XRpg - Simple Hexen RPG mod [v1.4.2 Released] 2 NEW HUBS

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peewee_RotA
Posts: 278
Joined: Fri Feb 07, 2014 6:45 am

Re: XRpg - Simple Hexen RPG mod [v1.4.1 Released] 2 NEW HUBS

Post by peewee_RotA »

The fighter learns a random skill at every 10th level. They are all passive. Two of them happen as you hit monsters with melee attacks, and one of them happens at random when the figher gets hit.
peewee_RotA
Posts: 278
Joined: Fri Feb 07, 2014 6:45 am

Re: XRpg - Simple Hexen RPG mod [v1.4.1 Released] 2 NEW HUBS

Post by peewee_RotA »

Next level is going a little slower, but I'm still balancing time to work on it regularly. So I expect to be done soon.
peewee_RotA
Posts: 278
Joined: Fri Feb 07, 2014 6:45 am

Re: XRpg - Simple Hexen RPG mod [v1.4.1 Released] 2 NEW HUBS

Post by peewee_RotA »

Finished that previous map. Had to add to do some custom stuff for a trap. One of the things that slows this down is that all of the hub3's levels have some secrets based on some clues you find along the way, and putting together those portions takes some work.
DarkkOne
Posts: 186
Joined: Mon Jun 06, 2016 11:26 pm

Re: XRpg - Simple Hexen RPG mod [v1.4.1 Released] 2 NEW HUBS

Post by DarkkOne »

So, viewtopic.php?f=43&t=76080#p1226142 is a lot of fun, and I tried playing it with your mod. Apparently the melee weapons you've added don't have the MELEEWEAPON flag set (which apparently doesn't normally matter much) and so the mod gives them ranged weapon powers instead of melee ones. I know it's an intra-mod issue, but it also seems like good future-proofing to flag them right, and *hopefully* should be a relatively small fix to make (assuming these things are handled in any sane way, which, of course, is not a dependable assumption.)
peewee_RotA
Posts: 278
Joined: Fri Feb 07, 2014 6:45 am

Re: XRpg - Simple Hexen RPG mod [v1.4.1 Released] 2 NEW HUBS

Post by peewee_RotA »

DarkkOne wrote:So, viewtopic.php?f=43&t=76080#p1226142 is a lot of fun, and I tried playing it with your mod. Apparently the melee weapons you've added don't have the MELEEWEAPON flag set (which apparently doesn't normally matter much) and so the mod gives them ranged weapon powers instead of melee ones. I know it's an intra-mod issue, but it also seems like good future-proofing to flag them right, and *hopefully* should be a relatively small fix to make (assuming these things are handled in any sane way, which, of course, is not a dependable assumption.)
Thanks for catching that. I'll update them. I also missed the AXEBLOOD flag for the bladed weapons. I'll try to get an update out soon.

EDIT: This will make a difference in the new map pack because some new monsters have avoid melee.
peewee_RotA
Posts: 278
Joined: Fri Feb 07, 2014 6:45 am

Re: XRpg - Simple Hexen RPG mod [v1.4.2 Released] 2 NEW HUBS

Post by peewee_RotA »

New release to fix melee weapon flags:

https://github.com/cabbruzzese/xrpg/releases/tag/v1.4.2

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