[Community Project] The 20 Heretics Challenge [Released]

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Rachael
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Re: [Community Project] The 20 Heretics Challenge [Released]

Post by Rachael »

You can play your mod with this little add-on.

Keep in mind that this is a cheat, and some maps may break when you use this. (It's not very tested)

Maps are not balanced with this, so you will enter successive maps with a significant advantage with this added.

Also, load order matters a lot - this must be loaded after your copy of 20hcc.
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20hcc-noresetinventory.pk3
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batos2
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Re: [Community Project] The 20 Heretics Challenge [Released]

Post by batos2 »

Rachael wrote:You can play your mod with this little add-on.

Keep in mind that this is a cheat, and some maps may break when you use this. (It's not very tested)

Maps are not balanced with this, so you will enter successive maps with a significant advantage with this added.

Also, load order matters a lot - this must be loaded after your copy of 20hcc.
Thanks You!. :mrgreen:
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StroggVorbis
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Re: [Community Project] The 20 Heretics Challenge [Released]

Post by StroggVorbis »

On g4.1.2, stepping on Gutawer's floor plate in the credits map, which should display a ripple shader, crashes to the console:

VM execution aborted: tried to write to address zero.
Called from RippleTimer.startEffect at 20hcc.pk3:zscript/gutaripple.zsc, line 7
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RKD
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Re: [Community Project] The 20 Heretics Challenge [Released]

Post by RKD »

Replayed this last night after a lot of time (back in GZDoom 3.7.2, iirc) and it's just as good as I remembered. Even more so.

Gotta love the third map with the downwards slopes and the wrecked outpost in the forest. It's just so nice to look at, even with the FPS butchering. The tech-base a la Quake and the final boss script are also memorable. I know this is quite old but I had to leave my appreciation to this little mapset.
:wub:

PS: The other memorable map for me is the spooky mansion. Not for the darkness but because of that painfully illegible automap...
brick
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Re: [Community Project] The 20 Heretics Challenge [Released]

Post by brick »

Sorry to resurrect the thread to be the bearer of bad news, but it seems like this has problems starting in GZDoom 4.8.2. I get the following 2 fatal errors right after LoadActors while the game is starting up:

Script error "20hcc.pk3:zscript/statscreen.zsc" line 154:
Left side of mFont is not a struct or class
Script error "20hcc.pk3:zscript/statscreen.zsc" line 157:
Left side of mFont is not a struct or class

This is from the idgames download, without any mods.
Probably an unrelated issue, but for some reason the pk3 file will also not open in SLADE (I can browse it with 7zip though)
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Re: [Community Project] The 20 Heretics Challenge [Released]

Post by UnknDoomer »

Same here in 4.9.0. 4.7.1 runs fine, 4.8.0 and above - not.
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Re: [Community Project] The 20 Heretics Challenge [Released]

Post by UnknDoomer »

Just completed the wad with 4.7.1. Runs smooth, used software rendering and additional textures.

Found one bug, still - credits map can't be loaded both on 4.7.1 and 3.7.0.
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Rachael
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Re: [Community Project] The 20 Heretics Challenge [Released]

Post by Rachael »

A few comments: (a lot relating to your review here: viewtopic.php?p=1233859#p1233859)

1) In the current development branch (not yet officially released) the custom stat screen is removed, which allows the game to start on GZDoom 4.10.0. However, this has the side effect of removing the custom intermissions. (You win some, you lose some) No one has wanted to bother porting it over.

2) Credits map is accessible from 4.10.0. What error are you getting on 4.7.1/3.7.0?

3) It is not necessary to load the external packs, such as the decorations or textures, that was just during the community development phase of the project. Once that became official it was embedded into the project and unused resources were pruned out after.
brick
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Re: [Community Project] The 20 Heretics Challenge [Released]

Post by brick »

You can get the custom intermission working on 4.10.0 if you edit StatScreen.zsc and change both instances of finished.mFont to finishedp.mFont. It didn't seem to mess up anything else that I could see.
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Marisa the Magician
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Re: [Community Project] The 20 Heretics Challenge [Released]

Post by Marisa the Magician »

That would break backwards compatibility.
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PurpleRhino83
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Re: [Community Project] The 20 Heretics Challenge [Released]

Post by PurpleRhino83 »

brick wrote: Wed Sep 21, 2022 5:00 pm Sorry to resurrect the thread to be the bearer of bad news, but it seems like this has problems starting in GZDoom 4.8.2. I get the following 2 fatal errors right after LoadActors while the game is starting up:

Script error "20hcc.pk3:zscript/statscreen.zsc" line 154:
Left side of mFont is not a struct or class
Script error "20hcc.pk3:zscript/statscreen.zsc" line 157:
Left side of mFont is not a struct or class

This is from the idgames download, without any mods.
Probably an unrelated issue, but for some reason the pk3 file will also not open in SLADE (I can browse it with 7zip though)
It's prbly obvious by now but I get the same issue on 4.10.0. Lots of mods and map wads seem to crash on launch with 4.9.0+ builds...
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Marisa the Magician
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Re: [Community Project] The 20 Heretics Challenge [Released]

Post by Marisa the Magician »

The variable "finished" in StatusScreen was renamed to "finishedp" when it became a subclass of ScreenJob. This immediately breaks everything between versions.
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