Project MSX: MISP (MSX in multiple IWADS!) Updated 12/28!

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amv2k9
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Re: Project MSX: MISP (MSX in multiple IWADS!) Updated 12/11

Post by amv2k9 »

Valherran wrote:Camouflage doesn't seem to work, I do fade, but enemies see me at any range and fire at me 100% accurately.
I tested this over and over, using the camo, spawning every monster with projectile attacks, and I could not replicate it. The powerup acted as it should; enemies not currently alerted didn't become so when I entered their line of sight, and enemies already alerted attacked with reduced accuracy. I don't know how this isn't working right for you.
Fire Imps have waaay too much HP, they should only be 10% stronger than the regulars.
The vanilla ImpLeader actually has 2x the health of an Imp. The HereticImpLeaders in MSX don't have any more health as defined in their DECORATE definition than they did in vanilla Heretic; the only thing that affects their health here is that monsterhealth multiplier in MAPINFO, which increases all monster health by the same amount. I have, however, reduced their health by 25%.
Shooting at the feet of Golems with a pistol will rarely cause them to fly to the ceiling.
Tested and could not replicate, before and after I upped the Mass of monsters.

New version released!

Changelog (Version 12.28.13):

Heretic & Hexen:
-Use and pickup sounds added for powerups that previously did not have them.
-Mass property for monsters increased.
-Grenades will no longer become duds if thrown onto water.

Heretic:
-Black Gargoyles now have only 20% more health than the vanilla ImpLeader, rather than 50%.
-Gargoyle Leaders now have 25% less health.
-Royal Guards now have only 20% more health than the vanilla Knight, rather than 50%.
-Where Tomes of Power spawned in vanilla, if a Raptor Shotgun spawns, ammo will also randomly spawn.
-Fixed Black Dragon's BloodColor.
-Removed Minotaur variants, as they seem to break E2M8.

Hexen:
-Two Afrit variants were previously +INVULNERABLE. This has been corrected.
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Mav3rick
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Re: Project MSX: MISP (MSX in multiple IWADS!) Updated 12/28

Post by Mav3rick »

big annoying bug...
there is a constant bbbrrrrr, like a little engine and is only quiet when the shield is drain by enemy attack, and the bip bip of no shield sound odd
it happen in both, hexen and heretic.

gzdoom-G1.9pre-406-gad88cfc
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Valherran
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Re: Project MSX: MISP (MSX in multiple IWADS!) Updated 12/28

Post by Valherran »

This is starting to become a trend where when stuff is wrong with my game, they are magically fixed by the next patch even though nothing was really done to fix it. Why this happens, I have no damn clue. Starting to wonder if it's a GZDoom thing now...

Anyways the changes are good, will test more later.

The Cursed Wizards in Hexen have no sound set and drop Claw Orbs, the other bugs mentioned other than the windows and doors are not fixed yet and still remain.

In Hexen, there is something very wrong with the HP vs certain attacks from monsters etc. Magma Serpents can 1 shot you no matter what, and falling with shields off results in instant death. other creature attacks can damn near 1 shot you in you aren't careful. Please check the monster damage values, they are very wacky.
Last edited by Valherran on Wed Jan 01, 2014 3:21 pm, edited 1 time in total.
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TiberiumSoul
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Re: Project MSX: MISP (MSX in multiple IWADS!) Updated 12/28

Post by TiberiumSoul »

Did anyone ever find a fix for that bug with strife? I'm trying to find a solution but it could be anything causing the problem
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Ryan Cordell
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Re: Project MSX: MISP (MSX in multiple IWADS!) Updated 12/28

Post by Ryan Cordell »

My best 'fix' for that was to simply go in and remove any instance the ACS script calling the sounds at all. Otherwise I think the patch still has problems with buying things from shops.
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VICE
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Re: Project MSX: MISP (MSX in multiple IWADS!) Updated 12/28

Post by VICE »

Really digging this. I think the enemies for Heretic/Hexen could stand to be made faster as the gameplay doesn't feel as fast paced as MSX does in Doom.

I've been wondering if you mind me using some of your decorate and sprites at some point in my Extra Baddies add-on. I particulalry like what you did with the black and red sabreclaws (the black smoke effect and the fire axe projectiles) and I'd like to replicate it for a couple of new monsters. I'd also like to incorporate the small raptor shell packs that you've made. Credit will be included of course.

One more thing - I had this interesting idea that might go well with the Heretic add-on. Replace the Necromancer Gloves with a "Necromodule" - when the player picks this up his fists gain a new secondary fire that behaves exactly like the Necromancer Gloves and drains a little bit of health.
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amv2k9
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Re: Project MSX: MISP (MSX in multiple IWADS!) Updated 12/28

Post by amv2k9 »

Hey again. I haven't been doing any work on this the last week or so; a bout of flu just before New Years knocked me on my ass and I'm just now getting over it. Speaking of kicking bugs, hopefully I can sort that sound repeat glitch error.
Megaherz wrote:Really digging this. I think the enemies for Heretic/Hexen could stand to be made faster as the gameplay doesn't feel as fast paced as MSX does in Doom.
Yeah, they aren't as in your face as base MSX enemies are. I upped the MaxStepHeight of Hexen enemies so that they can chase you up steps they normally wouldn't, as it was too easy to 'corral' enemies; for example, the third room in the Guardian of Fire with the staicase.
I've been wondering if you mind me using some of your decorate and sprites at some point in my Extra Baddies add-on. I particulalry like what you did with the black and red sabreclaws (the black smoke effect and the fire axe projectiles) and I'd like to replicate it for a couple of new monsters. I'd also like to incorporate the small raptor shell packs that you've made.
Sure!
One more thing - I had this interesting idea that might go well with the Heretic add-on. Replace the Necromancer Gloves with a "Necromodule" - when the player picks this up his fists gain a new secondary fire that behaves exactly like the Necromancer Gloves and drains a little bit of health.
Mmm... I just don't have the sprites to do it, though. If MagSigmaX implements his wrist blade idea, I could see that as getting a lifesteal mechanic in Heretic.
m4lmaster
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Re: Project MSX: MISP (MSX in multiple IWADS!) Updated 12/28

Post by m4lmaster »

any word on that Strife buzzing noise fix?
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amv2k9
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Re: Project MSX: MISP (MSX in multiple IWADS!) Updated 12/28

Post by amv2k9 »

m4lmaster wrote:any word on that Strife buzzing noise fix?
As I understand it, the problem is something that has to be fixed in the base MSX mod.
m4lmaster
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Re: Project MSX: MISP (MSX in multiple IWADS!) Updated 12/28

Post by m4lmaster »

give me a ring when its fixed! im gonna go finish Doom 2 reloaded then
krisiun
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Re: Project MSX: MISP (MSX in multiple IWADS!) Updated 12/28

Post by krisiun »

i know it's a bit too late but i find a solution for the noise bug, open the Projectmsx.pk3 with winrar, open the "actordefs" folder, go to "player.txt" and erase this:

TNT1 A 0 A_PlaySound("sfx/shieldrecharge", 5)

and

TNT1 A 0 A_StopSound(5)

Now the shield recharge sound don't play anymore, but it stops that annoying noise when the shields are full.
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YasuoProjectX
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Re: Project MSX: MISP (MSX in multiple IWADS!) Updated 12/28

Post by YasuoProjectX »

Sir the download link is dead, can u send another link please

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