XRpg - Simple Hexen RPG mod [v2.3.1 Released] New GUI inventory system with full mouse support
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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.
- Crudux Cruo
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Re: XRpg - Simple Hexen RPG mod [v1.2.1a preview Released]
I think this is more the direction you're wishing to take yes?
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Re: XRpg - Simple Hexen RPG mod [v1.2.1a preview Released]
Yes! That looks great! Thank you!
Do you happen to have it posed for this position? The hammer sprite kind of cheats by basically using the second tilted frame frame for the remaining positions.
Do you happen to have it posed for this position? The hammer sprite kind of cheats by basically using the second tilted frame frame for the remaining positions.
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Re: XRpg - Simple Hexen RPG mod [v1.2.2a preview Released]
Took longer to get a stable build than I had expected. Fighter changes are not done yet (quietus still not finished and a few more monster drops expected)
But here is another preview build.
A few things to note are the new weapons, chain wraith/reiver spawning has been removed, a couple spell fixes for mage, and new monster drops.
It has been a lot of fun testing. Thanks again for that awesome sprite, Crudux Cruo, I've incorporated it in this preview build.
Download link: https://github.com/cabbruzzese/xrpg/rel ... ag/v1.2.2a (OP also updated with new link)
But here is another preview build.
A few things to note are the new weapons, chain wraith/reiver spawning has been removed, a couple spell fixes for mage, and new monster drops.
It has been a lot of fun testing. Thanks again for that awesome sprite, Crudux Cruo, I've incorporated it in this preview build.
Download link: https://github.com/cabbruzzese/xrpg/rel ... ag/v1.2.2a (OP also updated with new link)
- Crudux Cruo
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Re: XRpg - Simple Hexen RPG mod [v1.2.1a preview Released]
I'm more than happy to finish the sprite set, but it'll take me a minute. here's the unhanded mace, and here's the widescreen spriteset for arms, might make your life easierpeewee_RotA wrote:Yes! That looks great! Thank you!
Do you happen to have it posed for this position? The hammer sprite kind of cheats by basically using the second tilted frame frame for the remaining positions.
viewtopic.php?f=37&t=72389
It shouldn't take long, but i'm typing this before i go to work

i'm assuming you have an image editor, but i was just going to rotate the mace a bit and put hands, shouldn't take long to do if you're in a hurry, but i'm more than happy to do that when I get home.
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Re: XRpg - Simple Hexen RPG mod [v1.2.2a preview Released]
In the new preview I reversed the sprite. Since it's more reflections than spot lighting it looks ok reversed.
I also have some new fighter features, mostly in the way of pickups in the preview. There's some more really cool stuff I'm working on now that I'll release in the next version.
I also have some new fighter features, mostly in the way of pickups in the preview. There's some more really cool stuff I'm working on now that I'll release in the next version.
- Crudux Cruo
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Re: XRpg - Simple Hexen RPG mod [v1.2.2a preview Released]
I added two more frames, which if you offset frame them they should work (or you can duplicate and place them in a wad editor if you want to be oldschool, but that's pretty obsolete now.
Please let me know if i need to make any changes.
P.S what's the idea with the axe? is that the armor suit halberd?
Please let me know if i need to make any changes.
P.S what's the idea with the axe? is that the armor suit halberd?
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Re: XRpg - Simple Hexen RPG mod [v1.2.2a preview Released]
Going to need a little help with the quietus assets. I'm trying to make quietus feel like this:
For powered attacks, I'm going to add in the slash, and then some damage that rains from the sky. The slash should be a projectile that rips through monsters for a short distance. So I will need a green slash projectile.
I have all of the weapon sprites needed. Just need the projectile.
Regarding the halberd, yes. Trying to make some surprises for new players.
For powered attacks, I'm going to add in the slash, and then some damage that rains from the sky. The slash should be a projectile that rips through monsters for a short distance. So I will need a green slash projectile.
I have all of the weapon sprites needed. Just need the projectile.
Regarding the halberd, yes. Trying to make some surprises for new players.
- Crudux Cruo
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Re: XRpg - Simple Hexen RPG mod [v1.2.2a preview Released]
http://1.bp.blogspot.com/-u6n-oAoOowQ/U ... h_0007.png
So there's two ways to do it.
#1 is you recreate something like this, green, and give it 4 frames and 4 mirrors for the projectile.
#2 is you make this a texture for a 3d projectile. Brutal doom does something like this, i believe a flat texture is brought into blender, a .TGA is made, and the relevant code is added. If there's an easy way, i don't know.
The 3d attack would look best, but something less could work.
So there's two ways to do it.
#1 is you recreate something like this, green, and give it 4 frames and 4 mirrors for the projectile.
#2 is you make this a texture for a 3d projectile. Brutal doom does something like this, i believe a flat texture is brought into blender, a .TGA is made, and the relevant code is added. If there's an easy way, i don't know.
The 3d attack would look best, but something less could work.
- Vanille987
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Re: XRpg - Simple Hexen RPG mod [v1.2.2a preview Released]
As for the rain, a recolored version of heretics hellstaf Tome of power shots could work well perhaps.
Been quite busy lately but I'll see if I can try the new build out soon!
Been quite busy lately but I'll see if I can try the new build out soon!
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Re: XRpg - Simple Hexen RPG mod [v1.2.2a preview Released]
Apparently there was a big glitch with the shield. I'll have a new version out toninght which will include all of the current stuff with quietus.
I tried making an arc out of the existing quietus sword missile sprites and it doesn't look bad at all. It also solves a problem with a single slash sprite (large sized actors tend to hit walls, which is why mage lightning is so unreliable) but making it out of many small actors makes it easier to use.
There's a green fire sprite that works very well with the "rain". It's more of a wave of fire, I just used the word rain because heretic's rain code is what I've been reusing for vertical missiles.
I tried making an arc out of the existing quietus sword missile sprites and it doesn't look bad at all. It also solves a problem with a single slash sprite (large sized actors tend to hit walls, which is why mage lightning is so unreliable) but making it out of many small actors makes it easier to use.
There's a green fire sprite that works very well with the "rain". It's more of a wave of fire, I just used the word rain because heretic's rain code is what I've been reusing for vertical missiles.
- Vanille987
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Re: XRpg - Simple Hexen RPG mod [v1.2.2a preview Released]
Played a bit with fighter yesterday and didn't notice anything with the shield personally, what was the glitch?
ah I see, a flame fits better with the fighters aesthetics too imo.
Some quick impressions from my session yesterday (played until LV18 and completed the first hub of the main game)
Fists are great, the left hook is really fun and combos nicely in regular punches.
The mace is fun but feels useless quick after you get the axe or centaur sword, I think maybe a fun way to differentiate it is to give it a somewhat higher stun chance with the LV10 skill.
Shield is awesome, the knockback is pretty useful and shielding can really save you when surrounded, the bright flash effect when shielding is a bit distracting tho. Didn't use the counter bolt feature much yet so can't comment on that.
Axe side swings are reeeaaaalllyy fun and give some much needed AoE control. The way you initiate these swings is a bit weird at first but nothing major. I only feel it could use a little more mana since i rarely deplete it even when religiously used the special side swings.
Centaur sword is great, the multi hit feature gives it some interesting niches.
As for general stuff, I feel the fighter could use some knockback protection when facing brutes, especially in close quarters and 'hallways' I couldn't reach the enemy since they would constantly knock me back to the other end of the area. Unless I missed something or yet to unlock an ability related to it, I feel the fighter could also use a HP recovery method. His nature makes him take more damage then the other classes and during some encounters (like the wendigo ambush or the secret level), I felt forced to hide in a corner and take the enemies that come one by one.
That said I still overall really enjoyed the fighter tho, especially his new weapon pickups from enemies. I also feel the deathlords are in a good spot now, they're dangerous with corpses' but not 'get instantly ganked' dangerous.
ah I see, a flame fits better with the fighters aesthetics too imo.
Some quick impressions from my session yesterday (played until LV18 and completed the first hub of the main game)
Fists are great, the left hook is really fun and combos nicely in regular punches.
The mace is fun but feels useless quick after you get the axe or centaur sword, I think maybe a fun way to differentiate it is to give it a somewhat higher stun chance with the LV10 skill.
Shield is awesome, the knockback is pretty useful and shielding can really save you when surrounded, the bright flash effect when shielding is a bit distracting tho. Didn't use the counter bolt feature much yet so can't comment on that.
Axe side swings are reeeaaaalllyy fun and give some much needed AoE control. The way you initiate these swings is a bit weird at first but nothing major. I only feel it could use a little more mana since i rarely deplete it even when religiously used the special side swings.
Centaur sword is great, the multi hit feature gives it some interesting niches.
As for general stuff, I feel the fighter could use some knockback protection when facing brutes, especially in close quarters and 'hallways' I couldn't reach the enemy since they would constantly knock me back to the other end of the area. Unless I missed something or yet to unlock an ability related to it, I feel the fighter could also use a HP recovery method. His nature makes him take more damage then the other classes and during some encounters (like the wendigo ambush or the secret level), I felt forced to hide in a corner and take the enemies that come one by one.
That said I still overall really enjoyed the fighter tho, especially his new weapon pickups from enemies. I also feel the deathlords are in a good spot now, they're dangerous with corpses' but not 'get instantly ganked' dangerous.
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Re: XRpg - Simple Hexen RPG mod [v1.2.2a preview Released]
Thanks for the feedback!Vanille987 wrote:Played a bit with fighter yesterday and didn't notice anything with the shield personally, what was the glitch?
The shield stopped protecting after it charged. So multi projectiles (especially wendigos) would basically do full damage . I have that resolved now.
While the shield is up you take no knockback. It was probably not that noticeable because of the above glitch. I still want to reduce knockback without it, but it's tricky since the only normal way at the moment is by adding mass, and I'll have to do a lot of bug testing for that.
The morning star does the same damage as the hammer, with a slight strength bonus. I believe it's the exact same speed. It's meant to be an alternative to the fists early on, but most weapons should out perform it. Although when you get to high levels it should keep up damage wise.
I'm trying to keep item scaling in mind, but you can use any item while your shield is up. In my latest testing, the flachette is super powerful. You get the protection and the flachette damage. I'm worried about scaling it up but will do testing when those changes come up.
P.S. I forgot to mention. The fighter regenerates some health. He also gets a health boost when he berserks.
- Vanille987
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Re: XRpg - Simple Hexen RPG mod [v1.2.2a preview Released]
ooh that clears a lot up, thanks!
I honestly took that shield thing a feature even tho on second thought it didn't make much sense, now it work properly it definitely does sound like a good counter against knockback. Looking forward to trying it. I'm not super familiar with the doom engine but if unity is anything to go by physics are definitely something not easily tweaked ye.
I see, I really like the maces design so hope it does. Though I'm not gonna do a final verdict until I reach high levels.
Item scaling is needed for some items to keep up with the rest of the weapons imo, but it's a hard thing to balance, the game throws you dead with flechettes most of the time too. Didn't know you could use items while shielding, that's good to know.
I feel the regen doesn't do that much, maybe allow you to survive one more hit, berserk however sounds great. Feel free to take this with a grain of salt tho since I only reached LV15 yesterday btw, at least I'm now getting good at speedrunning HEXEN and quickly gain levels haha.
Keep up the good work, really enjoy replaying Hexen with this mod!
edit: Managed to play a bit more.
The shield is becoming my favorite new 'weapon', good defense and the ranged counter is so good while it also gives a good early projectile option. Once the bug is fixed I'm gonna use it a lot.
The hammer I assume not much was changed yet, however, having to attack plus input backwards to fire is a bit weird.
the LV20 skills is surprisingly neat too, I find myself hitting weaker enemies first in order to hit a bigger threat adding a nice tactical side to combat, one question tho. How does it interact with multi hit attacks?
One more thing, I feel the the huge fire and stone enemies are a bit too spongy. oh and one very minor thing I noticed, when you overkill a special stalker enemy, their flying head doesn't match the bodies sprite sets color. Tho again that's extremely minor
I honestly took that shield thing a feature even tho on second thought it didn't make much sense, now it work properly it definitely does sound like a good counter against knockback. Looking forward to trying it. I'm not super familiar with the doom engine but if unity is anything to go by physics are definitely something not easily tweaked ye.
I see, I really like the maces design so hope it does. Though I'm not gonna do a final verdict until I reach high levels.
Item scaling is needed for some items to keep up with the rest of the weapons imo, but it's a hard thing to balance, the game throws you dead with flechettes most of the time too. Didn't know you could use items while shielding, that's good to know.
I feel the regen doesn't do that much, maybe allow you to survive one more hit, berserk however sounds great. Feel free to take this with a grain of salt tho since I only reached LV15 yesterday btw, at least I'm now getting good at speedrunning HEXEN and quickly gain levels haha.
Keep up the good work, really enjoy replaying Hexen with this mod!
edit: Managed to play a bit more.
The shield is becoming my favorite new 'weapon', good defense and the ranged counter is so good while it also gives a good early projectile option. Once the bug is fixed I'm gonna use it a lot.
The hammer I assume not much was changed yet, however, having to attack plus input backwards to fire is a bit weird.
the LV20 skills is surprisingly neat too, I find myself hitting weaker enemies first in order to hit a bigger threat adding a nice tactical side to combat, one question tho. How does it interact with multi hit attacks?
One more thing, I feel the the huge fire and stone enemies are a bit too spongy. oh and one very minor thing I noticed, when you overkill a special stalker enemy, their flying head doesn't match the bodies sprite sets color. Tho again that's extremely minor
Last edited by Vanille987 on Wed Mar 23, 2022 7:29 am, edited 1 time in total.
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- Vanille987
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Re: XRpg - Simple Hexen RPG mod [v1.2.3a preview Released]
Quick question, is it save to play a new release with a save file from an old release? I tried this and didn't seem to cause any problems (and the shield bug was fixed), but just asking to be sure.