[WIP] Feat of Necromancy - RPG mod for Hands of Necromancy

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[WIP] Feat of Necromancy - RPG mod for Hands of Necromancy

Postby peewee_RotA » Mon Jun 20, 2022 5:48 pm

Hands of Necromancy was just released. So far, this game is AMAZING.

So in an effort to say FIRST. Here's the world's first mod for it. A simple RPG mod that adds XP and leveling.

Hurt monsters to get XP. Gain levels.



So far it adds leveling that increases max health. But, you know... I REALLY want to be able to pick up that axe in level 1. Stay tuned.

https://github.com/cabbruzzese/fon

(Requires GZDOOM 4.8+)
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Re: [WIP] Feat of Necromancy - RPG mod for Hands of Necroman

Postby RKD » Mon Jun 20, 2022 6:10 pm

Well, that was fast. If it Increases monster health too, the better.
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Re: [WIP] Feat of Necromancy - RPG mod for Hands of Necroman

Postby peewee_RotA » Tue Jun 21, 2022 3:01 pm

Quick note. The BIGFONT font in Hands of Necromancy is not monospace. There's not actually an example on the wiki for working with non-monospaced, so I had to look it up in source.

In a the StatusBar Init function, create the font with the Mono_Off flag. More importantly make the spacing 0. (For monospaced fonts the spacing is a width measurement of the character "0")
Code: Select allExpand view
   HUDFont mHUDFontStats;
   override void Init(void)
   {
        Super.Init();

      Font fnt = "BIGFONT";
      mHUDFontStats = HUDFont.Create(fnt, 0, Mono_Off);
   }
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Re: [WIP] Feat of Necromancy - RPG mod for Hands of Necroman

Postby peewee_RotA » Tue Jun 21, 2022 4:14 pm

Added in ammo capacity based on stats and added Hud for XP bar and stat display.
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Re: [WIP] Feat of Necromancy - RPG mod for Hands of Necroman

Postby -Ghost- » Tue Jun 21, 2022 6:55 pm

Cool idea! I keep forgetting a lot of these games coming out are actually just GzDoom TC's and I could add my own mods to them. Does it have the files to just boot it up in ZDL or something?
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Re: [WIP] Feat of Necromancy - RPG mod for Hands of Necroman

Postby peewee_RotA » Wed Jun 22, 2022 12:00 pm

-Ghost- wrote:Cool idea! I keep forgetting a lot of these games coming out are actually just GzDoom TC's and I could add my own mods to them. Does it have the files to just boot it up in ZDL or something?

Hands of Necromancy is an ipk3 with a bunch of child wads that are set to load at startup.


The mod doesn't have a wad/pk3 yet. But you can always download the files (or clone the repo) and point the -file parameter to the folder.

Here's my shortcut for gzdoom target pointing to the folder:
Code: Select allExpand view
C:\Games\gzdoom\gzdoom.exe -iwad C:\Games\hon\HandsOfNecromancy.ipk3 -file c:\Games\fon


Here's my shortct for hand of necromancy exe pointing at the folder:
Code: Select allExpand view
C:\Games\hon\handsofnecromancy.exe -file c:\Games\fon
Last edited by peewee_RotA on Mon Jun 27, 2022 5:36 am, edited 3 times in total.
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Re: [WIP] Feat of Necromancy - RPG mod for Hands of Necroman

Postby Rachael » Wed Jun 22, 2022 12:18 pm

peewee_RotA wrote:Hands of Necromancy is an ipk3 with a bunch of child wads that are set to load at startup.

This was mainly done to ease Steam updates, since having one monolithic .ipk3 file would force every steam update to be >200mb

That being said, nice to see mods for the game already :) I am very happy
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Re: [WIP] Feat of Necromancy - RPG mod for Hands of Necroman

Postby peewee_RotA » Thu Jun 23, 2022 9:38 pm

All I needed was a little finagling

Screenshot_HNecro_20220623_233630.jpg


This is a really fun little enhancement!
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Re: [WIP] Feat of Necromancy - RPG mod for Hands of Necroman

Postby Kinsie » Fri Jun 24, 2022 1:46 am

Rachael wrote:This was mainly done to ease Steam updates, since having one monolithic .ipk3 file would force every steam update to be >200mb
I could have swore Steampipe had a delta-patching system?
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Re: [WIP] Feat of Necromancy - RPG mod for Hands of Necroman

Postby SanyaWaffles » Fri Jun 24, 2022 2:23 am

Yeah, Steam patches aren't terribly big. While there's nothing inherently wrong with splitting up files for organization, it seems to be fine just having it be one.
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Re: [WIP] Feat of Necromancy - RPG mod for Hands of Necroman

Postby Nash » Fri Jun 24, 2022 2:42 am

One benefit to having update1.pk3, update2.pk3, etc etc ... is allowing the user to manually opt-in to game updates - provided there is a launcher interface that allows the user to pick them of course - especially relevant for longplay RPG projects where each update to the core IWAD could potentially invalidate the user's saves and basically flush their hundred-hour playthroughs down the toilet.

(As we all know, GZDoom isn't friendly towards updates to ACS scripts and changes to map files, also major changes to ZScript might invalidate the save files as well)

Letting the update WADs be optional gives the player a chance to finish their current playthrough.
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Re: [WIP] Feat of Necromancy - RPG mod for Hands of Necroman

Postby Kinsie » Fri Jun 24, 2022 4:22 am

I mean, on Itch you can just put whatever old builds you want to distribute up as an option just like you do for different OS builds, no? On Steam, you can set up previous versions as public beta branches, which is a fairly common and accepted practice.

Image

But this is getting wildly off-topic... :P
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Re: [WIP] Feat of Necromancy - RPG mod for Hands of Necroman

Postby peewee_RotA » Fri Jun 24, 2022 10:09 am

It's been educational. I've enjoyed it.
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Re: [WIP] Feat of Necromancy - RPG mod for Hands of Necroman

Postby peewee_RotA » Mon Jun 27, 2022 5:38 am

Renamed the stats to Vengeance, Ferocity, and Scorn and connected Ferocity to transformations.

Next on the list is to give some more progressive challenge to monsters, and work on some monster repopulation.
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Re: [WIP] Feat of Necromancy - RPG mod for Hands of Necroman

Postby peewee_RotA » Mon Jun 27, 2022 12:48 pm

After some experimentation I found a reasonable way for the user to assign their own stats after gaining a level, without taking away from the overall speed of the game. And a way to add in certain "skills" gained after pumping enough points into certain stats.

I need to figure out a couple more ideas related to the skills before balancing the monsters.
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