Page 17 of 20

Re: Brutal HeXen/Heretic RPG - A Final Update

Posted: Tue May 21, 2019 4:55 am
by ZDL_800
I would use ZDL and manually add the Hexen WAD, GZDoom, and finally the Brutal Hexen RPG mod.

https://zdoom.org/wiki/ZDL

Hope this helps.

Re: Brutal HeXen/Heretic RPG - A Final Update

Posted: Fri May 24, 2019 5:17 am
by ZDL_800
Update here.

If anyone is interested we managed to implement a Mage and Cleric class into the RPG mod.

On the RPG mod the Fighter class has 3 characters with different weapons, but unfortunately the Mage and Cleric has only 1 character per class, we tried to replicate the config files from the Fighter but failed.

I have added the RPG items and upgrade elements to the Mage and Cleric so it does work.

Tried my best for over a week now debugging as much a possible but adding 3 characters to each class is proving more difficult then what we expected, such a shame as this mod is brilliant.

Re: Brutal HeXen/Heretic RPG - A Final Update

Posted: Fri May 24, 2019 7:01 am
by thedeathrunner123
ZDL_800 wrote:Update here.

If anyone is interested we managed to implement a Mage and Cleric class into the RPG mod.

On the RPG mod the Fighter class has 3 characters with different weapons, but unfortunately the Mage and Cleric has only 1 character per class, we tried to replicate the config files from the Fighter but failed.

I have added the RPG items and upgrade elements to the Mage and Cleric so it does work.

Tried my best for over a week now debugging as much a possible but adding 3 characters to each class is proving more difficult then what we expected, such a shame as this mod is brilliant.
Any Chance I could get a copy of this? the 3 fighter classes sound cool. I always preferred the fighter.

Re: Brutal HeXen/Heretic RPG - A Final Update

Posted: Fri May 24, 2019 11:10 am
by ZDL_800
We was hoping to try and get people on board with helping update the mod, there is a slight issue, the Mage has no torch.

Are you any good with modding GZDoom applications may I ask?

Thanks.

Re: Brutal HeXen/Heretic RPG - A Final Update

Posted: Fri May 24, 2019 3:23 pm
by thedeathrunner123
not good with Slade or even with modifying pk3 files. sorry :oops:

Re: Brutal HeXen/Heretic RPG - A Final Update

Posted: Fri May 24, 2019 7:35 pm
by ZDL_800
Ok let us fix this torch issue and I'll upload the mod, was going to put another 2 classes borrowed from the Wrath mod.

Re: Brutal HeXen/Heretic RPG - A Final Update

Posted: Sat May 25, 2019 7:16 am
by thedeathrunner123
thanks, sorry for my lack of knowledge :\, I'm more of a player than a modder...

Re: Brutal HeXen/Heretic RPG - A Final Update

Posted: Sat May 25, 2019 10:42 am
by irontusk341
Technically both wrath of cronos and Brutal Hexen can work together, the only problem is, at the current moment, with diablo 3D, only non class effects/lighting/decals can be compatible if you know what to eliminate on Decorate conflicts.

Re: Brutal HeXen/Heretic RPG - A Final Update

Posted: Sat May 25, 2019 1:03 pm
by ZDL_800
Thanks for the replies.

I believe the Wrath of Cronos mod is best on your Diablo 3D mod, the RPG elements are brilliant already In Hexen, plus now we have 2 different types of RPG,

Wrath of Cronos - Diablo 3D
Brutal RPG - Hexen

I did already try the Wrath of Cronos mod on Hexen and it didn't spawn environment units and there isn't as many Ai on screen.

Regarding the update for Brutal RPG Hexen, looks like the Cleric is bugged, so basically we was going to import the Fighter, Mage and Necromancer as classes. I'm not sure how to implement the weapons from Wrath of Cronos for the Necromancer into the RPG mod? Would we have to import the weapons into the maps?

If all else fails I believe just having the Fighter class with 3 characters and the Mage class would still be amazing.

Thanks again.

Re: Brutal HeXen/Heretic RPG - A Final Update

Posted: Sat May 25, 2019 3:30 pm
by MaxRideWizardLord
ZDL_800 wrote:Update here.

If anyone is interested we managed to implement a Mage and Cleric class into the RPG mod.

On the RPG mod the Fighter class has 3 characters with different weapons, but unfortunately the Mage and Cleric has only 1 character per class, we tried to replicate the config files from the Fighter but failed.

I have added the RPG items and upgrade elements to the Mage and Cleric so it does work.

Tried my best for over a week now debugging as much a possible but adding 3 characters to each class is proving more difficult then what we expected, such a shame as this mod is brilliant.
Sweet! When (or where) we can try it out?

Re: Brutal HeXen/Heretic RPG - A Final Update

Posted: Sat May 25, 2019 5:09 pm
by ZDL_800
Hello.

It seems everyone is busy on other projects so I have a test version but there isn't any torch item allocated to the Mage so I'm not happy with uploading the test mod right now.

I'll try my best to fix the issue, but its good we have a Mage with the RPG elements allocated, that's a big step.

We also have Hexen and the DLC combined into one mega WAD so you can start the RPG mod from map1 to map 60. Its going to be EPIC!

The textures on the RPG mod need upscaling to match the new Ai upscaled texture pack, I did request for this to be updated but I'm not sure the creator of the mod were too happy me requesting such work be done. I had to at least ask, the art work is outstanding.

Thanks again.

Re: Brutal HeXen/Heretic RPG - A Final Update

Posted: Sat May 25, 2019 5:23 pm
by MaxRideWizardLord
ZDL_800 wrote:Hello.

It seems everyone is busy on other projects so I have a test version but there isn't any torch item allocated to the Mage so I'm not happy with uploading the test mod right now.

I'll try my best to fix the issue, but its good we have a Mage with the RPG elements allocated, that's a big step.

We also have Hexen and the DLC combined into one mega WAD so you can start the RPG mod from map1 to map 60. Its going to be EPIC!

The textures on the RPG mod need upscaling to match the new Ai upscaled texture pack, I did request for this to be updated but I'm not sure the creator of the mod were too happy me requesting such work be done. I had to at least ask, the art work is outstanding.

Thanks again.
Do you have discord? I'd like to try to create my own version of Mage, at least one-few weapons, but I'm still completely new so I'd need some help.

Re: Brutal HeXen/Heretic RPG - A Final Update

Posted: Sat May 25, 2019 6:26 pm
by ZDL_800
Hello.

Ok so the Fighter class has 3 characters allocated, what we need to do is somehow clone the parameters so that we can have 3 Mage characters.

But I'm sure you would then need to import the new Mage weapons into the maps, that I do not know.

I think creating another Mage will be extremely difficult unless you know this engine? May I ask how good at you at modding GZDoom engine applications?

Thanks again.

Re: Brutal HeXen/Heretic RPG - A Final Update

Posted: Sat May 25, 2019 7:05 pm
by MaxRideWizardLord
ZDL_800 wrote:Hello.

Ok so the Fighter class has 3 characters allocated, what we need to do is somehow clone the parameters so that we can have 3 Mage characters.

But I'm sure you would then need to import the new Mage weapons into the maps, that I do not know.

I think creating another Mage will be extremely difficult unless you know this engine? May I ask how good at you at modding GZDoom engine applications?

Thanks again.
Umm... very, very beginning level, and I basically can clone a few things after help of some folks if I unintentionally annoy a few of them. Although, most of what I want to do isn't something very unique and original, either. :P Neither lack of free time help that much in that regard. Before I anger some mods for whatever reason, I wish to know if I could contact you in real-time chat or group if you have some discord where we can talk.

Re: Brutal HeXen/Heretic RPG - A Final Update

Posted: Sun May 26, 2019 8:15 am
by ZDL_800
Hello.

I'm not exactly an expert on the GZDoom engine, but if we could annoy a few professionals I believe it would be worth it, we need experts right now.

Sorry I don't have any Discord but you can PM us and I will respond ASAP.

If we can work together then we can fix this.

Thanks again.