Romero's Heresy II

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Romero's Heresy II

Postby drfrag » Thu Jun 08, 2017 3:47 am

I've finally released the secret project i've been working on for the last month. Of course i think it's cool but this time i'll post a few screenshots and a couple of videos. And the readme.


Recorded with GZDoom 1.3.17 and ZDoom LE


Recorded with GZDoom 1.3.17

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ROMERO'S HERESY II
------------------------

This is an universal ZDoom replacer mod for HERETIC: SOTSR to play all Heretic levels with DOOM and HERETIC weapons and monsters. All HERETIC ones have been modified. It's another tribute to John Romero hence the name.

Of course DOOM and HERETIC are copyrighted by id software and this mod requires HERETIC: SOTSR 1.3.
Most DOOM sprites are taken from the Doom 2 Minor Sprite Fixing Project v1.8 released in 2016, Romero's additional rotations are included.

FEATURES:
------------
- Four player classes: Heretic (Marine-Mage), Baron of Hell, Dark Elf and Marine. The Heretic is the main class and can use most weapons in the game.
- MP friendly weapons with weapon stay in coop. (simple and compatible solution for multiple player classes).
- New weapons: alpha rifle, beta supershotgun aka supersupershotgun, magnum, doom rod, icy rod, icy crossbow... Many weapons have been given an alt fire, just experiment. Beefed up Heretic weapons.
- New powerups: vampiric chaos device, baron morph ovum (turns monsters into friendly barons and yourself into a baron or makes you stronger if you're already a baron), tome of quad power.
- New monsters ala Raven style: ghost versions of some Doom monsters. ;) Modified Heretic monsters for a real challenge with some surprises.
- Higher difficulty with an additional skill level (black plague kills thee).

REQUIREMENTS:
-------------------
Requires a least ZDoom 2.4.1, GZDoom 1.4.02 or Zandronum 2.0 (or higher). Runs with ZDoom LE, ZDoom32 and LZDoom as well.
GL mode is strongly recommended mainly to avoid sprite palette conversions.
IMPORTANT: for Zandronum you need to set switch on pickup to always on weapon setup or else you wouldn't be able to pick up weapons!
To create servers set the original weapon switch compatibility setting. And don't pick up any weapon present on the maps while you are morphed.

CREDITS:
-----------
Raven and id software for HERETIC and DOOM II.
John Romero for the unreleased stuff and being so cool.
Revenant100 et al for the Doom 2 Sprite Fixing Project v1.8.
Vader for the Hell Marquis sprites.
Gokuma for the Baron and Heretic skins.
Ravage for some beta supershotgun graphics.
Lud and Zaneon for the Baron Claw graphics, taken from Brohnesorge's Hearts of Demons: Baron.
PSTrooper for the bloodscourge pickup sprite for the Doom Rod.
Some ammo sprites taken from Complex Doom by Daedalus.
Other modified graphics from Doom alphas and betas.
Supersupershotgun and magnum firing sounds from the ZDoom Weapons Resource Wad v2.0.
Enjay for his support in the old days.

Have fun! drfrag.

Some comments:
Of course runs with the latest GZDoom and Zandronum. I wanted to keep it compatible with old versions, after all this rises from the ashes of my old Heresy project and some stuff dates from 2007. It's like an old mod made today but still has a lot of features. Back in the day there was some discussion about elves vs marines battles and now finally i've made it
possible.
Come on, it's only a 3 MB download.
Some graphics are a bit rough (unfinished), i don't have the skill to add the green glow to the baron hand.
To support several player classes and multiplayer i've used fake weapons with a simple ACS script to check for COOP or DM with weapons stay.
This is very hard or may be i've just played Brutal Doom too much lately, it's clasic Doom gameplay this time guys and no it's not compatible with brutal mods.

You may use anything you want for your own projects of course, including the decorate "code" and the acs script.
Player translations are not transferred when morphed, this would need to be done in a hacky way right now, would be cool for team DM. A flag or property for that purpose would be very convenient.
Thanks to Enjay again for his support back then.

Download link:
http://www.moddb.com/mods/romeros-heresy-ii

My old project was a dos patch to convert the Heretic levels to Doom and it worked up to win7 32 bit and virtual machines, i claimed there was a lot of work since to some extent it was made by brute force: an algorithm created the initial levels but then a lot of patches were applied manually (actually i think over 1000 new ones in the last update) so development
took years, yes i know that was stupid. I released another version in 2016 just in case someone's interested.

My old project download link:
http://www.moddb.com/mods/romeros-heresy
Last edited by drfrag on Wed May 13, 2020 6:44 am, edited 4 times in total.
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Re: Romero's Heresy II

Postby TechnoDoomed1 » Thu Jun 08, 2017 11:33 am

I actually was one of the few that played the original Romero's Heresy, and I loved it! :wub:

To this day, it's still the only way I've beaten all of Heretic. Otherwise I just find the original bestiarium and arsenal too boring and repetitive. Golem here, ghost variation there, same golem but with skull homing attack, etc. Gets old easily, so Doom's bestiary was much better. Also, there's a lot more cool mods for Doom. It's a shame the original Heresy only worked up until Win7 and 32-bit OS, as I couldn't reinstall it after I changed computers.

I'll let you know my opinion on this new project. :3:
Any chance you'll release a version of the original Heresy that can be installed on Windows 10, by the way?
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Re: Romero's Heresy II

Postby drfrag » Fri Jun 09, 2017 5:35 am

WOW! Thanks very much, i'm glad you liked it.
I cannot release a preinstalled version of Heresy since Heretic is still being sold and i cannot distribute the levels, however you can install it on a virtual machine. Just use virtual pc or vmware player and install win xp there.
The dos patch relies on a very old pascal 16 bit progran program (DM2CONV) and i could not port it to C, i think it had some asm with a different syntax.
Now you can play Heresy II which runs with all Heretic pwads. I had planned to add even more player classes, for instance there was a knight inspired on the one from Severance :BOD (a very cool spanish game BTW) using Neoworm's shield with protection and modified melee weapons from Hexen.
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Re: Romero's Heresy II

Postby Rachael » Fri Jun 09, 2017 5:41 am

I haven't had a chance to try this project out yet, but I intend to. I am quite intrigued by what I see in your screenshots and description and it sounds like it is a fun way to play Heretic.
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Re: Romero's Heresy II

Postby MintyFeet » Fri Jun 09, 2017 1:50 pm

I'm having a blast with this - makes playing Heretic a lot more fun.

Question, would it be possible to get documentation regarding weapons and classes? There's a bit of overlap, for example - the marine gets two double-barreled shotguns as far as I can tell that are exactly the same and I'm not sure if that's intended or not. Also, chaingun-slot weapons including the Baron's Claw appear to show the ammunition display twice (one on top of another).
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Re: Romero's Heresy II

Postby drfrag » Sat Jun 10, 2017 4:27 am

Of course, i was a bit lazy about writing it and i think most people won't read the docs for a FPS anyway.
First, the two supershotguns are not the same and i couldn't leave the original out. The beta pump action one aka supersupershotgun is clearly more powerful, it's devastating at close range but much less useful at medium range so you must get very close and personal with this one (actually there are two shots with much higher spread). Sometimes it's not as effective as it should be since i had to decrease the radius of some doom monsters so they won't get stuck (but i minimized this with some tricks).
Playing as the renegade is more fun since as i mentioned earlier can use most weapons and later Heretic weapons are actually more powerful now, but the marine is there for a challenge and multiplayer battles.
The ammo icon appears twice becouse there's an alt fire using the same ammo.

So some clues:
For marines, the alpha rifle deals more damage per shot than the chaingun and is more precise, it's a decent weapon. You get the pistol later now and it's a powerful magnum using different ammo. The chaingun also has an alt fire with spin up and down delay and higher fire rate and spread. The rocket launcher works as a grenade launcher with the alt fire (bouncing grenades). Some doom weapons such as the shotgun have not been modified of course. Just try.

For elves, the elvenwad has an alt fire to convert clips and shells into orbs and arrows for themselves or other players to pick up. The crossbow fires only an arrow now but it's somewhat powerful and very fast (affected by gravity). The dragonclaw of course is different than the original but also has an alt fire, it's a blast which spends five ammo units intented for close range combat (like a sawed off shotgun). The phoenix rod (there's a frozen variant) has a flame alt fire but using different ammo and the skullrod has the powered up rain. The doom rod is extremely overpowered, it's like a beefed up bfg but also has an alt fire which is a wave/wall of fire. But unless you're a baron/elf it will use your own blood as ammo as well. All in all most weapons are different so as above just experiment.

For the baron, you can still launch fireballs without baron orbs but with greatly reduced damage and speed. The alt fire is as expected a powerful melee attack. I've increased damage for the melee attacks or the other classes to some extent BTW. Barons can use magical weapons as well. This class is actually playable and not as easy as you may think at first. The baron ovum gives you protection, double damage and extra speed. Other classes are morphed into barons.
IMPORTANT: don't pick up any weapon present on the maps while you are morphed, the fake weapons give you the appropiate one for your class in the select states and then call the simple ACS script to take themselves away in SP. Player classes already have all weapons they cannot use to prevent switch on pickup. That's why switch on pick up must be always on in Zandronum.

This is certainly not one of the best looking mods out there, while there's GL support i've focused mainly on gameplay. It's like an old mod made today. And i'm pretty sure there are some bugs left.
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Re: Romero's Heresy II

Postby drfrag » Sat Jul 01, 2017 3:55 am

Rachael wrote:I haven't had a chance to try this project out yet, but I intend to. I am quite intrigued by what I see in your screenshots and description and it sounds like it is a fun way to play Heretic.

Sorry, i forgot to reply to your post. Of course i'm interested in your opinion. :) I'd like to know what Enjay thinks as well, he probably has better things to do right now.
If there's interest i could upload the 'sources' to github, since you can have diferent weapons for multiple player classes in a simple and compatible way.
I could also write mutators to play with only Doom or the modified Heretic monsters if someone wants them but i think it's more fun as it is right now.
Most people must be playing Doom (i'm playing a megawad right now) but i have some Heretic pwads waiting and i'm gonna try the other two just released Heretic mods as well.
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Re: Romero's Heresy II

Postby Wiw » Sat Jul 01, 2017 4:33 am

Pretty fancy stuff! My only complaint so far is that the new weapons take up a large amount of the screen when the bottom part can be hidden by the status bar.
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Re: Romero's Heresy II

Postby drfrag » Wed Jul 05, 2017 3:25 am

Thanks, sorry but you'd need to turn the status bar off. I like big weapons and i wanted to use those cool full graphics and give some alpha and beta look to the mod. :)
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Re: Romero's Heresy II

Postby drfrag » Fri Sep 08, 2017 1:20 am

I've updated the mod to fix the D'Sparil BOSSDEATH special bug and to add a couple of mutators to play with Doom or Heretic monsters only.
I'd swear it worked fine. Apparently this was an engine bug and only happens with certain versions since the Sorcerer3 actor (required by random spawner) was an empty actor and won't inherit the BOSSDEATH flag (last flag) from Sorcerer2.
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Re: Romero's Heresy II

Postby drfrag » Tue Oct 31, 2017 1:26 pm

I updated the mod yesterday to fix some ammo balance issues with the Hellstaff and the Doom Rod. Also i've decreased the damage for the Doom Rod's alt fire, it was extremely overpowered. It's not a helloween special edition just a minor update. I've been playing HUMP these days with Heresy II but i still have some pending classic Heretic wads to play.
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Re: Romero's Heresy II

Postby Mr.Fegelein » Sun Feb 04, 2018 4:43 pm

Hi im normally with the zandronum side of things, but i was wondering are you still working on this? and if not could i take over?
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Re: Romero's Heresy II

Postby drfrag » Tue Feb 13, 2018 1:36 pm

No, sorry. The project is not abandoned but anyway i don't want anyone to take it. That said, what do you want to do? Do you have any modding experience? I wonder if anyone is playing this online (besides may be yourself and some polish guys). You know the mod supports Zandronum and there's another forum thread there.
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Re: Romero's Heresy II

Postby StroggVorbis » Thu Feb 14, 2019 1:46 pm

After fiddling about with VMware Player and an image of Windows XP x86, I finally got the first Romero's Heresy (v0.15) working (kinda), except for one thing. Either the PLAYPAL gets ignored or there was an error during patching, because the doom graphics all look like clown vomit with the Heretic palette. Watched some 2-3 years old videos of yours which are showcasing the mod and the sprites look fine there. Any idea what I did wrong?

As for why I bothered, I wanted to play all Heretic maps with gameplay mods ofc, which RHII doesn't support out-of-the-box. Thought I could avoid doing some tweaking :P

EDIT: After removing PLAYPAL the sprites look ok but obviously the textures look washed out. So either one or the other, do I have to manually convert the textures to paletted PNG?
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Re: Romero's Heresy II

Postby drfrag » Thu Feb 14, 2019 2:51 pm

Something went wrong with the patch, Heresy used 16 and 32 bit dos tools so who knows. I'll send you a PM now.
Edit: Heresy II is a randomizer while the original Heresy was not and required an absurd amount of work, now i'm actually surprised i did it but hey it was cool after all.
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