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 [v1.2.3a preview Released]

Post by peewee_RotA »

You shouldn't see any crashes as far as I know. For the most part any item properties (like mana costs) or changes to how things spawn (like adding in new items) could keep the old values if you are already in the level. For example, darkmere has some new items, but if you have an old save on that level it wouldn't show up.

Changes to item functionality usually works between versions, so things like the shield fix would be ok.
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Vanille987
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Re: XRpg - Simple Hexen RPG mod [v1.2.3a preview Released]

Post by Vanille987 »

Played until LV30 now!

The mod really grew on me as I played and now I have my full kit and a huge amount of enemies to fight it's a blast. I also feel the warrior HP system evens out since you get a truckload of HP plus another truckload of healing items and a LV up restores all HP. And the shield in all it's glory it's cheff kiss. Only feel mana is still too easy to keep up, but I also just realized I'm playing on the hardest difficulty which iirc doubles mana pick ups.

The knight axe was a nice surprise, the slowness takes some getting used too but the raw power is more then worth it.

quietus feels a bit weird using it as a mellee weapon, though I suppose that's part of balancing, the projectiles attacks however are great. Especially the rain. I only find myself using the side projectiles a lot accidentally but that's mostly me.

Berserk rage really fits with the warriors bulldozer style and being able to attack more rapidly feels great, especially with the knights axe.

The shield honestly feels a tad OP in a way since you're capable of firing a counter projectile and immediately defend again basically never being un protected. But the projectile isn't too strong either and adds some respite from all the choas.


Other things/bugs I noticed:

The hammer can still fire when your green mana is zero which probably isn't intended.

The shield stops properly protecting when you have no mana which I assume is intentional?

The sorcerer enemies after mirages don't align with their type if they're a special enemy, but that is prolly hard to fix.
Funky Gnoll
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Re: XRpg - Simple Hexen RPG mod [v1.2.3a preview Released]

Post by Funky Gnoll »

I really dig this mod! I'm playing as the mage and there are a few aesthetic things I think could be improved:

-Frost Shards' Ice spell would look nicer if the shards were rotated to face downward.
-Bloodscourge's Fire spell should probably be brighter as it's a stream of flame, and using the flamethrower sound from Heretic would make it sound as strong as it is (i.e. quite strong).
-Frozen elemental monsters look really goofy.

Aside from all that, I can't wait to see what's in store.
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SallazarSpellcaster
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Re: XRpg - Simple Hexen RPG mod [v1.2.3a preview Released]

Post by SallazarSpellcaster »

Hello!

I've been playing with this mod as the fighter, and I've been having quite a blast; the new slot 1 weapons, and his shield, are really neat additions!

I do have an issue however - I can't use his skills, not because of them not working, but because I can't rebind their keys. I already had their defaults bound for different actions, and though I've unbound them, I still can't use his skills.


Is there any way to rebind the fighter's abilities?
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Vanille987
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Re: XRpg - Simple Hexen RPG mod [v1.2.3a preview Released]

Post by Vanille987 »

SallazarSpellcaster wrote:Hello!

I've been playing with this mod as the fighter, and I've been having quite a blast; the new slot 1 weapons, and his shield, are really neat additions!

I do have an issue however - I can't use his skills, not because of them not working, but because I can't rebind their keys. I already had their defaults bound for different actions, and though I've unbound them, I still can't use his skills.


Is there any way to rebind the fighter's abilities?
hello!

If you're playing the newest version all his skills are passive! The first one gives a chance of stunning monsters on every mellee hit, the second makes every fourth hit a critical hit and the last one briefly powers you up after taking some damage
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SallazarSpellcaster
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Re: XRpg - Simple Hexen RPG mod [v1.2.3a preview Released]

Post by SallazarSpellcaster »

Vanille987 wrote:
hello!

If you're playing the newest version all his skills are passive! The first one gives a chance of stunning monsters on every mellee hit, the second makes every fourth hit a critical hit and the last one briefly powers you up after taking some damage
Well that's great! I didn't realize that was the case, thank you very much!
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.2.3a preview Released]

Post by peewee_RotA »

Thanks for all the feedback. I've got many of the recently reported bugs (hammer throw mana, ice rain rotation) fixed, and a few old ones too (reducing knockback for fighter). I expect to have a new version out soon.

The original post is updated to remove the old version and reflect the new changes in the summary.
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Crudux Cruo
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Re: XRpg - Simple Hexen RPG mod [v1.2.3a preview Released]

Post by Crudux Cruo »

I like it so far, but i wanted to ask...
basically these new weapons are fist replacements, right?
do you know about offsetting frames to smooth out sprites?
Will all weapons have a fire, altfire, and a fire+altfire button attack?

I liked what you did with the update, though the sword still feels weak. now that there's all these non-magic weapons, its ok if the sword uses magic on basic attacks, i would think, to beef it up.
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Vanille987
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Re: XRpg - Simple Hexen RPG mod [v1.2.3a preview Released]

Post by Vanille987 »

I agree the sword could use a bit of a buff in strength scaling or magic as it falls of later. Funnily enough I feel the mace is more powerful then it around LV25.

I know the fist is supposed to be the weak starter weapon but it feels a bit of a shame it's useless later since they're a petty fun weapon. Maybe something like giving it a major berserk buff could be fun to make it useful on high levels. With sword I mean the centaur sword btw
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.3 preview Released]

Post by peewee_RotA »

Thanks again for all of the feedback. I've addressed most items, including the bishop animations.

Still some items to look at but most items are addressed now.

Here's version 1.3!
https://github.com/cabbruzzese/xrpg/releases/tag/v1.3

p.s. The new weapons aren't expected to get alt fires. I'm waiting on what to do with an inventory system first. I.e. How would a +1 morning star work? How do I get players to look at what they picked up without slowing down the game's fast pace? Those kinds of things. Looking at the wheel weapon select now. Adding in a lefthanded punch to keep with the fist replacement theme has been a thought, but I haven't tested it out yet.

The offset feature is really buggy. Everything I add an offset to completely changes how the weapon displays and I have to redo every single frame. It's ok for existing weapons because they already account for it somehow, but using the actual sprite positions that I can set in Slade was the only way I could make so many weapons so quickly. Figuring out why the offsets completely break those actual settings, and then redoing them frame by frame in game is a time investment I've decided against for now. I actually started it again for a couple weapons but there is a bug where weapons can slowly drift as the previous offsets stay in memory. The most recent drift is the last time I tried and stopped again, :sadface:. So I will likely add more frames of animation since it's actually a lot faster than playing with the offsets, unfortunately.
Funky Gnoll
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Re: XRpg - Simple Hexen RPG mod [v1.3 preview Released]

Post by Funky Gnoll »

Fighter update: trapped the Heresiarch in a corner, stunned him, and bullied him to death. Great mod, would recommend 10/10
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Vanille987
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Re: XRpg - Simple Hexen RPG mod [v1.3 preview Released]

Post by Vanille987 »

That's a valid concern, playing wraith of cronos recently and while I really dig the deep RPG mechanics and all the planning that comes with it, it's also a bit weird to 'pause' the game in order to strengthen my character and advance my build. This mod aims to keep said fast pace where said pausing wouldn't work obviously.

I a HUD overhaul would be needed to effectively achieve the player being able to directly tell more what they have and can use imo.


regardless, just wanna say the work that has been achieved already while not without flaws, is still overall pretty great and promising : D Really glad to help shape this, if only in feedback. Looking forward to trying 1.3 out!
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Crudux Cruo
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Re: XRpg - Simple Hexen RPG mod [v1.3 preview Released]

Post by Crudux Cruo »

peewee_RotA wrote: Figuring out why the offsets completely break those actual settings, and then redoing them frame by frame in game is a time investment I've decided against for now. I actually started it again for a couple weapons but there is a bug where weapons can slowly drift as the previous offsets stay in memory.
You have to set weapon offsets back to (0,32) when you're done, otherwise the sprite will stay in the last offset that was called. It's not a bug, it's just a incomplete code mate.
If you want i can toy with it, maybe i'm wrong, but that's my understanding of it.
peewee_RotA
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Re: XRpg - Simple Hexen RPG mod [v1.3 preview Released]

Post by peewee_RotA »

Crudux Cruo wrote:You have to set weapon offsets back to (0,32) when you're done, otherwise the sprite will stay in the last offset that was called. It's not a bug, it's just a incomplete code mate.
If you want i can toy with it, maybe i'm wrong, but that's my understanding of it.
Thanks! I've definitely had the most trouble with that Y axis more than anything. One thing that I need to see ahead of time is where the center of the screen will be. It's easy to point a gun or a wand at the center of X and not care where the Y ends up. But if a melee weapon doesn't hit the center closely enough, it looks goofy and it makes the weapon look broken. For an experiment, change the X offset of the Axe too far to the left and it will look like it's not even hitting anyone, even if the functionality is exactly the same.

The existing weapons tend to do the melee hit just before a large jump in animation so it looks like the weapon traveled really fast across the center as the damage was applied.

Anyway, I've started another post to try to reconcile those positions with the editor in Slade. If you know what that translates to, I'd really appreciate it.
viewtopic.php?f=124&t=75010&p=1216042#p1216042

And thanks again for the feedback, Crudux Cruo. I had this project on the back burner until your feedback several weeks ago. That was just the motivation I needed to give it more umph.
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neoworm
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Re: XRpg - Simple Hexen RPG mod [v1.3 Released]

Post by neoworm »

I would suggest trying this viewtopic.php?f=232&t=49494
I used it to animate some weapon attacks and it works, you just need graphics with no offsets to begin with IE all having 0,0 coords in Slade.
Nash also had some blender plugin for creating and exporting HUD animations together with rotating the player view, it's floating somewhere on the forum but as far as I know, it's for 2.63 version of blender, which is pain to use.
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