OSJC's Heretic and hexen add-ons ->1st jan 2016

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Re: OSJC's Heretic and hexen add-ons ->30th jan 2013

Postby osjclatchford » Wed Jan 30, 2013 6:34 am

glad you like, what crossbow of yours is it you speak of?

UPDATE! heretic-mod v7 is now out! includes new weapon and slightly altered ultimate hellstaff.

the ultimate hellstaff's powered attack is now; two rain projectiles in tandem and also has an altfire, featuring the floor flames as in version 6...

the new weapon?
dragonstaff.PNG
Dragonstaff!

from the elvenhands that crafted the dragonclaw comes this baby, essentially a grenadelauncher in game it fires claw orbs that bounce all over the place (but not on water) great fun IMHO!
try it yourself and see!

enjoy,
latchford
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Re: OSJC's Heretic and hexen add-ons ->30th jan 2013

Postby osjclatchford » Wed Jan 30, 2013 10:51 am

Another Update!

both versions have been changed:

with the completion of the last of the 'ultimate' weapons (ultimate hellstaff) I have come to a place where I'm happy with the heXen mod... The idea of all the ultimate weapons were to give a hexen feel to ordinary heretic weapons, making them feel updated as if the heXen mod is a truer sequel to heretic. the only reason these weapons are in heretic is just for those who don't play heXen don't feel like they're missing out!

Ultimate hellstaff is now in heXen mod in place of hellstaff.
new 'powered' animations for crossbow and ultimate elvenwand in both mods


powered xbow.PNG

heres a preview!
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Re: OSJC's Heretic and hexen add-ons ->30th jan 2013

Postby jpalomo » Wed Jan 30, 2013 1:43 pm

This is some great stuff. For some reason, when I scrolled through the weapons I couldn't go from the Staff to any other weapon using weapnext. weapprev works just fine oddly enough.
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Re: OSJC's Heretic and hexen add-ons ->30th jan 2013

Postby Mav3rick » Wed Jan 30, 2013 1:52 pm

Im using Zdoom 2.6.1 (r3794) when i try OSJC_zHex7.pk3 with hexen... i get this... Script error, "OSJC_zHex7.pk3:decorate.txt" line 454:
Replaced type 'SidheCrossbow' not found in SidheCrossbow3.

im missing something?
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Re: OSJC's Heretic and hexen add-ons ->30th jan 2013

Postby Tapwave » Wed Jan 30, 2013 2:20 pm

osjclatchford wrote:glad you like, what crossbow of yours is it you speak of?

It's somewhere in this mod i made.
Pretty shite, use it only for the resources.
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Re: OSJC's Heretic and hexen add-ons ->30th jan 2013

Postby Valherran » Wed Jan 30, 2013 5:07 pm

It would be cool if you can dual wield Dragon Claws and use em as melee weapons too. ^^
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Re: OSJC's Heretic and hexen add-ons ->30th jan 2013

Postby osjclatchford » Thu Jan 31, 2013 12:07 pm

sorry jpalomo, had this mentioned before but cant help with the script errors, due to lack of knowlege. but I'll ask the usual questions that you've probably already tried? are you loading from a save or using a custom mod? if so try a fresh started game. Thats it for code I'm afraid as I'm a real novice at that. most of my stuff is reverse engineered and botched together from the standard decorates from doom,hexen and heretic!

oh, Mav3rik, just a thought, you are using the hexen_add_corvus.wad as well as osjc hex7 pk3 I hope? otherwise nothing will work! load hexen_add_corvus.wad first in the command line then the osjc_zhex7.pk3 and load the game as usual. select sidhe from the charecter list and you're ready to rock and roll!

@ terranova - thanks!

@ Valherran - yes, yes it would... :wink:

*UPDATE!

had to update both mods to include the following animation for the powered ultimate elvenwand
wandthing.PNG
the reason I had to was because my wife suggested that the on-off flashing version was a nice way to show ettins where to cross the road safely... :roll: :?
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Re: OSJC's Heretic and hexen add-ons ->31st jan 2013

Postby Mav3rick » Thu Jan 31, 2013 3:01 pm

oh then im missing the hexen_add_corvus.wad :P thanks for the info :)
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Re: OSJC's Heretic and hexen add-ons ->30th jan 2013

Postby jpalomo » Thu Jan 31, 2013 3:51 pm

osjclatchford wrote:sorry jpalomo, had this mentioned before but cant help with the script errors, due to lack of knowlege. but I'll ask the usual questions that you've probably already tried? are you loading from a save or using a custom mod? if so try a fresh started game. Thats it for code I'm afraid as I'm a real novice at that. most of my stuff is reverse engineered and botched together from the standard decorates from doom,hexen and heretic!

I found the issue I had. In the player class:
Spoiler: DECORATE

You have the Staff defined in 2 different weapon slots. When I go to change from slot 0 to slot 1 by scrolling through my weapons, it does nothing because they are the same weapon.
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Re: OSJC's Heretic and hexen add-ons ->31st jan 2013

Postby Average » Fri Feb 01, 2013 5:52 am

I know this is a silly question but where can I get the hexen_add_corvus wad?

Also, regarding the previously mentioned weapon flashes; The shorter time frame makes a big difference. Maybe you could try using a yellow shade rather than the white for the flashes? I think it might feel a little more 'organic'. :)
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Re: OSJC's Heretic and hexen add-ons ->31st jan 2013

Postby osjclatchford » Fri Feb 01, 2013 10:54 am

@ jpalomo oh, that explains it then, I won't be changing that though as the double placement is intentional, feel free to do so yourself if you wish...

@ Average and Mav3rik, you can get it http://files.drdteam.org/index.php/files/get/vDZMSW4rOj/corvus-in-hexen.zip! a link to it is on the main page now. as for the flashes I tried yellow but it looked awful! LOL
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Re: OSJC's Heretic and hexen add-ons ->31st jan 2013

Postby Average » Fri Feb 01, 2013 11:23 am

Thanks for the link and for trying out the yellow colour idea. :)

It's a shame that the next weapon bug can't be fixed. Is there no other way to work around it? Maybe jpalomo can think of something...

I have a rather tangential suggestion and I'm not really sure if it's within the scope of what your plans are for future Heretic/Hexen mods. Anyway, I've always fancied the idea of have the Hexen baddies in Heretic and vice versa. Is it at all possible to make a monster replacement mod to go along side your weapon replacements? Obviously, feel free to utterly disregard this suggestion! :)
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Re: OSJC's Heretic and hexen add-ons ->31st jan 2013

Postby osjclatchford » Sat Feb 02, 2013 5:05 am

actually the next weapon bug in heretic can be fixed. just delete "staff2," from weapons slot 1's entry. this way the staff is only selectable by pressing 0 or scrolling of course. I will probably do this in the next release now due to popular demand... :wink:

as for the enemy swap that is a serious undertaking each frame of each enemy would have to be opened and re-palletted and saved as .png so that zdoom could understand the difference in colour pallettes. different pallettes for each different game.
however hud weapons are not effected by this as much as you can include colours out of the pallette but these files require re-saving as pngs also as each of doom's, heretic's and hexens 256 colours have a hexidecimal code attached so what might be green in one could very well be red in another. simply porting over the sprites causes odd visual effects... however the decorate behavoural code can be copied with very little fuss...

I will not be doing this... sorry...
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Re: OSJC's Heretic and hexen add-ons ->7th feb 2013

Postby osjclatchford » Thu Feb 07, 2013 12:59 pm

UPDATE

newer versions up! fixed heretic nexweapon bug and added sexier water (thanks enjay!)
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Re: OSJC's Heretic and hexen add-ons ->7th feb 2013

Postby Average » Fri Feb 08, 2013 5:05 pm

Cool. Thanks for fixing the weapon switching issue.

Also, thanks for responding regarding the Hexen monsters idea. I kinda figured it would be a lot of work. Is the work very technical or just laborious? The reason I ask is if it's just a labour thing rather than skill I might give it a try myself. :)
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