Hellspawn final

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
User avatar
masterofpsi
Posts: 73
Joined: Sun Jan 16, 2005 9:13 am
Location: Rocking on.
Contact:

Post by masterofpsi »

I started at the southern end and used my jumping skill to get over the pit :ninja:
User avatar
Belial
Posts: 1616
Joined: Wed Feb 09, 2005 3:09 pm

Post by Belial »

Heh, jumping towards the chaingun spot is very easy, and you can make it back by jumping from the vent/pipe.
User avatar
LilWhiteMouse
Posts: 2270
Joined: Tue Jul 15, 2003 7:00 pm
Location: Maine, US
Contact:

Post by LilWhiteMouse »

http://home.midmaine.com/~lilwhitemo/hsfinal3.zip

The BFG Zero had better work this time.
Jumping the two large spaces should be disallowed.
Removed the FadeTo(), used Sector effects instead at the end.
Added a pair of claymores at the mine, in case the player doesn't have the rocket launcher.

[EDIT] Should I make a low res version of the former berserker to save space? Might knock a meg or two off the final size.
[EDIT2] This is how it would look:
http://home.midmaine.com/~lilwhitemo/testfber.zip
frame A's rotations.
[EDIT3] As no one seems to have any issues, safe to call it final, upload it to the archive, and move on?
User avatar
Talonos
Posts: 789
Joined: Mon May 03, 2004 7:08 am
Location: At college!

Post by Talonos »

Issue.

I play it, and I found this one doo-dad. (Not sure what else to call it) in a little side room. I pick it up, and I get a strange error message saying "ACS: I Don't know what PuzzGemGreen1 is." I'm guessing this is why I'm stuck. (Either that, or I just con't figure out what to do next.

Tested using GZdoom version 1.0.8

I got the BFG zero. It works fine so far. Is the number of shots that come out equal to the number of batteries you have?
User avatar
LilWhiteMouse
Posts: 2270
Joined: Tue Jul 15, 2003 7:00 pm
Location: Maine, US
Contact:

Post by LilWhiteMouse »

Tested using GZdoom version 1.0.8
Works in 1.0.04. Something must have changed so I'll have to download 08 and take a look. The item in question is the teleport beacon.
Is the number of shots that come out equal to the number of batteries you have?
Batteries are only used for most of the PCDA functions.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

Talonos wrote:Issue.

I play it, and I found this one doo-dad. (Not sure what else to call it) in a little side room. I pick it up, and I get a strange error message saying "ACS: I Don't know what PuzzGemGreen1 is." I'm guessing this is why I'm stuck. (Either that, or I just con't figure out what to do next.

Tested using GZdoom version 1.0.8

It's a typo in the item definition. To fix this open zdoom.pk3 and edit actors/hexen/puzzleitems.txt and change PuzzGemGreen to PuzzGemGreen1.
dennisj1
Posts: 399
Joined: Sun Jan 11, 2004 1:46 pm
Location: Superior, WI

Post by dennisj1 »

Can somebody send the edited GZDoom.PK3? On my system, any attempt at editing corrupts it (it seems to compress all files inside, and then GZDoom won't run).
User avatar
Talonos
Posts: 789
Joined: Mon May 03, 2004 7:08 am
Location: At college!

Post by Talonos »

I think I'll just wait for the next version of GZdoom. Can't take too long, the way they've been coming out.
User avatar
Jim
Posts: 535
Joined: Mon Aug 11, 2003 10:56 am

Post by Jim »

It's not that hard! It's just a one character edit to a text file in a zip file (pk3 is just zip).
User avatar
Shadelight
Posts: 5113
Joined: Fri May 20, 2005 11:16 am
Location: Labrynna

Post by Shadelight »

You can always use XWE as well....
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Post by DoomRater »

Cutmanmike wrote:Enjay has a point. Mirror any fairly large map you're familiar with and you'll get the same effect.
Perhaps this could be used to help a mapper time a sequence properly? I wonder.

In any case, if I were doing something of this nature, I'd probably either highlight the way out in some fashion or give the player tons of extra time.
User avatar
chopkinsca
Posts: 1325
Joined: Thu Dec 11, 2003 5:03 pm

Post by chopkinsca »

DoomRater wrote:
Cutmanmike wrote:Enjay has a point. Mirror any fairly large map you're familiar with and you'll get the same effect.
Perhaps this could be used to help a mapper time a sequence properly? I wonder.

In any case, if I were doing something of this nature, I'd probably either highlight the way out in some fashion or give the player tons of extra time.
You could always save right before the section where you need a timer, get really drunk, then make a few runs through. It's also a lot more fun for the mapper that way.
deathbringer
Posts: 9
Joined: Tue Dec 23, 2003 9:52 am
Location: Little downham, cambridgeshire
Contact:

Post by deathbringer »

I tried it in 2.0.98 and 2.0.63a and get an error about "Inventory pickup sound" in line 3 of DECORATE. This is with hsfinal2.wad, i'm downloading number 3 but if that doesnt work is there a specific zdoom version needed, or an edit i can make? I gotta play this, the old version was one of my favourite wads of all time!
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Post by TheDarkArchon »

LilWhiteMouse wrote:Only tested with 96x.
Though it also works with GZDoom and Zdoom 2.0.99x
ggg
Posts: 188
Joined: Thu Jan 13, 2005 7:43 pm
Location: TripleGVille

Post by ggg »

So is this the final (final) version?
Post Reply

Return to “General”