Re: Brutal HeXen and Heretic RPG - Version 1!!!!!!!!!
Posted: Sat Feb 06, 2016 9:18 am
Currently, it seems that levelling up only increases your maximum health.
Yeah, it increases a few stats and etc, but I've got more stuff that i'm implementing into it. Have you tried the HeXen mods Serpent: Resurrection or Wrath of Cronos btw? Those both use rpg systems very similar to what you are talking about. If you've never played them, I would certainly recommend that you give 'em a go.Hipshot wrote:Interesting, I actually signed up to ask something when I found this, so hey everyone!
Anyway, what happens when it says that I leveled up?
I have an idea if there's room for it? When you level up, can't you bring up some menu where you can choose to improve a weapons damage or player speed, mana regen, or similar?
Thing is, that I was actually thinking of such a system for a mod that I wanted to do for Hexen, but this mod already have a level up feature!I will not go into any details, cause the rules text specificly says that I shouldn't so!
I'm in the process of making a new HUD, so i'll see if i can make it work for all aspect ratios. I'm not sure about how the weapons would be fixed though. There might be some user settings in display options that you could change to fix this.patrik wrote: -There are problems with visibility of graphics on non 16:9 screen ratios:
> Position for main menu text seems to be unoptimized for smaller 4:3 screen resolutions such as 1024x768, because I have it shown in lower right corner of my screen just barely visible.
> Similarly HUD elements and some weapons off-sets (especially melee weapons from HeXen) seems to have fixed positions for 16:9 screen ratios, so you are missing on screens with narrower aspect ratios.
That's probably because I have a titlemap that uses a gray cloud skybox. I'll remove the titlemap and just use the original title graphics.patrik wrote: - Dont know if this is caused by incompatibilty of software renderer with your mod (and I *do* hope you aim to keep support for it ), but as backgound of main menu I get checkboard of grey and white squares slowly scrolling to right.
I mostly included it because I thought it would be neat to have. It's a faster paced axe pretty much.patrik wrote: - I dont understand inclusion of that blue sword - it seems redudant to me next to axe, same combat dynamics just with bit higher damage output.
Yeah. The fatalities got in the way of the gameplay too much. You were completely vulnerable to damage when performing a fatality, which can be extremely frustrating.patrik wrote: - I noticed that you removed fatalities for killing ettins and afrits as fighter and getting killed as figther by ettin - deliberate decision?
Yeah, placeholder. I'm just gonna make him set flechettes on the ground or something then run away.patrik wrote: - There seems to be no difference for using flechettes with fighter and mage. Most propably temporary placeholder, eh?
I had thought about that before actually. I thought at first that too much buttons might eventually get annoying, but if it's convenient, I could definitely add that.patrik wrote: - I think it would be nice idea to add new bind in controls for quickly using flechettes. (And for that reason maybe also add separate counter for them in HUD.)
I'll see what I can do about that.patrik wrote: - I like to as cleric use his poisonous flechettes for setting traps, and now it is rather clunky, because he always throws them into distance. Maybe differentiate throwing/dropping by pushing/holding-and-releasing that flechette key?
Well discs of repulsion are much more powerful, plus they can reflect projectiles, which works very well against the Menelkir and Traductus bosses.patrik wrote: - Just wondering, now, when all player classes got way to push away monsters, didnt discs of repulsion got redundant too?
I actually thought about this before making the clinks. I might make it a custom cvar, like "enable gore for sabreclaws".patrik wrote: - I dont think giving clinks blood and gore is good idea. They always seemed to me not as living beigns but more as some sort of biomechanical beasts, "steam-punkish" automatons or robots. Making them spew pieces of metal all over place (and that explosion maybe could inflict little damage too) would be IMO more Heretic "lore" friendly.
In that case, why not opt for a "specialization system" instead?Seidolon wrote:I've got a lot of stuff planned as far as making the classes play differently. I'm planning on having a slot 5 weapon, that uses naturally regenerating ability energy for ammo, and at the start of the game you choose a certain playstyle for your class, for example, you might start a game as the mage, and immediately you are asked what kind of sorcery you want to use the rest of the game, and you can choose something like necromancy or other types of sorcery. The choice grants certain passive abilities and determines what your slot 5 weapon does. I just home I can accomplish making something so convoluted.
Spoiler:
Spoiler:Hexen
Spoiler:That's all for now, I will come back to this when you add in more stuff and finish the other Hexen classes. Another nice thing you can add to this MOD, is to make Corvus and the Hexen roster playable in both their games, it would be interesting.
Code: Select all
gzdoom -iwad doom2.wad -host 2 -deathmatch -file DULAMaps.wad DULA-GZDoom.pk3 lights.pk3 brightmaps.pk3 +map MAP02
GREAT explanation!! I've been wondering this myself for quite awhile!!Seidolon wrote:Coop and DM can be hosted with gzdoom as well as zandronum. Zandronum is definitely better at that stuff though.
You just need to make a batch file and run it with some parameters. Let's look at an example I have for a deathmatch mod that me and a buddy made.If you're joining a game, instead of -host (playernumbers), you'll do -join (host's IP Address).Code: Select all
gzdoom -iwad doom2.wad -host 2 -deathmatch -file DULAMaps.wad DULA-GZDoom.pk3 lights.pk3 brightmaps.pk3 +map MAP02
I'm not so sure about making a straight forward Brutal Hexen/Heretic, since Sarge retains the rights to his brutal series.
For alternative fires, I mentioned something about it before, but I'll say again. I'm going to make alternative fires for the brutal heretic rpg weapons the same way the hexen ones work. You'll gain access to them as you level up.
I'll try to make one for zandronum, but I might be limited with what I can do there.