XRpg - Simple Hexen RPG mod [v2.3.1 Released] New GUI inventory system with full mouse support

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peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.0 Released]

Post by peewee_RotA »

Have fixes for multiplayer leveling and everything. Also found some minor bugs, including an issue with the axe while berserking. The main problem is a persistent crash that only happens in multiplayer. Looking into that.
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.0 Released]

Post by peewee_RotA »

Got it to crash at about the same spot in vanilla hexen multiplayer. Guess I'll have to do more digging.

Edit: Version 4.6.1 is not crashing. Checked the version log but didn't see anything major. However the widescreen sprites for hexen means this is the new target version
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.1.1 Released]

Post by peewee_RotA »

Version 1.1.1 is out now with multiplayer fixes. See original post.

Download: https://github.com/cabbruzzese/xrpg/releases/tag/v1.1.1
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.2 Released]

Post by peewee_RotA »

Version 1.2 is out with fixes to mage spells and hammer smash. See original post.

Download: https://github.com/cabbruzzese/xrpg/releases/tag/v1.2
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.2 Released]

Post by peewee_RotA »

Going to test out on some level packs and report back with compatibility.

So far tested Single Player on A New World level pack. Confirmed to work.

Very beautiful level set. Highly recommended to anyone who hasn't seen it:
viewtopic.php?f=42&t=47060&p=1159680&hilit=ANW#p793596

Also tested on HeroQuest level pack:
viewtopic.php?f=19&t=45245&p=746687&hilit=heroquest#p746011
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.2 Released]

Post by peewee_RotA »

Tested with Penumbra mega wad. Works great! Lots of fun.

viewtopic.php?f=42&t=68824&p=1186541&hilit=penumbra#p1186541


Being a flying wizard with a billion enemies was definitely a fun aspect.
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.2 Released]

Post by peewee_RotA »

Tested with curse of the lost gods (took a long time to find the wad and a working link). Based on the hype and pretty screenshots I assumed it was a good one to end the testing on.
https://www.doomworld.com/files/file/18 ... lost-gods/

As you can see in the comments the gameplay is an example of all of the don'ts in level making. XRpg makes it at least playable because leveling gives you health and some mana, mana regen helps a little, and monster drops help a lot. So the wad IS playable in XRpg. It's still not fun, but I'm happy to provide a way to make the wad challenging. One neat thing that works well together is all of the pits at the end make the "brute" pushback a good challenge and a unique experience for hexen.

Anyway, just finishing going through some level wads to make sure I didn't break anything as a way to put XRpg through its paces.

P.S.

The sheer number of pine trees and shrubs (that steal auto aim and make level 2 pretty unplayable for the wizard) revealed a bug. The brute pushback is affecting trees too, so I will have a fix out for that.

Also want to revisit the fighter skills. With all the play throughs, I only used the skills for bosses because the health cost was too high.

P.S.S.

The lightning teleport doesn't work great near pits. Need to make sure it doesn't put the monster on the ground if they are a flying monster.
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Crudux Cruo
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Re: XRpg - Simple Hexen RPG mod [v1.2 Released]

Post by Crudux Cruo »

So im trying this out now, i think im getting the gist of what this actually does, but having no documentation on the front page really doesnt help. Would you mind listing features, what stats and levels actually mean, and so on?
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.2 Released]

Post by peewee_RotA »

That's a great suggestion. I had a write-up on the github page, but adding a similar summary on the original post is better.

Thanks! I hope you enjoy it.
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Crudux Cruo
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Re: XRpg - Simple Hexen RPG mod [v1.2 Released]

Post by Crudux Cruo »

All right so I'm just going to give feedback on the warrior for now and let the rest for another time, but first, some overall notes.

Looking into the code of this thing I can see a lot of thought and effort went into this and this is no sort of patchy half put together projects. If you're capable of writing code like that and you pretty much can go anywhere you want to with this project!

One of the best mods I've ever played in the vanilla rebalance minimalist style has got to be parkour. By far it is the most mind-blowing mod that totally changes the way the game looks and feels without actually adding any sprites it's just code. I definitely feel like there's more room for a simple RPG for hexen that kind of remixes the weapons and playability of it without cluttering it with a bunch of extra. For sure there is definitely some Polish to be had here and more features could be added and tweaks could be made to amp everything up, but I just wanted to say how well written the code was and how impressed I was, even if the gameplay is very simple at the moment.

With that being said, here's my specific thoughts on the warrior.
Spoiler:
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.2 Released]

Post by peewee_RotA »

That's great feedback. I appreciate it and will see what I can do.

I did experiment with swipe attacks in Heretic's HRPG and hitting multiple targets was very difficult. It worked best as a way to more easily hit flying monsters. I can give it another try, since Hexen has a way more complicated hit scan for players that basically does a swipe but ends on the first hit, it may be easier to implement.

As for the hammer, it definitely needs a fix, but I wanted to point out that the alt-fire does melee damage. It causes a radius damage burst centered on the player, and does a push back on any monsters nearby. A point blank hit on a regular serpent should kill it. The main problem I want to resolve is that it doesn't do much more than just using a disc of repulsion, and switching to the weapon and then using the attack takes way too long. So as a utility spell it's so situational, I usually only use it to create a explosion blast on platforms above or below.

I believe Korax Mod has a hammer that causes a close up explosion. I wanted it to be a little different, but have a similar feel. It falls flat, but that's the inspiration.
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Crudux Cruo
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Re: XRpg - Simple Hexen RPG mod [v1.2 Released]

Post by Crudux Cruo »

ps I'll be honest I had no idea you'd even did a heretic project! I'll definitely check it out. I never really connected with heretic, it's basically Doom but the weapons power up, so anything that can jazz it up a little bit I'm all game. I really honestly haven't seen one good heretic mod.

For the record I really love korax mod. I really hate playing it on vavoom though. My favorite exit might of all time though is wrath of Kronos though. Honestly every weapon feels right the way that plays. Walpurgis is also good.
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.2 Released]

Post by peewee_RotA »

Set aside some time the past couple nights to test out this feedback.

Removing the idea of a "spell" and making the abilities passive really improves the experience for the fighter. Also looking at a way to implement the weapon feedback. I think a good option for hammer and quietus is left click = melee, and right click = ranged with some variation.
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.2 Released]

Post by peewee_RotA »

Hobbled together a new weapon sprite for the cleric last night.
CFLMHplus_all.png
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.2 Released]

Post by peewee_RotA »

Based on the feedback, replaced the throwing axe with a two handed swing. The sprite isn't great, but it's still fun to see when animated.
axeswingsprite.png
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