[RELEASE] Style Mod for Heretic

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Re: [Video] Style Mod for Heretic

Postby wildweasel » Mon Oct 10, 2011 2:02 pm

XutaWoo wrote:
terranova wrote:Pepto Bismol - Bottle of purple stuff
I'm in love now.

Hey, I did it first. :P

Crap, that makes two accidental infringements (especially after Kate told me she'd already done the friendly attack chickens). =P
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Re: [Video] Style Mod for Heretic

Postby TheDarkArchon » Tue Oct 11, 2011 12:33 am

rsl wrote:Since the use of BFG-type tracers is normally extremely powerful, wouldn't it be better to spare them for the seventh weapon :?:


Read the OP again. There are only going to be six weapons. That said, I could well be wrong in thinking it's the ultimate that isn't complete yet.

Wildweasel wrote:Five out of six weapons completed. The sixth hasn't been decided yet.
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Re: [Video] Style Mod for Heretic

Postby wildweasel » Tue Oct 11, 2011 1:36 am

Remember, Heretic technically did not even have an ultimate weapon - the Firemace was somewhere in between the Dragon Claw and Hellstaff in power level. So weapon 6, which will replace the Firemace, will need to be somewhere in that level, i.e. around the same power level as the other weapons.
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Re: [Video] Style Mod for Heretic

Postby NeuralStunner » Tue Oct 11, 2011 11:23 am

Any actual "ultimate-ness" in the Firemace is due entirely to the powered mode. (Without that it's hardly worth using, anyway.) The rest is the hidden-ness. It's not listed on the help screen, and it only spawns in levels at random.
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Re: [Video] Style Mod for Heretic

Postby amv2k9 » Thu Oct 13, 2011 11:42 am

Are you at all interested in having custom monsters for this? I'm actually working on a Mutator-compliant Heretic monster randomizer that was spun off of a couple Heretic projects that I haven't released/can't release. Most of the monsters are pretty basic, but I've taken a few tricks from Doom and Strife in trying to make some of them unique.
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Re: [Video] Style Mod for Heretic

Postby wildweasel » Thu Oct 13, 2011 12:31 pm

amv2k9 wrote:Are you at all interested in having custom monsters for this? I'm actually working on a Mutator-compliant Heretic monster randomizer that was spun off of a couple Heretic projects that I haven't released/can't release. Most of the monsters are pretty basic, but I've taken a few tricks from Doom and Strife in trying to make some of them unique.

Ordinarily I'd say no custom monsters, but if you say these are mutator compliant, I think it'd add an interesting touch rather than having four copies of the same monster in the game's bestiary.
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Re: [Video] Style Mod for Heretic

Postby amv2k9 » Thu Oct 13, 2011 12:47 pm

Okay. I'll post a link to it here when it's done; should be a day or two.

EDIT (Oct 15):
I would be posting it right now, but I've hit a very annoying snag with trying to emulate the Whirlwind actor's proper behavior when being called from a function other than A_LichAttack. I'll experiment with this some more and put up a link tomorrow; it's not exactly crucial.
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Re: [Video] Style Mod for Heretic

Postby amv2k9 » Sun Oct 16, 2011 11:23 am

Here's the monster pack.
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Re: [Video] Style Mod for Heretic

Postby wildweasel » Sat Oct 29, 2011 4:08 pm

Just bumping this here to say that I have not stopped the mod.

Weapon 6 still isn't functional, but the weapon sprites are mostly finished for it and I have a vague concept in mind. I have, however, added amv2k9's monster pack (with modifications to make the enemies drop Style Points instead of Heretic ammo), and FDARI and Snarboo's random vials and flasks add-on with some alterations.

As soon as Weapon 6 is finished, though, I shall release a public beta for you all to test around with, for purposes of play balance.
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Re: [Video] Style Mod for Heretic

Postby Z86 » Sun Oct 30, 2011 10:07 am

Dat chiken staff :D ...

Looks interesting, there are only a few Heretic-compatible mods anyway, and this one seems to feature weapons that are fitting to the game.


(Edited out unnecessary answer because i did not notice it has 3 page already...)
Last edited by Z86 on Sun Oct 30, 2011 10:10 am, edited 2 times in total.
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Re: [Video] Style Mod for Heretic

Postby Mikk- » Sun Oct 30, 2011 10:08 am

Z86 wrote:
P.S. Is the mugshot appearing in the video a part of the standard Heretic IWAD? I never noticed...


Nope, it is a custom HUD


No, as stated beforehand, the Heretic Muugshots graphics are actually graphics from the HERETIC.wad IWAD.
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Re: [RELEASE] Style Mod for Heretic

Postby wildweasel » Sat Dec 24, 2011 7:33 pm

Release on the first page of the thread. Merry Christmas.
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Re: [RELEASE] Style Mod for Heretic

Postby ChronoSeth » Sat Dec 24, 2011 7:40 pm

wildweasel wrote:Release on the first page of the thread. Merry Christmas.

Downloading now. :)
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Re: [RELEASE] Style Mod for Heretic

Postby Gothic » Sat Dec 24, 2011 7:55 pm

I love the chicken launcher! :wub:
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Re: [RELEASE] Style Mod for Heretic

Postby Zero X. Diamond » Sun Dec 25, 2011 1:58 pm

Haven't played it yet, but from what I'd heard earlier in the thread regarding the HUD face, I have a suggestion: use TEXTURES to do it like Catacombs 3D did. As the player takes more damage, more of the skull face is revealed from the bottom up until on death it becomes 100% skull.

If something's been done like this already post-release, then nevermind!
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