[RELEASE] Style Mod for Heretic

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
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:

Re: [Video] Style Mod for Heretic

Post by wildweasel »

XutaWoo wrote:
terranova wrote:Pepto Bismol - Bottle of purple stuff
I'm in love now.
Hey, I did it first. :P
Crap, that makes two accidental infringements (especially after Kate told me she'd already done the friendly attack chickens). =P
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Re: [Video] Style Mod for Heretic

Post by TheDarkArchon »

rsl wrote:Since the use of BFG-type tracers is normally extremely powerful, wouldn't it be better to spare them for the seventh weapon :?:
Read the OP again. There are only going to be six weapons. That said, I could well be wrong in thinking it's the ultimate that isn't complete yet.
Wildweasel wrote:Five out of six weapons completed. The sixth hasn't been decided yet.
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:

Re: [Video] Style Mod for Heretic

Post by wildweasel »

Remember, Heretic technically did not even have an ultimate weapon - the Firemace was somewhere in between the Dragon Claw and Hellstaff in power level. So weapon 6, which will replace the Firemace, will need to be somewhere in that level, i.e. around the same power level as the other weapons.
User avatar
NeuralStunner
 
 
Posts: 12325
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: [Video] Style Mod for Heretic

Post by NeuralStunner »

Any actual "ultimate-ness" in the Firemace is due entirely to the powered mode. (Without that it's hardly worth using, anyway.) The rest is the hidden-ness. It's not listed on the help screen, and it only spawns in levels at random.
User avatar
amv2k9
Posts: 2178
Joined: Sun Jan 10, 2010 4:05 pm
Location: Southern California

Re: [Video] Style Mod for Heretic

Post by amv2k9 »

Are you at all interested in having custom monsters for this? I'm actually working on a Mutator-compliant Heretic monster randomizer that was spun off of a couple Heretic projects that I haven't released/can't release. Most of the monsters are pretty basic, but I've taken a few tricks from Doom and Strife in trying to make some of them unique.
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:

Re: [Video] Style Mod for Heretic

Post by wildweasel »

amv2k9 wrote:Are you at all interested in having custom monsters for this? I'm actually working on a Mutator-compliant Heretic monster randomizer that was spun off of a couple Heretic projects that I haven't released/can't release. Most of the monsters are pretty basic, but I've taken a few tricks from Doom and Strife in trying to make some of them unique.
Ordinarily I'd say no custom monsters, but if you say these are mutator compliant, I think it'd add an interesting touch rather than having four copies of the same monster in the game's bestiary.
User avatar
amv2k9
Posts: 2178
Joined: Sun Jan 10, 2010 4:05 pm
Location: Southern California

Re: [Video] Style Mod for Heretic

Post by amv2k9 »

Okay. I'll post a link to it here when it's done; should be a day or two.

EDIT (Oct 15):
I would be posting it right now, but I've hit a very annoying snag with trying to emulate the Whirlwind actor's proper behavior when being called from a function other than A_LichAttack. I'll experiment with this some more and put up a link tomorrow; it's not exactly crucial.
User avatar
amv2k9
Posts: 2178
Joined: Sun Jan 10, 2010 4:05 pm
Location: Southern California

Re: [Video] Style Mod for Heretic

Post by amv2k9 »

Here's the monster pack.
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:

Re: [Video] Style Mod for Heretic

Post by wildweasel »

Just bumping this here to say that I have not stopped the mod.

Weapon 6 still isn't functional, but the weapon sprites are mostly finished for it and I have a vague concept in mind. I have, however, added amv2k9's monster pack (with modifications to make the enemies drop Style Points instead of Heretic ammo), and FDARI and Snarboo's random vials and flasks add-on with some alterations.

As soon as Weapon 6 is finished, though, I shall release a public beta for you all to test around with, for purposes of play balance.
User avatar
Z86
Posts: 101
Joined: Mon Jan 24, 2011 5:22 pm

Re: [Video] Style Mod for Heretic

Post by Z86 »

Dat chiken staff :D ...

Looks interesting, there are only a few Heretic-compatible mods anyway, and this one seems to feature weapons that are fitting to the game.


(Edited out unnecessary answer because i did not notice it has 3 page already...)
Last edited by Z86 on Sun Oct 30, 2011 10:10 am, edited 2 times in total.
User avatar
Mikk-
Posts: 2274
Joined: Tue Jun 30, 2009 1:31 pm
Location: Somewhere off Kanagawa

Re: [Video] Style Mod for Heretic

Post by Mikk- »

Z86 wrote:
P.S. Is the mugshot appearing in the video a part of the standard Heretic IWAD? I never noticed...
Nope, it is a custom HUD
No, as stated beforehand, the Heretic Muugshots graphics are actually graphics from the HERETIC.wad IWAD.
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:

Re: [RELEASE] Style Mod for Heretic

Post by wildweasel »

Release on the first page of the thread. Merry Christmas.
User avatar
ChronoSeth
Posts: 1631
Joined: Mon Jul 05, 2010 2:04 pm
Location: British Columbia

Re: [RELEASE] Style Mod for Heretic

Post by ChronoSeth »

wildweasel wrote:Release on the first page of the thread. Merry Christmas.
Downloading now. :)
User avatar
Gothic
Posts: 801
Joined: Thu Jun 16, 2011 6:49 pm

Re: [RELEASE] Style Mod for Heretic

Post by Gothic »

I love the chicken launcher! :wub:
User avatar
Zero X. Diamond
Posts: 675
Joined: Tue Dec 22, 2009 12:46 am
Contact:

Re: [RELEASE] Style Mod for Heretic

Post by Zero X. Diamond »

Haven't played it yet, but from what I'd heard earlier in the thread regarding the HUD face, I have a suggestion: use TEXTURES to do it like Catacombs 3D did. As the player takes more damage, more of the skull face is revealed from the bottom up until on death it becomes 100% skull.

If something's been done like this already post-release, then nevermind!
Post Reply

Return to “Gameplay Mods”