Heretic++ Enhanced Heretic [WIP]

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Re: Heretic++ Enhanced Heretic [RELEASED]

Postby Tendo » Sat Jun 18, 2011 3:43 pm

Hello,

I've got two problems with Heretic++. Is it normal, that i can't see the intermissions and maps after the mapexit?
It's like if you play SvHeretic...and thats nonsense for singleplayer.
Second problem is, that attacks of the monsters and the weapons havn't any dynamic light.
I have to activate something, to make dynamic lights in Heretic++ available?

I use GZdoom and using OpenGl with Dynamic Lights on (brightmap & light pk3 are bound).

Please help me :?

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Re: Heretic++ Enhanced Heretic [RELEASED]

Postby Mikk- » Sat Jun 18, 2011 5:32 pm

Oh, sorry. I disabled Dynamic lights in favour of optimization and the flare & particle effects.

Also; the map intermissions problem is because of Skulltag Cross Compatibility, I patched Heretic++ with Tiger's SvHeretic.
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Re: Heretic++ Enhanced Heretic [RELEASED]

Postby Tendo » Sat Jun 18, 2011 5:48 pm

Oh, thank you for answering ^^.

Ok, i see. Is there maybe a way to activate the Dynamic lights and turn the intermissions back on?
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Re: Heretic++ Enhanced Heretic [RELEASED]

Postby Mikk- » Sat Jun 18, 2011 5:53 pm

Well, adding the dynamic lights would be a total pain in the butt. But on the other hand, fixing that other issue wouldn't be difficult, but as I've moved computers I no longer have Heretic++ nor do I have the tools required, well.. Tool [SLumpEd or SLADE]
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Re: Heretic++ Enhanced Heretic [RELEASED]

Postby Tendo » Sat Jun 18, 2011 6:04 pm

The Heretic++.pk3 is easy to find lol, but i understand that with the dynamic light...guess i have to put it out then and play without it and just using it as a Skulltag wad :? .

Thanks for the information.

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Re: Heretic++ Enhanced Heretic [RELEASED]

Postby Siberian Tiger » Sun Jun 19, 2011 12:31 pm

Tendo wrote:Is it normal, that i can't see the intermissions and maps after the mapexit?


Can you elaborate this further?

Tendo wrote:It's like if you play SvHeretic...and thats nonsense for singleplayer.


I don't quite understand what you mean.
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Re: Heretic++ Enhanced Heretic [RELEASED]

Postby Tendo » Sun Jun 19, 2011 3:48 pm

Intermission: I mean the picture where you can see the next locations like in Doom 1. It doesn't appear just like in SVHeretic, what is made for skulltag.
The author already confirmed that he patched Heretic++ with SVheretic, so that doesn't matter anymore.

I tried to put the Dynamic Lights back on, but that is a lot of work...too much work.
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Re: Heretic++ Enhanced Heretic [RELEASED]

Postby Siberian Tiger » Mon Jun 20, 2011 12:38 pm

Tendo wrote:Intermission: I mean the picture where you can see the next locations like in Doom 1. It doesn't appear just like in SVHeretic, what is made for skulltag.


If I remember correctly, Heretic++ never used MAPINFO until the later official release. And by that time of release, Mikk used SVHeretic to accomplish this. Being able to see "the next locations" is not possible with the current SVHeretic from 2008, instead (as like ZDoom currently) you will see a blue tile background. The current SVHeretic revision does allow 'Episode Maps', but this feature was implemented after the release of Heretic++.

Tendo wrote:The author already confirmed that he patched Heretic++ with SVheretic, so that doesn't matter anymore.


Apart that this doesn't make sense to me, I don't know if there is a bug with SVHeretic or if this is a User Error.
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Re: Heretic++ Enhanced Heretic [RELEASED]

Postby Enjay » Mon Jun 20, 2011 12:41 pm

Why have I only just got around to trying this? I think this is a really nice little enhancement pack. There is nothing too OTT and it all seems to compliment the game very nicely. I love the additional effects on the Iron Lich whirlwind.
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Re: Heretic++ Enhanced Heretic [RELEASED]

Postby Mikk- » Tue Jun 21, 2011 5:32 am

Haha, thanks! This mod was more popular over at the Skulltag Forums, that might be the reason. If you're a fan of Strife, look out for Strife++... In about 10 years, along with the release of DoomScript, Half Life 2: Episode 3 and Black Mesa: Source :P
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Re: Heretic++ Enhanced Heretic [RELEASED]

Postby Mikk- » Mon Aug 26, 2013 5:35 pm

bumping this with an updated link for downloading:

https://www.dropbox.com/s/j8f1cwlddqgb6 ... %2B%2B.pk3

this is just the main file, without any of the extras like the pointless demo map or .bat loader [which took forever to write in notepad, mind you]
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Re: Heretic++ Enhanced Heretic [RELEASED]

Postby ETTiNGRiNDER » Mon Aug 26, 2013 5:44 pm

Screenshots seem to be down.
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Re: Heretic++ Enhanced Heretic [RELEASED]

Postby Mikk- » Mon Aug 26, 2013 5:51 pm

I'll have to re-upload the screenshots as I deleted my photobucket account a year ago. I might have some decent shots lying around

However, I'm planning on revisiting heretic++, cleaning it up and making some changes - I made some rather strange design decisions 3 years ago and my coding is rather messy and bizzare.
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Re: Heretic++ Enhanced Heretic [RELEASED]

Postby Silentdarkness12 » Mon Aug 26, 2013 6:12 pm

Phew. For a moment there, I thought one of the ideas I had kicking around was at risk of biting it. Interesting. Would you mind if I lumped this in with another thing i'm working on?
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Re: Heretic++ Enhanced Heretic [RELEASED]

Postby NeuralStunner » Mon Aug 26, 2013 9:47 pm

Mikk- wrote:However, I'm planning on revisiting heretic++, cleaning it up and making some changes - I made some rather strange design decisions 3 years ago and my coding is rather messy and bizzare.
Wow, was it really that long ago? :shock:

Still, I'd love to playtest this for you again! I can certainly do a better job this time around. (For example, not being worried about offending you for saying the projectile trails are awful. :P ) I bet I can find some new resource goodies for you, too.
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