Heretic++ Enhanced Heretic [WIP]
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: Heretic++ Enhanced Heretic [RELEASED]
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
Tendo
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
Tendo
Re: Heretic++ Enhanced Heretic [RELEASED]
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.
Also; the map intermissions problem is because of Skulltag Cross Compatibility, I patched Heretic++ with Tiger's SvHeretic.
Re: Heretic++ Enhanced Heretic [RELEASED]
Oh, thank you for answering ^^.
Ok, i see. Is there maybe a way to activate the Dynamic lights and turn the intermissions back on?
Ok, i see. Is there maybe a way to activate the Dynamic lights and turn the intermissions back on?
Re: Heretic++ Enhanced Heretic [RELEASED]
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]
Re: Heretic++ Enhanced Heretic [RELEASED]
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.
Tendo
Thanks for the information.
Tendo
- Siberian Tiger
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Re: Heretic++ Enhanced Heretic [RELEASED]
Can you elaborate this further?Tendo wrote:Is it normal, that i can't see the intermissions and maps after the mapexit?
I don't quite understand what you mean.Tendo wrote:It's like if you play SvHeretic...and thats nonsense for singleplayer.
Re: Heretic++ Enhanced Heretic [RELEASED]
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.
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.
- Siberian Tiger
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Re: Heretic++ Enhanced Heretic [RELEASED]
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: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.
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.Tendo wrote:The author already confirmed that he patched Heretic++ with SVheretic, so that doesn't matter anymore.
Re: Heretic++ Enhanced Heretic [RELEASED]
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.
Re: Heretic++ Enhanced Heretic [RELEASED]
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
Re: Heretic++ Enhanced Heretic [RELEASED]
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]
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]
- ETTiNGRiNDER
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Re: Heretic++ Enhanced Heretic [RELEASED]
Screenshots seem to be down.
Re: Heretic++ Enhanced Heretic [RELEASED]
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.
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.
- Silentdarkness12
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Re: Heretic++ Enhanced Heretic [RELEASED]
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?
- NeuralStunner
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Re: Heretic++ Enhanced Heretic [RELEASED]
Wow, was it really that long ago?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.
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. ) I bet I can find some new resource goodies for you, too.