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

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Re: OSJC's Heretic and hexen add-ons ->7th feb 2013

Postby osjclatchford » Sat Feb 09, 2013 4:37 am

mostly labour... but, are you sure its not already been done? oftimes thats the case... id say check realm667 but thats still busted up i think...

oh, and newer versions are up with new slime to match the nice water too!
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Re: OSJC's Heretic and hexen add-ons ->14th apr 2013

Postby osjclatchford » Sun Apr 14, 2013 7:29 am

latest versions are out V-8!

has new altfires for xbow and wand...

go check it out!

*edit*
just re-uploaded both again now with nicer explosion effects for the ultimate xbow altfire projectile!
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Re: OSJC's Heretic and hexen add-ons ->20th apr 2013

Postby osjclatchford » Sat Apr 20, 2013 11:23 am

v-9 mods are both now released!

featuring new sprites for the powered gauntlets alt-fire for heretic:
gaunt punch pow.PNG
and heXen now at last has a powered version of the staff. Being a bit of a lazy funt I decided to simply create a simple trobbing aura effect similar to the fighter's axe so that I could use the same staff attack frames. :roll:
staff pow alt.PNG
The puff uses the same sprites as the axe too and is twice as damaging as the regular staff...
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Re: OSJC's Heretic and hexen add-ons ->20th apr 2013

Postby Freya Mánibrandr » Tue Apr 23, 2013 6:00 am

This looks pretty interesting, I am glad that people are still modding for Heretic and Hexen.
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Re: OSJC's Heretic and hexen add-ons ->20th apr 2013

Postby Valherran » Tue Apr 23, 2013 4:46 pm

Some suggestions:

1. When using the tomb of power attack from D'sparil's staff to summon Disciples, please put an icon over their head to indicate that they are under your command. Maybe use a small rotating Heretic logo or something?

2. Uber Hellstaff alt fire could use a bigger explosion animation for the power that it has.

3. D'sparil's staff could use some work on it's looks.

4. Gauntlet punches could use a knock back effect with green energy blasts. Tomb-alt-fire could be a lunging punch with a greater knock back with red energy blasts.

5. Staff could use some small forward moving momentum when melee attacking.

Question, will there be another version of the Firemace?
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Re: OSJC's Heretic and hexen add-ons ->20th apr 2013

Postby osjclatchford » Sat Apr 27, 2013 4:13 am

ok the d'sparil staff is not my departnment... should mention that now as it came directly from realm667 and was added into my mod as an easter-egg/bonus joke weapon. (hence not having an inventory listing on page 1 or any way to obtain it without cheating)
as such i will not be working on this.

as for the gauntlet punches, I had had this in mind for a bit now, but having trouble getting the custom punch to knock enemies backward. I will be working on the blast sprites soon...

great idea with the staff, maybe i'll use recoil -1... its simple and effective and was used in my doom mod. not sure why i didn't do that here too! thanks.

all this and more(?) in the next release!
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Re: OSJC's Heretic and hexen add-ons ->20th apr 2013

Postby Average » Sat Apr 27, 2013 5:56 am

Looking forward to it. :)
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Re: OSJC's Heretic and hexen add-ons ->20th apr 2013

Postby Valherran » Tue Apr 30, 2013 7:59 am

I played this some more, and I have observations I want to point out...

That the Iron Crossbow has some very wacky damage values. The attack and alt attack seem to almost do the same damage, however it randomly likes to take 2 shots from alt fire just to kill a normal gargoyle. Same with the primary fire, sometimes it takes 3 shots to kill it. It is like this with all enemies that are small and can be potentially one-shotted by this weapon. Also this weapon completely dwarfs the normal Ethereal Crossbow, there is no reason to use it once the Iron Crossbow is obtained. Maybe if the Normal Ethereal Crossbow fired homing bolts, it would give me a reason to use it.

Once a player acquires the powered up Elven Wand, there is no reason to go back to the other one either. I think it would be more balanced if the ROF of the uber Elven Wand was decreased to the same amount as the normal wand, +10% slower with 5 ammo needed per shot. I would also recommend increasing the ROF of the normal Elven Wand so players have an excuse to go back to using it.

Dragon Claw seems kind of pointless to use now with uber Elven Wand around. I usually only use the Dragon Staff to hurl Claw Orb Grenades into rooms and that's it. Which brings me back to the idea I suggested a while back about dual wielding those Dragon Claws and giving it a melee attack that has minor AoE damage at the cost of 1 ammo per swing or punch.

The Hellstaffs are also kind of awkward to me, the only time I used these is when I ran out of ammo for the other staffs or when it was full. Here is what I propose to make them more viable; Give the normal Hellstaff the dual firing, but split the damage between the 2 projectiles, and give it the Serpent Staff projectile wave effect, and increase the projectile speed a bit. For the uber Hellstaff, remove the dual shot it currently has, and replace it with a hit-scan red laser burst that does a sweep effect similar to part 3:13 shown in the video below. I would also remove the dual Maulotaur ground waves and just make it throw 1 with more damage. These changes will make these weapons waaay better.
Spoiler:


Phoenix Staff is still pretty decent, although I think it could use a slight projectile speed increase for it's primary fire. I would also put the flame thrower attack on this as a standard alt fire, and make a new a tomb-attack. An idea for this; Corvus pounds the ground with the butt of the Phoenix staff and creates a massive fiery dome like explosion all around him and deals massive damage and knocks back everything around him, firing this would cost 10 ammo.

Firemace is an ok weapon, although I think this could also use a slight projectile speed increase and longer lasting bouncing ball bearings. I would remove the current tomb-fire, and replace it with a literal machine gun attack of mini ball bearings that are near hit-scan speed. Ball bearings explode on impact on enemies and surfaces.

Dragon Staff is a good weapon, but it could really use an alt fire. I would recommend a melee attack that knocks back targets and can charge up, The longer it charges, the farther the target is knocked back, but damage remains the same, costs 2 ammo to fire.

Ravenstaff is tip top, it doesn't need any changes.


An idea for an uber Firemace;

Enchanted Blunderbuss:
Fires a wide circular spread of mini ball bearings at once.
Projectiles are nearly hit-scan speed.
Projectiles disappear on impact.
Costs 10 ammo to fire.
Damage is high enough to insta-kill non-boss monsters point blank.
ROF is the same as Iron Crossbow.
Has no Alt Fire.

Tomb-Fire:
Fires a wide circular spread of mini ball bearings at once with double the amount.
Projectiles are nearly hit-scan speed.
Projectiles disappear on impact.
Costs 20 ammo to fire.
Damage is essentially doubled due to doubled ball bearing count.
ROF is still the same as Iron Crossbow.

Hope these help. :-)
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Re: OSJC's Heretic and hexen add-ons ->20th apr 2013

Postby osjclatchford » Wed May 01, 2013 12:55 pm

Iron crossbow is no longer in mod... are you using the latest edish?

or do you mean the ultimate ethereal xbow?

if so the alt-fire it does not do the same damage at all... it has to be aimed true to get the best effect and is =/- twice as powerful and has a slight splash to it.

as for weapon replacing others and making them obsolete. sorry dude but that's kind of the idea. the ssg in doom almost entirely destroys the point of an sg at point blank for example.

however bear in mind the 'ultimate' weapons design and function were originally intended for my heXen mod and have only really been ported over to heretic so that others did not feel they were missing out...

some nice ideas to think about though...
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Re: OSJC's Heretic and hexen add-ons ->20th apr 2013

Postby Valherran » Wed May 01, 2013 3:41 pm

osjclatchford wrote:Iron crossbow is no longer in mod... are you using the latest edish?

or do you mean the ultimate ethereal xbow?

if so the alt-fire it does not do the same damage at all... it has to be aimed true to get the best effect and is =/- twice as powerful and has a slight splash to it.

as for weapon replacing others and making them obsolete. sorry dude but that's kind of the idea. the ssg in doom almost entirely destroys the point of an sg at point blank for example.

however bear in mind the 'ultimate' weapons design and function were originally intended for my heXen mod and have only really been ported over to heretic so that others did not feel they were missing out...

some nice ideas to think about though...


It's the same bow I think, it says Iron Crossbow on the screen when you pick it up, so I just assumed.

I picked up the latest version about a week ago (V9), and those were the results.

Well that's a shame, it could have been pretty awesome.

I'ma have to check out the Hexen version, provided I can get the thing to work...
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Re: OSJC's Heretic and hexen add-ons ->20th apr 2013

Postby lemur616 » Fri Oct 18, 2013 4:50 am

Hey guys,The GZDOOM launcher puts me this when i try to execute de Hexen add on:

Script error, "OSJC_zHex9.pk3: decorate. txt" line 1107:
UltimatePhoenixRod4 must inherit from weapon but doesn´t.

Since i´m a rock with this stuff my question is: what the hell?
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Re: OSJC's Heretic and hexen add-ons ->20th apr 2013

Postby osjclatchford » Sun Oct 20, 2013 6:10 am

lemur616 wrote:Hey guys,The GZDOOM launcher puts me this when i try to execute de Hexen add on:

Script error, "OSJC_zHex9.pk3: decorate. txt" line 1107:
UltimatePhoenixRod4 must inherit from weapon but doesn´t.

Since i´m a rock with this stuff my question is: what the hell?


worry ye not young sir, hell haveth nothing to do with it; you need to have first downloaded this: http://files.drdteam.org/index.php/files/get/vDZMSW4rOj/corvus-in-hexen.zip and load that first...
e.g. "zdoom.exe -file Hexen_add_Corvus.wad -file osjc_zhex8.zip" understandeth?

my mod is not stand alone. in inherits things from the other one. a mod for a mod LOL! I didn't consolidate them as its kind of rude to steal someones mod, change it somewhat then claim it as yours. however a mod add-on is a socially more acceptable way of sharing work...
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Re: OSJC's Heretic and hexen add-ons ->20th apr 2013

Postby osjclatchford » Sun Oct 20, 2013 6:16 am

smeg, just remembered drdfileshare is gone isn't it!
I'll re-upload all mods real soon...

*EDIT*
thus:
hexenaddcorvuswad - http://www.4shared.com/zip/MrhBO5bE/hexen_add_corvus.html
hexen addon (v7)- http://www.4shared.com/zip/zkrX5Bxc/OSJC_zHex7.html
heretic mod (v7)- http://www.4shared.com/zip/p-eOLevn/osjc_ZHER7.html

sorry its file4shared but thats the best I can do for now, at leasts is downloadable eh?...

(on frontpage too) :wink:
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Re: OSJC's Heretic and hexen add-ons ->20th apr 2013

Postby Valherran » Sun Oct 20, 2013 8:25 am

Nice, anything new on this?
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Re: OSJC's Heretic and hexen add-ons ->20th apr 2013

Postby osjclatchford » Mon Oct 21, 2013 2:29 am

not to my knowledge but its been a while so there might be something... must get back to heretic work altering kdizd to fit my own vision of how it should be has been dominating my time at the moment :roll:
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