Bitter Heretic: Melee combat emphasise

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
UnbornDecay25
Posts: 128
Joined: Tue Oct 30, 2018 6:51 am

Re: Bitter Heretic: Melee combat emphasise

Post by UnbornDecay25 »

Lagi wrote:E1M2 crusher:
Welp shit, I'm as blind as a bat. Thanks!
User avatar
Lagi
Posts: 668
Joined: Sat Jun 23, 2018 12:51 pm
Location: Thou shalt alter thy beliefs with new evidence

Re: Bitter Heretic: Melee combat emphasise

Post by Lagi »

well the traps in heretic are quite clever. And the level design dont take into account run speed (i think), however design include the "jumping" (run over) function that you need to do in E1M5 , from one building to another. or in the cathedral e1m6 (that tomb was the most brilliant puzzle of my time, i include it in numerous RPG session with my buddy's).
I dont know about the crusher myself when I was a kid, I didnt even now you can run with shift then :), and I always eat the damage to take dragonclaw. Moreover, E1M1 for solid months of playing "Heretic duck-hunting demo" I cannot see corelation between yellow key and first steel gate :D, until my cousin show me how to do it.
AvzinElkein
Posts: 607
Joined: Wed Nov 17, 2010 6:35 pm

Re: Bitter Heretic: Melee combat emphasise

Post by AvzinElkein »

How are you going to fix that?
User avatar
Lagi
Posts: 668
Joined: Sat Jun 23, 2018 12:51 pm
Location: Thou shalt alter thy beliefs with new evidence

Re: Bitter Heretic: Melee combat emphasise

Post by Lagi »

AvzinElkein wrote:How are you going to fix that?
what "that"?

=====
Spoiler:
User avatar
Lagi
Posts: 668
Joined: Sat Jun 23, 2018 12:51 pm
Location: Thou shalt alter thy beliefs with new evidence

Re: Bitter Heretic: Melee combat emphasise

Post by Lagi »

updated link, if someone want to rip off golem hands by himself


edit:
Ice, new deaths animation, nitro fire, ghosts all take into account missing limb. Old golem death, is now Exploding death, when golem die by excessive amount of damage.
There is only one flaw with new golem sprites - if you set one-arm-golem, on fire, you can see he magically get back his lost arm. Yeah I know Im lazy.

edit2:
Spoiler: finished ep3;
Last edited by Lagi on Sun Feb 16, 2020 10:49 am, edited 2 times in total.
User avatar
Whoah
Posts: 306
Joined: Thu Apr 13, 2017 10:04 am
Location: Dryer lint trap

Re: Bitter Heretic: Melee combat emphasise

Post by Whoah »

Dude, those golem death animations look really nice! Especially the one where they lose their head
Drake Raider
Posts: 474
Joined: Fri Jul 18, 2008 12:27 pm

Re: Bitter Heretic: Melee combat emphasise

Post by Drake Raider »

This looks like it would be amazing with Heretic Unabridged, by Beed28. I wonder, is there a quick way to slow down the player a tad? I know it's not the preferred way to play Heretic, but that was a game I always felt would be more fun at a slightly more methodical pace.
User avatar
Lagi
Posts: 668
Joined: Sat Jun 23, 2018 12:51 pm
Location: Thou shalt alter thy beliefs with new evidence

Re: Bitter Heretic: Melee combat emphasise

Post by Lagi »

I know what you mean. For me running speed (2.0) in heretic (doom) damage a lot of his experience. You dont feel this isolation. Its like car racing game. You feel less bond with Corvus. The combat is simpler. Suddenly you dont have to hide, you can just outrun everything. Heretic was pretty scare game for me when I play it first time.

on the other hand map design require to travel a big distances quite often. Also the puzzle element are scattered from one map end to another. And if you get lost, wandering in empty corridors, would take more time. There is also few traps, but so far AFAIK all (except 2, when you have to press Shift) of them are doable with 1.1 speed.

current speed is 1.1, 10% faster than vanilla walk. If your Hp drop below 50 you will move 0.95. If you crouch you will move slower.

There is no menu option to adjust speed. And Im not keen to provide one (even if i know how to do it), because that would cause massive temptation to play on maximum speed available - who doesn't play with caps-lock ON all the time?

If you want to change speed in mod file
Spoiler:
Drake Raider
Posts: 474
Joined: Fri Jul 18, 2008 12:27 pm

Re: Bitter Heretic: Melee combat emphasise

Post by Drake Raider »

Would this effect the powerups that change speed as well? (Thank you so much for your help!)
User avatar
Lagi
Posts: 668
Joined: Sat Jun 23, 2018 12:51 pm
Location: Thou shalt alter thy beliefs with new evidence

Re: Bitter Heretic: Melee combat emphasise

Post by Lagi »

Krater of Might adding +0.4 speed
You can change it by modifying value "C" here :

Code: Select all

if (checkinventory("SPEEDUP")>0)
					  {
						C=0.4;
you can also adjust run speed, after you press Shift key
Spoiler:
edit:
Spoiler:
Last edited by Lagi on Fri Apr 03, 2020 1:18 pm, edited 23 times in total.
User avatar
Lagi
Posts: 668
Joined: Sat Jun 23, 2018 12:51 pm
Location: Thou shalt alter thy beliefs with new evidence

Re: Bitter Heretic: Melee combat emphasise

Post by Lagi »

new death animation for Sabreclaw. Its mirrored for variety (no worries axe is always in right hand). Top torso is falling down in random direction.
You can also notice his 2x slash combo and tail attack (0:04).



EDIT 2.03:
upload version with Sabreclaw loosing also his head.
3,03,upload headsplit death for weredragon.
weredrag leg lost
8,3 gargoyle skull out
10,3 gargoyle lose wing (death)
14,3 gargoyle split death, disciple spine out death
15,3 ophidian cut in half
21,3 ophidian head cut off
24 disciple hole in body
3.4 knight pelvis hit
4.4 knight explode
Spoiler:
Last edited by Lagi on Sat Apr 04, 2020 2:47 pm, edited 11 times in total.
User avatar
Lagi
Posts: 668
Joined: Sat Jun 23, 2018 12:51 pm
Location: Thou shalt alter thy beliefs with new evidence

Re: Bitter Heretic: Melee combat emphasise

Post by Lagi »

new feature to make the game even easier (people saying they dont feel powerful) .
Spoiler:
If you are cornered by multiple monsters than such a long stun time make more sens. 1on1 monsters have no chance for anything (but hey that why we playing doom :D ).
Spoiler:

I mirror pain 1 direction of asymetrical monster (original sprite is also retouch a little - tail, left hand, tongue out)


add weapons number to UI (include Fullscr mod - all credits and menus are still in game)
User avatar
Lagi
Posts: 668
Joined: Sat Jun 23, 2018 12:51 pm
Location: Thou shalt alter thy beliefs with new evidence

Re: Bitter Heretic: Melee combat emphasise

Post by Lagi »

sorry for self bump (honestly I feel terrible),

I notice on mediafire counter, that few* people download my mod since yesterday

maybe You would be interested to redownload for checking new death for Disciples, Gargoyle ? and I fix barrel bug (CTD if you shoot to barrel)


*less than 10 :D
Jarewill
Posts: 1384
Joined: Sun Jul 21, 2019 8:54 am

Re: Bitter Heretic: Melee combat emphasise

Post by Jarewill »

Sadly, the newest version doesn't seem to work in GZDoom devbuild.
Trying to start a new game results in a VM abort below:
User avatar
Lagi
Posts: 668
Joined: Sat Jun 23, 2018 12:51 pm
Location: Thou shalt alter thy beliefs with new evidence

Re: Bitter Heretic: Melee combat emphasise

Post by Lagi »

ehh... copy-paste of statusbar mod was not enough :)

can you help me finding newest devbuild?

here, last ver is 4.3.3
viewforum.php?f=1
(and bitter works with it)

some beta stuff from here?
https://devbuilds.drdteam.org/gzdoom/
ok, you right, i trying to do smth :)

edit, ok I make it work (its not uploaded yet):
Last edited by Lagi on Sat Mar 14, 2020 1:45 pm, edited 2 times in total.

Return to “Gameplay Mods”