updated H-Quest

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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HotWax
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Post by HotWax »

Nash: The Yes/No response keys double as the spell keys. Y selects which spell you're using, and N casts the selected spell. If you want to bind different keys for spellcasting purposes, bind the spell-selecting key to doomquest_yes and the spell-casting key to doomquest_no. Example:

bind y doomquest_yes
bind q doomquest_yes
bind n doomquest_no
bind g doomquest_no

Y will respond yes, N will respond no, Q will select a spell, G will cast it.

You must disable the status bar (set the view size to one below maximum) to get rid of the flashing-bookcase issue. I imagine that's the only way LWM ever plays. :)

The RandomLag error is something Randy added because RL had a major malfunction when it came to being able to use generic images (those not defined as a flat, texture, or TX_ image) on walls or floors. Apparently hquest is attempting to use barback in such a manner, so the error message pops up. It's not something you need to worry about.
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LilWhiteMouse
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Post by LilWhiteMouse »

Risen wrote:Any reasons why things were crashing for you?
No idea. Things were/are so convoluted though I wasn't a bit surprised.
HotWax wrote:You must disable the status bar (set the view size to one below maximum) to get rid of the flashing-bookcase issue. I imagine that's the only way LWM ever plays.
I noticed that in the automap too. I'm guessing one of my scripts is trying to read an array past it's end, and BARBACK is the string it finds.

Yes, I run ZDoom with the transparent hud, if not maximum. Some of my personal projects have there own method for displaying health, ammo, and such.
Apparently hquest is attempting to use barback in such a manner, so the error message pops up. It's not something you need to worry about.
I saw the message too, but I found it amusingly ironic. Thanks for having some foresight Randy.
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HotWax
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Post by HotWax »

LWM wrote:Some of my personal projects have there own method for displaying health, ammo, and such.
Another reason to have PWAD-specific INI files. ;)
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LilWhiteMouse
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Post by LilWhiteMouse »

http://home.midmaine.com/~lilwhitemo/hquest9.cab

A few fixes. Also added a new skill, Survival Instinct. If you have a quartz flask and your health drops below 80% of your max you'll automatically use it.

For the time being, all spells are available from the start. Immolation Spirit has been tweaked a little. Same behaviour as before, except now it'll just do a little damage if it can't evoke the effect. Forgot to allow the use of Shadow Wolves in the last version, been fixed. Should spells be leveled? Higher levels could do more damage/last longer. Two new works in progress:

Hailstorm
Slowly damages surrounding units, will freeze when their hp's get low.

Lightning
Will sometimes strike a nearby enemy. Changed the maps sky to permit the use of Light_ForceLightning.
Naitguolf
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Post by Naitguolf »

Key Evil Bug fixed? Please..... :)
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Xaser
 
 
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Post by Xaser »

I still wish I had Heretic so I could play this. :P
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Risen
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Post by Risen »

LilWhiteMouse wrote:Should spells be leveled? Higher levels could do more damage/last longer.
Sounds good to me, especially if the visual effects of the spell get increasingly larger(and cooler). Just don't make them suck at the initial level. I never liked it when it made more sense to use my weapons than my spells because they were so pathetic.

Could you make it so the lightning spell can only be used outdoors?
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LilWhiteMouse
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Post by LilWhiteMouse »

Naitguolf wrote:Key Evil Bug fixed? Please..... :)
Should be.
Risen wrote:I never liked it when it made more sense to use my weapons than my spells because they were so pathetic.
Sorry to disapoint, but I have no intent of having the weapons superceded by the spells. They are your primary attack, not the spells.
Could you make it so the lightning spell can only be used outdoors?
It's not natural lightning, so it can be anywhere there is free flowing spiritual energies.
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Risen
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Post by Risen »

LilWhiteMouse wrote:Sorry to disapoint, but I have no intent of having the weapons superceded by the spells. They are your primary attack, not the spells.
Surely something that requires a non-renewable resource to use should be more powerful than something you can use infinitely, otherwise there's no use for it.

Though perhaps H-quest doesn't work like that... I don't know. I wish Heretic by itself was a better game so that I would own a copy and thus be able to play this...
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LilWhiteMouse
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Post by LilWhiteMouse »

Risen wrote:Surely something that requires a non-renewable resource to use should be more powerful than something you can use infinitely, otherwise there's no use for it.
You gain spirit for every kill, including kills by spells. Weapons on the other hand take damage with each kill and eventually break without being repaired.
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Kate
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Post by Kate »

That brings me to another problem: weapons are damaged by spell kills. Also, the key bug still exists, but this time if you use the gate, a number appears. After that, the door will fail to open when you use it.
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LilWhiteMouse
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Post by LilWhiteMouse »

Destroyer wrote:That brings me to another problem: weapons are damaged by spell kills.
Unavoidable.
Also, the key bug still exists, but this time if you use the gate, a number appears. After that, the door will fail to open when you use it.
Fixed I guess. Just don't use gates for now.
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chopkinsca
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Post by chopkinsca »

Yes, leveling spells would be very good. That way it is another excuse for me to not bother to do anything further on my project.
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