters, when they kill me, the obituary lacks any spaces at all (corvuswaskilledbyamaskedknight, for example) for both of them.

Is it possible to use normal graphics for the episode titles, or is the sheer amount of episodes making that unlikely? Also, is it possible to vary up the soundtrack for later episodes? Seems like it repeats Episode 1's soundtrack over and over after a point, and with the release of the Raven Midi Pack, a good lot of variety could be added.

I'm running H!Zone with your custom brightmaps, the heretic spritefix and widescreen project, the raven midipack, and your fullscreen huds, if any of these is causing conflicts anywhere.


PostPosted: Fri May 28, 2021 4:00 pm
by NightFright
I have just read this now. The thread got a bit lost with all the posts happening here. I'll see if I can eventually get back to this project one last time, but right now it's hard since I am preoccupied atm.

One thing I can tell you already: Episode titles cannot be changed. It's too many episodes and there is no way to use the normal font, GZD cannot resize it. That small font is used automatically. We can be grateful GZD supports showing so many episodes at all.

Maybe something can be done with the music, but if it happens, it wouldn't be much more than assigning random tracks (possibly also from that Raven MIDI Project) to the levels. After all, it's not like any effort went into this for the original release. Most episodes were replacing the first episode and used its music without any changes.

Regarding those map issues: Might look into them, but haven't been into Doom mapping since I ended this project, and right now I am not motivated to get back into it. Maybe later this year, but no promises. I wasn't exactly planning on putting any more effort into this.

H!Zone v1.3

PostPosted: Sat May 29, 2021 6:02 am
by NightFright
OK, forget what I wrote above, lol! I took a look and found I could fix this in a rather short period of time, so I did...

This release should address the issues reported with E1M1 and custom obituaries not working as intended (basically I forgot to put quotation marks, simple mistake). I also put an end to episode 1 music repeating over and over again, utilizing the Raven MIDI Project, even including five tracks that remain unused in the regular game. Ideally, this should be the last update this time, so enjoy!

H!Zone for ZDoom v1.3 (PK3, 4.4 MB)

Changelog v1.3 (May 29, 2021)
> Now uses random music mix from original game and Raven MIDI Project
> Fix for new obituaries being displayed incorrectly ingame
> E1M1: Fix for Disciple (thing #32) not teleporting in on Hard; texture fix for line #254


PostPosted: Sun May 30, 2021 3:16 am
by Devalaous
Awesome, thanks for this! I got a few people interested in H!Zone's exclusive content recently, after getting through all of E1. Nash's widescreen update for GZDoom definitely sparked further interest in Heretic, having these lost episodes available is a great way to use them.


PostPosted: Wed Jun 02, 2021 9:53 am
by NightFright
I would still like to know how you were supposed to get that blue key from the pedestal in E6M3 without any Wings of Wrath to be found anywhere in the level. I mean, it's indeed possible the author just screwed this up, but normally you do some playtesting before release. Maybe some of those maps were made in such a hurry that sloppy mistakes like this one just had to happen.

Btw, interesting side infos from Joe Wilcox, former Simply Silly Software part owner who surfaced over at the forums:
- These shovelware CDs used to sell really well in general (that's why there were so many of them).
- H!Zone was the first WizardWorks addon with custom-made content especially for that release. At least one new monster and new levels were requested by WizardWorks.
- It was made within 2 months, 15h/7d shifts with just one artist (named Andre) responsible for new graphics.
- That snowy rock texture from ep.1 was (re)used by Wilcox in XMas Doom, H2H Xmas for D2 and Nuclear Winter for Duke3D.
- The Undead Warrior replacement was Wilcox' girlfriend (now wife) in a Halloween costume. The big "A" on the cape is probably for Andre, the name of the graphics guy.