Side project

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
User avatar
LilWhiteMouse
Posts: 2270
Joined: Tue Jul 15, 2003 7:00 pm
Location: Maine, US
Contact:

Post by LilWhiteMouse »

D-Quest has become H-Quest. I think it'll work out better this way once I get things balanced a bit more. Some various notes:

Enemies currently go up to the knight (level 6 monster). I had included the ghosts but discovered they're immune to the staff (I never really played Heretic before), so I removed them. When I get that far, enemy HPs will be based on their level position: Mummies are level 1 monsters, Armored Mummies level 2, Imps level 3, etc... Boss/tough monsters will receive extra health.

I added the crystal vial to the item drop pool. Boss/tough monsters will now either drop gold, a weapon, an armor piece, or the crystal vial. Weapons are given in numerical order, gold wand, crossbow, etc.. Sometimes, you will be given a better version of an existing weapon. The staff is indestructable, all others will wear with use.

Using the healer will offer to heal you if hurt. If you're at full health, he will offer a health potion instead. Using the smithy will cycle through all collected weapons & armor for repair.

The merchant will only sell you ammo if you have the required weapon. Eventually I'll get around to adding weapons for purchase, and other Heretic/Hexen items for purchase as well.
Last edited by LilWhiteMouse on Tue Dec 30, 2003 10:00 pm, edited 1 time in total.
User avatar
Killo Zapit
Posts: 292
Joined: Wed Jul 16, 2003 9:26 pm
Location: Most likely sleeping.

Post by Killo Zapit »

LilWhiteMouse wrote: D-Quest has become H-Quest.
H-Quest huh? With all your anime inspired mods featuring female heroines, I would think you would have named it something else.

(This has got to be the worst joke I have ever done.)
User avatar
LilWhiteMouse
Posts: 2270
Joined: Tue Jul 15, 2003 7:00 pm
Location: Maine, US
Contact:

Post by LilWhiteMouse »

As half the ACS was adapted three times from two different projects, things had become a mess so I re-wrote a lot of it. This copy is mostly to make sure it all works again.

I've also balanced things a bit. Item drops are more common, and include health, armor, weapons, and ammo. Eventually I'll combine my ammo satchel with the Bag of Holding.

The totems haven't been finished yet, but they won't break progress.
Last edited by LilWhiteMouse on Tue Dec 30, 2003 10:00 pm, edited 1 time in total.
User avatar
Ultraviolet
Posts: 1152
Joined: Tue Jul 15, 2003 9:08 pm
Location: PROJECT DETAILS CLASSIFIED.

Post by Ultraviolet »

Pleeeeease take the rain out, or make it so that the rain has to be explicitly started (puke x) rather than by default (open script). *downloads hquest2.cab and hopes*
User avatar
LilWhiteMouse
Posts: 2270
Joined: Tue Jul 15, 2003 7:00 pm
Location: Maine, US
Contact:

Post by LilWhiteMouse »

Ultraviolet wrote:Pleeeeease take the rain out, or make it so that the rain has to be explicitly started (puke x) rather than by default (open script). *downloads hquest2.cab and hopes*
Once I get the major things done and I get to clean up, I intended to start the level off in a "config" room. One of the things I was going to add was a rain setting. It would default to the current amount though, but the script wouldn't start until you started the quest. Anyone who experienced performance issues could lower the amount or shut it off completely.
User avatar
Ultraviolet
Posts: 1152
Joined: Tue Jul 15, 2003 9:08 pm
Location: PROJECT DETAILS CLASSIFIED.

Post by Ultraviolet »

It could be worse -- the rain could be semi-transparent. :P
User avatar
Kappes Buur
 
 
Posts: 4182
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Post by Kappes Buur »

.
I have a serious problem with h_quest. Namely it does not show up.
I looked at it with XWE, and it tells me, that the pwad is for E1M1
with a map size of 0. Although a map layout does show up.

:(

Addendum:

I ran a log for ZDoom on startup:

Code: Select all

 adding zdoom.wad (126 lumps)
 adding L:/orgwads/DOOM2.WAD (2919 lumps)
 adding L:/Pwads_D2/LWM/quest/h_quest.wad (364 lumps)
CPU Speed: 700.036187 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD Duron(tm) processor
  Family 6 (7), Model 3, Stepping 0
  Features: MMX MMX+ 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
  Setting DirectSound output succeeded
  Setting driver 0 succeeded
  Initialization succeeded
Resolution: 800 x 600
Init DOOM refresh subsystem.
Unknown patch WALL07 in texture BADPATCH
Unknown patch WALL07 in texture BADPATCH
Unknown patch WALL07 in texture BADPATCH
Texture BADPATCH is left without any patches
Unknown patch WALL35 in texture CHAINMAN
Texture CHAINMAN is left without any patches
Unknown patch WALL42 in texture CHAINSD
Texture CHAINSD is left without any patches
Unknown patch WALL04 in texture CSTLRCK
Texture CSTLRCK is left without any patches
Unknown patch WALL20 in texture CTYSTCI1
Unknown patch WALL24 in texture CTYSTCI1
Texture CTYSTCI1 is left without any patches
Unknown patch WALL21 in texture CTYSTCI2
Unknown patch WALL24 in texture CTYSTCI2
Texture CTYSTCI2 is left without any patches
Unknown patch WALL24 in texture CTYSTCI4
Unknown patch WALL24 in texture CTYSTCI4
Unknown patch WALL20 in texture CTYSTCI4
Texture CTYSTCI4 is left without any patches
Unknown patch WALL14 in texture CTYSTUC1
Unknown patch WALL17 in texture CTYSTUC1
Texture CTYSTUC1 is left without any patches
Unknown patch WALL15 in texture CTYSTUC2
Unknown patch WALL18 in texture CTYSTUC2
Unknown patch WALL25 in texture CTYSTUC2
Texture CTYSTUC2 is left without any patches
Unknown patch WALL16 in texture CTYSTUC3
Unknown patch WALL19 in texture CTYSTUC3
Texture CTYSTUC3 is left without any patches
Unknown patch WALL15 in texture CTYSTUC4
Unknown patch WALL18 in texture CTYSTUC4
Texture CTYSTUC4 is left without any patches
Unknown patch WALL15 in texture CTYSTUC5
Unknown patch WALL15 in texture CTYSTUC5
Texture CTYSTUC5 is left without any patches
Unknown patch WALL34 in texture DMNMSK
Texture DMNMSK is left without any patches
Unknown patch WALL57 in texture DOOREXIT
Texture DOOREXIT is left without any patches
Unknown patch WALL59 in texture DOORSTON
Texture DOORSTON is left without any patches
Unknown patch WALL37 in texture DOORWOOD
Texture DOORWOOD is left without any patches
Unknown patch WALL05 in texture DRIPWALL
Texture DRIPWALL is left without any patches
Unknown patch WALL02 in texture GRSKULL1
Texture GRSKULL1 is left without any patches
Unknown patch WALL00 in texture GRSKULL2
Texture GRSKULL2 is left without any patches
Unknown patch WALL01 in texture GRSKULL3
Texture GRSKULL3 is left without any patches
Unknown patch WALL06 in texture GRSTNPB
Texture GRSTNPB is left without any patches
Unknown patch WALL06 in texture GRSTNPBV
Unknown patch WALL08 in texture GRSTNPBV
Texture GRSTNPBV is left without any patches
Unknown patch WALL06 in texture GRSTNPBW
Unknown patch WALL07 in texture GRSTNPBW
Texture GRSTNPBW is left without any patches
Unknown patch WALL64 in texture METL1
Texture METL1 is left without any patches
Unknown patch WALL63 in texture METL2
Unknown patch WALL63 in texture METL2
Unknown patch WALL63 in texture METL2
Unknown patch WALL63 in texture METL2
Unknown patch WALL63 in texture METL2
Unknown patch WALL63 in texture METL2
Unknown patch WALL63 in texture METL2
Unknown patch WALL63 in texture METL2
Unknown patch WALL63 in texture METL2
Unknown patch WALL63 in texture METL2
Unknown patch WALL63 in texture METL2
Unknown patch WALL63 in texture METL2
Unknown patch WALL63 in texture METL2
Unknown patch WALL63 in texture METL2
Unknown patch WALL63 in texture METL2
Unknown patch WALL63 in texture METL2
Unknown patch WALL63 in texture METL2
Unknown patch WALL63 in texture METL2
Texture METL2 is left without any patches
Unknown patch WALL26 in texture MOSSRCK1
Unknown patch WALL27 in texture MOSSRCK1
Texture MOSSRCK1 is left without any patches
Unknown patch WALL50 in texture ORNGRAY
Texture ORNGRAY is left without any patches
Unknown patch WALL28 in texture RCKSNMUD
Texture RCKSNMUD is left without any patches
Unknown patch WALL44 in texture REDWALL
Unknown patch WALL44 in texture REDWALL
Texture REDWALL is left without any patches
Unknown patch WALL56 in texture SAINT1
Texture SAINT1 is left without any patches
Unknown patch WALL12 in texture SANDSQ2
Texture SANDSQ2 is left without any patches
Unknown patch WALL40 in texture SKULLSB1
Texture SKULLSB1 is left without any patches
Unknown patch WALL41 in texture SKULLSB2
Texture SKULLSB2 is left without any patches
Unknown patch WALL30 in texture SNDBLCKS
Texture SNDBLCKS is left without any patches
Unknown patch WALL10 in texture SNDCHNKS
Texture SNDCHNKS is left without any patches
Unknown patch WALL51 in texture SNDPLAIN
Texture SNDPLAIN is left without any patches
Unknown patch WALL52 in texture SPINE1
Texture SPINE1 is left without any patches
Unknown patch WALL53 in texture SPINE2
Texture SPINE2 is left without any patches
Unknown patch WALL38 in texture SQPEB1
Texture SQPEB1 is left without any patches
Unknown patch WALL60 in texture STNGLS1
Texture STNGLS1 is left without any patches
Unknown patch WALL63 in texture SW1OFF
Unknown patch WALL63 in texture SW1OFF
Unknown patch WALL63 in texture SW1OFF
Unknown patch WALL63 in texture SW1OFF
Unknown patch WALL63 in texture SW1OFF
Unknown patch WALL63 in texture SW1OFF
Unknown patch WALL63 in texture SW1OFF
Unknown patch WALL63 in texture SW1OFF
Unknown patch WALL63 in texture SW1OFF
Unknown patch WALL63 in texture SW1OFF
Unknown patch WALL63 in texture SW1OFF
Unknown patch WALL63 in texture SW1OFF
Unknown patch WALL63 in texture SW1OFF
Unknown patch WALL63 in texture SW1OFF
Unknown patch WALL63 in texture SW1OFF
Unknown patch WALL63 in texture SW1OFF
Unknown patch WALL46 in texture SW1OFF
Texture SW1OFF is left without any patches
Unknown patch WALL63 in texture SW1ON
Unknown patch WALL63 in texture SW1ON
Unknown patch WALL63 in texture SW1ON
Unknown patch WALL63 in texture SW1ON
Unknown patch WALL63 in texture SW1ON
Unknown patch WALL63 in texture SW1ON
Unknown patch WALL63 in texture SW1ON
Unknown patch WALL45 in texture SW1ON
Unknown patch WALL63 in texture SW1ON
Unknown patch WALL63 in texture SW1ON
Unknown patch WALL63 in texture SW1ON
Unknown patch WALL63 in texture SW1ON
Unknown patch WALL63 in texture SW1ON
Unknown patch WALL63 in texture SW1ON
Unknown patch WALL63 in texture SW1ON
Unknown patch WALL63 in texture SW1ON
Unknown patch WALL63 in texture SW1ON
Texture SW1ON is left without any patches
Unknown patch WALL63 in texture SW2OFF
Unknown patch WALL63 in texture SW2OFF
Unknown patch WALL63 in texture SW2OFF
Unknown patch WALL63 in texture SW2OFF
Unknown patch WALL63 in texture SW2OFF
Unknown patch WALL63 in texture SW2OFF
Unknown patch WALL63 in texture SW2OFF
Unknown patch PATA01 in texture SW2OFF
Unknown patch WALL63 in texture SW2OFF
Unknown patch WALL63 in texture SW2OFF
Unknown patch WALL63 in texture SW2OFF
Unknown patch WALL63 in texture SW2OFF
Unknown patch WALL63 in texture SW2OFF
Unknown patch WALL63 in texture SW2OFF
Unknown patch WALL63 in texture SW2OFF
Unknown patch WALL63 in texture SW2OFF
Unknown patch WALL63 in texture SW2OFF
Texture SW2OFF is left without any patches
Unknown patch WALL63 in texture SW2ON
Unknown patch WALL63 in texture SW2ON
Unknown patch WALL63 in texture SW2ON
Unknown patch WALL63 in texture SW2ON
Unknown patch WALL63 in texture SW2ON
Unknown patch WALL63 in texture SW2ON
Unknown patch WALL63 in texture SW2ON
Unknown patch WALL63 in texture SW2ON
Unknown patch WALL63 in texture SW2ON
Unknown patch WALL63 in texture SW2ON
Unknown patch WALL63 in texture SW2ON
Unknown patch WALL63 in texture SW2ON
Unknown patch WALL63 in texture SW2ON
Unknown patch WALL63 in texture SW2ON
Unknown patch WALL63 in texture SW2ON
Unknown patch WALL63 in texture SW2ON
Unknown patch WALL63 in texture SW2ON
Unknown patch PATA00 in texture SW2ON
Texture SW2ON is left without any patches
Unknown patch WALL50 in texture TMBSTON1
Unknown patch WALL54 in texture TMBSTON1
Texture TMBSTON1 is left without any patches
Unknown patch WALL50 in texture TMBSTON2
Unknown patch WALL55 in texture TMBSTON2
Texture TMBSTON2 is left without any patches
Unknown patch WALL32 in texture TRISTON1
Texture TRISTON1 is left without any patches
Unknown patch WALL62 in texture WDGAT64
Texture WDGAT64 is left without any patches
Unknown patch PATA02 in texture WEB1_B
Texture WEB1_B is left without any patches
Unknown patch PATA04 in texture WEB1_F
Texture WEB1_F is left without any patches
Unknown patch PATA03 in texture WEB2_B
Texture WEB2_B is left without any patches
Unknown patch PATA05 in texture WEB2_F
Texture WEB2_F is left without any patches
Unknown patch PATA06 in texture WEB3_M
Texture WEB3_M is left without any patches
Unknown patch WALL49 in texture WOODWL
Unknown patch WALL49 in texture WOODWL
Texture WOODWL is left without any patches
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
Init status bar.


+entryway

16 bots read from bots.cfg
Can somebody, please, tell me what went wrong, since wildweasel seemed to have no problem.
.
Last edited by Kappes Buur on Sun Dec 28, 2003 12:26 pm, edited 2 times in total.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Post by wildweasel »

Okay, played around with the newset version up to Chapter 5-3. Some problems I noticed (my computer can actually handle the rain, 933 MHz at 640x400 - only drops to about standard frame rate).

* Sometimes picking up a weapon will improperly display its condition, ie. "ANULLHellstaff".
* Some instances found of monsters spawning inside walls (see attachment)
User avatar
LilWhiteMouse
Posts: 2270
Joined: Tue Jul 15, 2003 7:00 pm
Location: Maine, US
Contact:

Post by LilWhiteMouse »

wildweasel wrote:* Sometimes picking up a weapon will improperly display its condition, ie. "ANULLHellstaff".
I had my conditions set wrong for the weapon pickups. The script would allow it to exceed the max class by 1 before capping it.
* Some instances found of monsters spawning inside walls (see attachment)
Without complicating the ACS, and slowing it down further, I'm not sure I can easily address this. I was under the impression that ZDoom would not spawn something if there wasn't room for it. Obviously, I was mistaken.

In addition, I've been playing with the monsters a bit. The Imps and Imp Leaders have been removed from the pool. They'll still be used, but not like the other monsters. In their place, I've added Stone Golems (& Leaders): Centaurs using recolored Mummy sprites.
User avatar
Kate
... in rememberance ...
Posts: 2975
Joined: Tue Jul 15, 2003 8:06 pm

Post by Kate »

Kappes, try loading it in heretic, not doom 2.
User avatar
Kappes Buur
 
 
Posts: 4182
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Post by Kappes Buur »

.
Ohh, thanks Destroyer.

E1M1 should have been my clue. I blame it on too much X-mas cheers. :shock:
It works great now !
.
User avatar
Ultraviolet
Posts: 1152
Joined: Tue Jul 15, 2003 9:08 pm
Location: PROJECT DETAILS CLASSIFIED.

Post by Ultraviolet »

So "cheers" means both "thanks" AND "drinks" now?
User avatar
Kappes Buur
 
 
Posts: 4182
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Post by Kappes Buur »

.
Ultraviolet wrote:So "cheers" means both "thanks" AND "drinks" now?
At festive occasions, such as X-MAS and New Years, do they not go "hand in hand"? :D

.
User avatar
Ultraviolet
Posts: 1152
Joined: Tue Jul 15, 2003 9:08 pm
Location: PROJECT DETAILS CLASSIFIED.

Post by Ultraviolet »

Well, from one hand to the next, at least...

AngloSlang is so difficult for me.
User avatar
Curunir
Posts: 1041
Joined: Sun Nov 02, 2003 11:24 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Post by Curunir »

That's the sweetest thing my copy of Heretic has ever known. I played up till Chapter 8-1 today. Later on there's a major slowdown. I have no idea what causes it - probably the monster count - the map is not changed throughout and the automap counter was something like 1200/2000 monsters. Otherwise - it's teh sweet.
Monsters become a bit too hard later on, mostly because of ammo shortages. I think having items (tomes of power, invincibility rings, etc) would help a lot, no matter whether the items are droppable or are sold in town.
Thanks for a splendid gem, Mouse! :D
Post Reply

Return to “General”