Hell-Forged (updated to v1.11 - development paused)
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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.
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
- Posts: 1171
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
If you use the newest version of GZDoom (1.0.24), you don't need the a_explode patch. That patch was for the 1.0.22 version.
Download GZDoom again.
http://grafzahl.drdteam.org/
Download GZDoom again.
http://grafzahl.drdteam.org/
- Crudux Cruo
- Posts: 1171
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
I'm actually still working on this. Most of my time is spent on Drawing commissions for people and my other job, so it leaves little room for Doom editing. All 6 maps from episode 1 is now basicically finished. I just need to do extensive testing with monsters. However, due to the lack of freetime, none of my new monsters are anywhere near from being finished. Spriting siply takes too long even with my draw-and-trace method. Until i get the Bruiser/Cyber-baron and the new Hellcore monsters finished, i wont release the thing. Still making some textures as well.
Also, im still trying to fix the multiplayer bugs with the Vorpal-Blade and Soul-Leech from Ep2. However, it seems there is very little i can do.
Also, im still trying to fix the multiplayer bugs with the Vorpal-Blade and Soul-Leech from Ep2. However, it seems there is very little i can do.
- Captain Ventris
- Posts: 4608
- Joined: Mon Jul 31, 2006 4:25 pm
- Location: San Antonio, TX
Well, there's nothing you can do about it. Life happens, and Doom shouldn't get in the way. We'll be waiting patiently!Eriance wrote:I'm actually still working on this. Most of my time is spent on Drawing commissions for people and my other job, so it leaves little room for Doom editing. All 6 maps from episode 1 is now basicically finished. I just need to do extensive testing with monsters. However, due to the lack of freetime, none of my new monsters are anywhere near from being finished. Spriting siply takes too long even with my draw-and-trace method. Until i get the Bruiser/Cyber-baron and the new Hellcore monsters finished, i wont release the thing. Still making some textures as well.
Also, im still trying to fix the multiplayer bugs with the Vorpal-Blade and Soul-Leech from Ep2. However, it seems there is very little i can do.
- Cutmanmike
- Posts: 11353
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
Precisely. Player One gives the charges to player 2, player 2 gives it to player 3. I havent tested it out with any more players than that. But player 3 doesn't give the items to player 1, just himself.TheDarkArchon wrote:I'm going to take a stab in the dark and say they were giving the goods to the wrong players.
Eriance - this wad is absolutely amazing. I love it to death.... and I've got some good news for you. You probably don't know this yet but it works perfectly in the latest internal build of Skulltag!
We played through the entire thing tonight coop and had an absolute blast. With some very minor tweaks this wad could be amazing in multiplayer. The two really big yet incredibly easy to fix things that stood out the most was in episode 1 on a number of maps the player 2 starts.... were right next to the exit!!! It's probably a good idea to move those.... next to the player 1 starts.
We didn't get to play those maps as we just flipped the switch 10 seconds after the level started and bang.... end of map!
The other big thing was that on a couple maps we would run into a teleport that wasn't set to be a repeatable action. I think it was map08 in episode 2, the main teleporter isn't repeatable. I'll double check later on though. We ended up having to rcon nextmap through these when we got stuck.
A few other minor things are some of the traps you have are clearly designed for single player only which is fine but with a little extra acs you could open the area up again in case the player dies and has to run back or to let other players into the area after 15 or 20 seconds. Again I know I'll need to be more specific with regards to where exactly but I'll play through it again later and find the spots.
Anyways, I'll send you the latest internal build of Skulltag to help you in your testing efforts.

We played through the entire thing tonight coop and had an absolute blast. With some very minor tweaks this wad could be amazing in multiplayer. The two really big yet incredibly easy to fix things that stood out the most was in episode 1 on a number of maps the player 2 starts.... were right next to the exit!!! It's probably a good idea to move those.... next to the player 1 starts.

The other big thing was that on a couple maps we would run into a teleport that wasn't set to be a repeatable action. I think it was map08 in episode 2, the main teleporter isn't repeatable. I'll double check later on though. We ended up having to rcon nextmap through these when we got stuck.
A few other minor things are some of the traps you have are clearly designed for single player only which is fine but with a little extra acs you could open the area up again in case the player dies and has to run back or to let other players into the area after 15 or 20 seconds. Again I know I'll need to be more specific with regards to where exactly but I'll play through it again later and find the spots.
Anyways, I'll send you the latest internal build of Skulltag to help you in your testing efforts.
@Ghastly_Dragon: A long time ago, i started a DM-map for the Ep-2 weapons. After finding out that the vorpal blade and soul-leech wont work in multiplayer, i abbandoned it. Also, Ep3 has barely even been started. I dont think i'll have much time to work on it any time soon. Still trying to design some of te new weapons.
@Aabra: Those Ep1 maps are compledely remade in the newest version. I just dont have the time or motivation to finish spriting the two new monsters i needed for the completely remade Ep1 to release it.
EDIT:
I havent updated my progress so far, so here is a small overview of what has been done with the New Ep1 and what needs to be done.
1) Most of the 6 maps has been layed out and sectors and ceilings all set. I just need to change the textures to some of the rooms, placing the actors (monsters, weapons, etc), and then test it. Maps 1-3 is full finished aside from the Bruiser monster.
2) Bruiser Monster has been worked on slightly, but nothing closed to be finished, since it's a asymetric monster and thus needs all 8 rotations for all it's frames. Currently it's a white baron with 2 cybernetic legs and 1 gun-arm. There is some pink and blood where the metal parts connect to the body. I have the first walking frame done, but that is all.
3) The Core monster will replace the John Romero Ending in the original Ep1 Map06. needless to say, that map has been alrgely altered to compensate for the new monster. It's basically a giant organ that you have to shoot. Tentacles spwawn around it to block your shots as well as lauch attacks at you. And as usual, the core spawns other monsters like the original map6. When you kill the tenacles and hit the core, it goes into a pain state that will spawn new tentacles while all the old ones are killed and the process starts over again.
@Aabra: Those Ep1 maps are compledely remade in the newest version. I just dont have the time or motivation to finish spriting the two new monsters i needed for the completely remade Ep1 to release it.
EDIT:
I havent updated my progress so far, so here is a small overview of what has been done with the New Ep1 and what needs to be done.
1) Most of the 6 maps has been layed out and sectors and ceilings all set. I just need to change the textures to some of the rooms, placing the actors (monsters, weapons, etc), and then test it. Maps 1-3 is full finished aside from the Bruiser monster.
2) Bruiser Monster has been worked on slightly, but nothing closed to be finished, since it's a asymetric monster and thus needs all 8 rotations for all it's frames. Currently it's a white baron with 2 cybernetic legs and 1 gun-arm. There is some pink and blood where the metal parts connect to the body. I have the first walking frame done, but that is all.
3) The Core monster will replace the John Romero Ending in the original Ep1 Map06. needless to say, that map has been alrgely altered to compensate for the new monster. It's basically a giant organ that you have to shoot. Tentacles spwawn around it to block your shots as well as lauch attacks at you. And as usual, the core spawns other monsters like the original map6. When you kill the tenacles and hit the core, it goes into a pain state that will spawn new tentacles while all the old ones are killed and the process starts over again.