[RELEASE #4++ FINAL] 'Chaos, Uprising' 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.
Post Reply
User avatar
rsl
Posts: 286
Joined: Sat Dec 04, 2010 4:28 am
Location: Meet me. On Instafsck!

[RELEASE #4++ FINAL] 'Chaos, Uprising' for Heretic

Post by rsl »

Once Upon A Time... There was a guy struggling to finish his mod for Heretic. :cry:
Today... That mod is complete (hopefully). :mrgreen:



Let me introduce you to...

Image

'Chaos, Uprising' is a modification for Heretic that I have been working on a bit irregularly during the whole last year.
Its aim is to upset as possible the arsenal and beastiary of the famous Raven game, trying to make things look (and play!) a bit more flashy and magical. 8-)
The modification somehow assumes to let you play again in the world of Parthoris... But around 1910 circa. It draws a lot of inspiration from several other occult-type modifications I had the chance to try - most prominently, Carnage Galore by Ichor, POSSEST by Zygo and the magical weapons provided in the latest incarnations of AEoD.

...

Your man is a mysterious and solitary individual known by all as "The Newcomer", who fled to Parthoris after years of travels and perils to finally find a peaceful setting to rest. Unfortunately, after only a few years of apparent calm, things start to go wrong - a sinister plague starts decimating the population of Parthoris, and everything seems to turn hopeless and doomed - save for a relatively small congregation of sombre, dark-dressed, cloaked individuals that reunite under a secret congregation labeled as 'The Serpent Cult'. In a distant epoch, this land had already been saved by a legendary elven hero... Yet it seems that those forces that were cast away have now returned and gathered enough followers to claim their revenge...

...

Alright, enough with the sketched storyline - let me go straight to the details:

Arsenal:
Right from the start, the standard 'Newcomer' class comes equipped with the trustable 'Iron Arbalest' and basic 'Spellcasting Arts', that at the beginning consist of the simplest spell ever usable. A few additional classes are provided, each one with different stats and a personalized starting equipment.
The full arsenal is composed of:

slot 1) Mav3rSickle
A light and sharp war sickle. Rotate it in comboable fast swipes to repeatedly injury the enemy! For each successful hit, the weapon transfers a tiny fraction of dealt damage into new life for the wielder.
In powered form, speed and sucked life fraction both increase...

slot 1) ToothEye (Satan's Tooth, Eye Of God)
An ominous-looking scythe, and a strong wooden shield enclosed in a golden ring. The former lets you slash the enemy with good reach, while the latter - if used with strict timing - can cancel and disolve any ranged attack.
In powered form, the Tooth has greater speed/power/reach, while the Eye is able to deflect one whole volley of projectiles towards your attackers.

slot 2) Revolver
A basic firearm that can be scavenged from cultists corpses - good for dispatching more cultists and gargoyles, but not much more. Requires a refill every six shots.
In powered form, power and accuracy increase - plus, the gun needs no more ammo!!

slot 2) Iron Arbalest
Fast and silent, your crossbow allows you to sneak upon unsuspecting enemies and deliver accurate shots. The weapon is particularly effective against gargoyles.
In powered form, released bolts turn into a stream of hot metal that carves easily into flesh.

slot 3) Duofold Arquebus
As an experienced mercenary, our man is proficient with these brand new firearms. The weapon can shoot two shells before requiring a reload (altfire can fully rearm the weapon halfway).
In powered form, each single pellet becomes explosive, and the spread reduces.

slot 4) Spear Of Illwhyrin
A silvery sceptre ornated with greenish-gleaming jewels, this magical weapon is modeled after the famous sorceress' personal favourite. Emits fast energy bolts at high rate from its horns.
In powered form, the central gem hurls multiple energy shards per round in slightly-erratical directions, that bounce off surfaces for a while and deal major damage.

slot 5) Trident Of The Titans
Almost seemingly like a living being, this weapon starts roaring with the power of thunder just after materializing in your hands... Use it and you will summon a small lightning storm that actively seeks for targets (*).
In powered form, be prepared to the recoil of three (!) fast lightning beams that destroy everything on their path...
While the normal form is most effective on larger foes, the powered one is best used against distant targets.

(*) consider it as my personal, DECORATE-only reinterpretation of the Arc Of Death. While not exactly the same, I am satisfied anyway... :)

slot 6) Pyrokrates
One of the first rudimentary examples of warfare engineering from Parthoris, the Pyrokrates is fed through hot embers - and turns them into fast, exploding fireballs.
In powered form, the box is able to spit giant lava balls that explode with a powerful area effect.

slot 7) Deathbringer
This horrible-looking sentient weapon is directly bound to the Netherworld, and keeps whispering with the voices of the damned when you hold it. Use it to summon one hungry soul that shall slowly direct on a prey - if it connects, both shall be dragged away to the other world in no time.
In powered form, the weapon summons a formation of dark energy that shall try to suck away as many living beings as possible at random.

slot 7) Power Symbol
It is unclear whether this weapon comes from the past, or rather from the future... Indeed, it is powerful! You need three pieces to recreate it, and I won't tell you how to obtain them... ;-)
This thing can generate an impressive stream of continuous energy that refracts everywhere and erases everything around in no time.
In powered form, you can fire a giant energy ball that eats through (and shoots at!) any living thing around, and finally explodes on walls...
Don't stand too close and target water, though! >-D

slot 8) Spellcasting Arts
Our 'Newcomer' is well versed in the Arcane Arts. During his journey, he shall encounter mighty and evil magicians that - when subjugated - shall increase his spellcasting skills every time.
Available spells are listed here, in increasing order of power:
  • REPELLO: thrust away attackers, deflect their projectiles.
    -In normal form, monsters are repelled with a weaker push and receive no damage from collisions.
    -In powered form, monsters thrown against walls or obstacles get slightly damaged each time.

    TAMER: enslave the mind of a monster, turning it into an ally.
    -In normal form, the spell can be directed towards a single target.
    -In powered form, the spell has greater diffusion and splash power, and a single round can have effect on multiple monsters.

    CASTLING: shelter yourself behind a magical stone barricade.
    -In normal form, this spell summons two trails of high poles that expand sideways in front of you, effectively creating a wall. Each spike dissolves after absorbing a certain amount of damage. If you need to break open one of your barricades, use ToothEye! :wink:
    -In powered form, the resulting wall is made up with more enduring poles that actively pulse with energy - any creature wandering too near shall get hurt, including you!

    PLAGUE: contaminate organic enemies with an obscure disease that makes them die prematurely, exploding into a handful of critters! These one shall start attacking all creatures around, leaving you as their last meal.
    -In normal form, you can hurl a (tipically) single-target blob of goo. Plagued enemies are recognizable by a greenish cloud trail.
    -In powered form, you can drop multiple clouds of poison that shall roam around for a while, contaminating everything on their path - very effective in closed spaces!

    RATIFICATOR: turn your opponent into a fierce but low-stamina rat... For a little while.
    -In normal form, the morphed enemy shall still be aggressive with you - and beware, since its bite is no joke.
    -In powered form, the ratificated being shall try to run away from you in terror - kill it before it's too late!

    LAVA RAIN: control the power of fire, either to attack or to defend yourself.
    -In normal form, hurl a pyrotechnical projectile that shall start a firestorm on the hit foe.
    -In powered form, you stop to summon a ring of fireballs rotating hastily around you (and burning anything too near) that after a little speed crescendo shall erupt in all directions, to explode against any still-surrounding enemy. Better than fireworks!

    WINTER WIND: control the power of ice, either as an aggressive or shielding entity.
    -In normal form, emit a stream of fiercely-bitter icicles from your palm - foes in front of you shall turn into reflective statues of ice in no time, and shall break up shortly after.
    -In powered form, you stop to summon a protective frost aura that shall still be in effect for a while after the spell is completed - this aura shall follow your movements and freeze anything that dares to approach you.

    CHAOS SERVANTS: evoke the forces of the Netherworld, and ask them a greater sacrifice.
    -In normal form, summon a Servant Of Chaos from the sky - this ghostly being suffers no normal attack, and keeps hunting for preys to capture and throw them into oblivion, either melee, or at a distance. After raiding around for a while, it suicides and dissolves.
    -In powered form, call for a storm of Chaos Gaunts to utterly rape armies of enemies - they do not last very long, but it's not necessary...
(Note: if you really like spoiling stuff beforehand, use the 'rsl' console command as in most of my previous mods!)


I also took this chance to replace a few inventory items in Heretic's original offering - I'll let you discover them by yourself for the moment.
If you are curious beforehand, see below:
Spoiler:

Oh, and don't think you shall encounter the same old foes across the levels - things have changed quite a bit in Parthoris too!
Spoiler:

(NEW as of July 22, 2014) Now we have classes back!
Spoiler:


Now let me depict a bit the actual state of things:
Spoiler:

And your reward for stopping here, of course:

FINAL RELEASE! July 31, 2014: "Chaos, Uprising" #4++!
Spoiler: Old releases

Code: Select all

January 22, 2014: initial release.

February 14, 2014: release #2.

- halved DropItem chances for AmberMana.
- made Alephox slightly weaker against Electrocution.
- Minister now slightly more resilient to Electrocution.
- increased powered Trident damage and penetration (thanks Mav3rick).
- ratificated foes now actually aggressive / lethal.
- added ammo capacities on LiteFX fullscreen HUD (thanks Mav3rick).
- shortened arbalest rearm times (thanks Mav3rick).
- finally applied a proper IGNORESKILL flag on all ammo types (thanks Mav3rick).
- plague spell effects now better scaled on different monster classes.
- Deathbringer normal attack beefed up.
- opal mana a bit more rare now.
- improved trident normal attack with light A_Explode call (thanks Mav3rick).
- rarefied the chance of obtaining statuette artifacts from infectors.
- improved normal Eye Of God shield timing (thanks Mav3rick).
- improved normal repello spell range and power (thanks Mav3rick).

March 07, 2014: release #3.

- added new replacement for ToothEye: the Mav3rSickle
  (upon suggestion by ZDOOM forum contributor Mav3rick).
  Retains most ToothEye properties, no shield attached.

May 11, 2014: release #3.5.

- removed health sap effect from powered ToothEye, yet augmented slash power
  for both normal and powered modes, and augmented kickback for reflective
  shield projectiles.
- augmented arbalest normal attack power, reworked powered attack
  to bounce against walls, liberating metal shards upon each impact. >-D
  (Thanks SidDoyle!)
- slightly increased spear normal attack, and made associated mana spawns
  more abundant (thanks Mav3rick!).
- added derivative lightning propagation from impacted enemies for
  trident in powered mode (thanks Mav3rick!).
- added alternate fire mode (both normal and powered) to Pyrokrates.
- augmented power of Deathbringer normal attack, and duration of
  powered attack for the same weapon (thanks Mav3rick!).
- nerfed health amount of Patriarch a bit.
- enhanced Spear Of Illwhyrin idle animations.
- enhanced Mav3rSickle idle and raise animations, integrated with main mod
  as 'Newcomer' starting weapon. Slightly reduced attack range.
- improved tamer spell normal attack sprites.
- improved plague spell powered attack sprites, speed and effectiveness.
- added 'Revolver' weapon (thanks SidDoyle!).
- added 'Power Symbol' weapon.
- nerfed the number of particles spawned from exploding barrels
  (thanks Ed the Bat!).
- integrated LiteFX components within main modification, can now
  be toggled with a dedicated Options menu flag (thanks Ed the Bat!).
- limited number of spawned castling poles (both normal and powered)
  for performance reasons.
- increased effectiveness of chaos servants spell powered attack.
- reduced Alephoxes resistance to electric damage.
- improved visibility of Vigor Curse spell from Patriarch.
- added hi-res modification title (thanks Mav3rick!).

July 19, 2014: release #4.

- fixed Arquebus Adepts attack power (harmless so far... :-O
  Thanks ArgonianLord).
- fixed inconsistency in logical inventory actors for
  cooperative play (thanks ArgonianLord, Ed the Bat).
- fixed revolver pickup ammo supplying (thanks Mav3rick).
- improved Minister's re-tracking pattern (would get stuck
  sometimes).
- ...and MOST OF ALL: (re-)added the three additional player
  classes (Mercenary, Seer, Warlock), each one sporting a
  different signature weapon and ability, plus distinct appearance
  and behaviour.

July 31, 2014: release #4++.

- fixed Newcomer mugshot lumps.
- added extra properties to Gaia's Perch (for better balance).
- fixed Deathbringer spawner.

  (thanks Mav3rick, kmxexii:)
- improved speed and accuracy of revolver.
- reduced recoil on Pyrokrates, improved normal mode projectile.

  (thanks Mav3rick:)
- added leeching projectiles to Mav3rSickle powered form.
- added +NODAMAGETHRUST to Trident attacks.
- reduced resistance of Alephox to electric damage.
- slightly reduced spawning rate of arachnids from Infector.

  (thanks -Ghost-:)
- added supply barrel that - when broken - provides assorted ammo
  for non-magical weapons.

  (thanks NantoCodd, -Ghost-:)
- improved sound quality of revolver and spear - they were too weak!

  (thanks NantoCodd:)
- slightly reduced initial charge time of most melee weapons
  so to allow for improved ease of use.


So... I hope you can enjoy my new "Heretic world"! :D And as usual, I'm looking forward to your suggestions and opinions! Keep them coming!!

Credits list (as in the soon-to-be-uploaded IDGames release textfile):
Spoiler:
Last edited by rsl on Mon Aug 04, 2014 3:32 am, edited 16 times in total.
User avatar
ETTiNGRiNDER
Posts: 766
Joined: Sat Jan 30, 2010 7:02 pm
Contact:

Re: [BETA for Heretic] Chaos, Uprising

Post by ETTiNGRiNDER »

On an initial look, it's eh, ok. The weredragon replacement is neat (if decidedly nastier than the original) and some of the weapon concepts are clever (I particularly like the scythe, not so much for how it works but for the sprite edit that I wouldn't have thought of.) But, I do see several things I dislike:
- The font used for messages etc. is hard to read.
- Not a huge fan of the new palette. Ice floors look particularly bad and it seems indecisive at times whether to make stuff drab or leave it colorful.
- The laughing of the black robed guy with the dual guns sounds too much like something out of Looney Tunes.

Props for the Witchaven reference, though. :wink:
User avatar
Slax
... in rememberance ...
Posts: 2121
Joined: Tue Oct 19, 2010 7:01 am
Location: Window office.
Contact:

Re: [BETA for Heretic] Chaos, Uprising

Post by Slax »

Rogueguy only seeks to see blood with his one remaining eye!
User avatar
Mav3rick
Posts: 966
Joined: Sun Jan 13, 2013 6:48 pm
Location: Hell

Re: [BETA for Heretic] Chaos, Uprising

Post by Mav3rick »

1... ToothEye need a long reach based on the kind of weapon it is, for some reason dont feel like a scythe for his short distance
2... Iron Arbalest loved but.. it need to shot faster, too slow for so many enemies that need quick action, maybe make it shot 5 arrows and then reload?
3... Duofold Arquebus for been a hunting rifle feels weak and very weak i must say, a little rise of damage ;)
4... Spear Of Illwhyrin seems ok so far but the shooting sound may no be the right one, and the kickback when shot seems odd, maybe because heretic that no exist
5... the huh sound and fall sound seem loud
6... the carring capacity seem too low
7... the blood is cool, but look too much pixelated
8... too much barrels exploding make a huge drop on frames, maybe lower the amount of particles?
9... the normal hub is all strech :P but i do sooo love the alter one, is soo detailed and very diablo style, but is no enough big

so far look good :) keep up the good work
User avatar
rsl
Posts: 286
Joined: Sat Dec 04, 2010 4:28 am
Location: Meet me. On Instafsck!

Re: [BETA for Heretic] Chaos, Uprising

Post by rsl »

ETTiNGRiNDER wrote:The font used for messages etc. is hard to read.
Yeah, I know... I tried to keep that since I quite liked its style. But I was quite expecting this, and already have a replacement ready... :wink:
Not a huge fan of the new palette. Ice floors look particularly bad and it seems indecisive at times whether to make stuff drab or leave it colorful.
Well, I actually used it more for "auto-paletting" new sprites as soon as I added them to the PK3. Now that they are all PNGs, I might as well disable it :idea:
The laughing of the black robed guy with the dual guns sounds too much like something out of Looney Tunes.
Do you really think so :?: Their sounds actually come from Tekken 3's Bryan Fury, who sounded quite creepy in the original game. I might as well go back and alter them again anyway...
Props for the Witchaven reference, though. :wink:
Glad you noticed it! :)
Slax wrote:Rogueguy only seeks to see blood with his one remaining eye!
Heh. :) There's lots of references to Blood in it too, I know...
Mav3rick wrote:1... ToothEye need a long reach based on the kind of weapon it is, for some reason dont feel like a scythe for his short distance
2... Iron Arbalest loved but.. it need to shot faster, too slow for so many enemies that need quick action, maybe make it shot 5 arrows and then reload?
3... Duofold Arquebus for been a hunting rifle feels weak and very weak i must say, a little rise of damage ;)
4... Spear Of Illwhyrin seems ok so far but the shooting sound may no be the right one, and the kickback when shot seems odd, maybe because heretic that no exist
5... the huh sound and fall sound seem loud
6... the carring capacity seem too low
7... the blood is cool, but look too much pixelated
8... too much barrels exploding make a huge drop on frames, maybe lower the amount of particles?
9... the normal hub is all strech :P but i do sooo love the alter one, is soo detailed and very diablo style, but is no enough big
1. Yeah, at one point I was uncertain between "scythe" and "sickle". :) And I was almost thinking about nerfing the range even more!
2. Good point! I could probably try to shorten the rearm time quite a bit.
3. I had the same doubt too, TBH. I shall make it more powerful! Also, the big spread doesn't help.
4. The sound can be certainly improved! :) As for the kickback, I'd say it still makes sense for a magical weapon... And I always had a soft spot for such a feel in all weapon mods!
5. Right! Need to nerf a bit the volume on these.
6. I guess this is mostly true for non-magical weapons - I should increase the limits, especially on shells and ember.
7. I combined several blood/gore systems in the mod. Could you please tell to which effects are you referring to in particular?
8. Yeah! But isn't it good looking? :wink: Anyway, I might make an effect reducer for this mod too.
9. I actually modelled the standard HUD on the fullscreen one, originally made by A.Gamma. And while the latter is beautiful hi-res stuff, I aimed at recreating a very 90's-game-looks with the former, for those who prefer a spacious / full-fledged statbar anyway.
so far look good :) keep up the good work
Thank you! :D

To everybody quoted above: thank you for trying out the mod!
iVoid
Posts: 114
Joined: Wed May 01, 2013 2:50 pm

Re: [BETA for Heretic] Chaos, Uprising

Post by iVoid »

I enjoyed it a lot, great work! It's good to see that mods for non-doom games with the idTech1 engine are getting more common.

The Iron Arbalest looks and feels awesome, loving it. As for the firearms, personally I hate to see guns in heretic, I don't think they really fit, but I've gotta say that you did a way better job than most, the fact that some enemies also have guns makes it much more believable, I guess it could work... The Duofold Arquebus doesn't look like an arquebus at all though, it's too high-tech for heretic's fantasy setting, even if you consider a world that mixes magic and some science.

And what have you done? Heretic used to be a place where you could be safe from the silly-looking gloves the doomguy wears! Why would you bring them to heretic?? xP I haven't figured out what most of the spells do yet, but if I ignore the gloves I do find that they look pretty cool :)

Is the HUD the one from Diablo 3? :O I love it but isn't it a bit bold to use a resource from a game released so recently?... Also, if I have the "Stretch Fullscreen HUD" option on, the HUD gets way too big, wasn't it supposed to simply scale with my ingame resolution?
User avatar
Serpent rider
Posts: 35
Joined: Wed Oct 23, 2013 11:33 am
Location: Užice, Serbia

Re: [BETA for Heretic] Chaos, Uprising

Post by Serpent rider »

This is the best mod for heretic I have ever seen .I really like it :) !
User avatar
-Ghost-
Posts: 1786
Joined: Wed Sep 08, 2010 4:58 pm

Re: [BETA for Heretic] Chaos, Uprising

Post by -Ghost- »

I agree with Maverick's suggestions. The shotgun could use a little bit faster firing rate; I also think the scythe could use a smoother, faster swing since it feels a little slow as is too. Definitely a good start though, I like the blend of magic and tech weapons.

EDIT: Another thing I noticed, when you go into the automap the Merc's portrait blocks the secrets/monsters count in the upper left corner of the map.
User avatar
rsl
Posts: 286
Joined: Sat Dec 04, 2010 4:28 am
Location: Meet me. On Instafsck!

Re: [BETA for Heretic] Chaos, Uprising

Post by rsl »

iVoid wrote:I enjoyed it a lot, great work! It's good to see that mods for non-doom games with the idTech1 engine are getting more common. (...)
Sounds good to hear! :D I still needed to try my hand at Heretic, so... :wink: Thanks for trying it out!
(...) Is the HUD the one from Diablo 3? :O I love it but isn't it a bit bold to use a resource from a game released so recently?... Also, if I have the "Stretch Fullscreen HUD" option on, the HUD gets way too big, wasn't it supposed to simply scale with my ingame resolution?
Hmmm... Tried that 'stretch fullscreen HUD' option for the first time, and I can confirm it does no good to the HUD here too. With that one disabled, everything seems to work fine... :)
As for the HUD origin, I can say I was aware of it being from the Diablo series, but not from such a recent game! I just happened to see its original rendition here, and I have been kindly allowed by A.Gamma to use it in this modification... I hope I can keep it, because IMHO it's awesome! 8-)
Serpent rider wrote:This is the best mod for heretic I have ever seen .I really like it :) !
Thanks a lot :!: :D
-Ghost- wrote:I agree with Maverick's suggestions. The shotgun could use a little bit faster firing rate; I also think the scythe could use a smoother, faster swing since it feels a little slow as is too. Definitely a good start though, I like the blend of magic and tech weapons.

EDIT: Another thing I noticed, when you go into the automap the Merc's portrait blocks the secrets/monsters count in the upper left corner of the map.
Thank you for giving it a spin! :) Also, good point about the mugshot obstructing part of the automap stats - fixed on my local copy! :wink:
User avatar
A.Gamma
Posts: 216
Joined: Mon Dec 13, 2010 12:11 am

Re: [BETA for Heretic] Chaos, Uprising

Post by A.Gamma »

I only briefly tested this, but it seems nice so far,Iron Arbalest is cool but it feels slow, Shotgun is kind of weak, did not notice anything different when tomed. I will give more detailed feedback once I have some more time.

The problems with "Stretch Status Bar" seems to be that it forces it to use it's original size, ignoring the texture scale. Also it should be noted that the HUD gets messed up at lower resolutuins.
Trivia: I made the HUD from a screenshot BEFORE Diablo 3 even came out! (It was a real pain in the ass)
User avatar
Crudux Cruo
Posts: 1170
Joined: Mon Apr 10, 2006 8:43 pm
Location: California

Re: [BETA for Heretic] Chaos, Uprising

Post by Crudux Cruo »

This is genuinely interesting, each and every weapon is a fresh breath of air pretty much. i do, however, recommend lots of balancing! also... i want revolvers too!
User avatar
rsl
Posts: 286
Joined: Sat Dec 04, 2010 4:28 am
Location: Meet me. On Instafsck!

Re: [BETA for Heretic] Chaos, Uprising

Post by rsl »

A.Gamma wrote:I only briefly tested this, but it seems nice so far,Iron Arbalest is cool but it feels slow, Shotgun is kind of weak, did not notice anything different when tomed. I will give more detailed feedback once I have some more time.
Thank you! :D Actually, the shotgun starts firing explosive rounds when tomed. But I agree that it's quite underpowered, and have already fixed that in my local copy... :wink:
The problems with "Stretch Status Bar" seems to be that it forces it to use it's original size, ignoring the texture scale. Also it should be noted that the HUD gets messed up at lower resolutuins.
Yeah, I did not experience this but for the final release I'll specify that the mod is for standard 4:3 resolutions only (also due to several weapon HUD sprites being limited to that ratio).
Trivia: I made the HUD from a screenshot BEFORE Diablo 3 even came out! (It was a real pain in the ass)
IMHO that only makes your HUD even more amazing! :D
Crudux Cruo wrote:This is genuinely interesting, each and every weapon is a fresh breath of air pretty much. i do, however, recommend lots of balancing!
Thanks! :D As for the balance, I'm finally replaying Heretic SOTSR with this and trying to tweak it along the way. BTW suggestions are always welcome!!
also... i want revolvers too!
Hey, lemme think about it! Would need to find a suitable "vintage" sprite... :roll:

On a side note, I have updated the first post with all spell descriptions. Enjoy! :)
User avatar
Mav3rick
Posts: 966
Joined: Sun Jan 13, 2013 6:48 pm
Location: Hell

Re: [BETA for Heretic] Chaos, Uprising

Post by Mav3rick »

rsl wrote: I combined several blood/gore systems in the mod. Could you please tell to which effects are you referring to in particular?
i guest this is what i mean.. the drops look good but the "smoke" look too square maybe reducing the size may help, and the one that seems to rise and disapear in the air will be better to make them be splats and hit the walls or ceiling
Spoiler:
rsl wrote:
Yeah! But isn't it good looking? :wink: Anyway, I might make an effect reducer for this mod too.
try to reduce by 50% of sprites? even tought the actual one look sexy ;)
rsl wrote: I actually modelled the standard HUD on the fullscreen one, originally made by A.Gamma. And while the latter is beautiful hi-res stuff, I aimed at recreating a very 90's-game-looks with the former, for those who prefer a spacious / full-fledged statbar anyway.
well if you and Gamma can make it 50% bigger will be the apropiate hud for the mod :)


and another bug with the arrows, if you shot them at mobile platforms or doors they will stay floating the air
Spoiler:
iVoid
Posts: 114
Joined: Wed May 01, 2013 2:50 pm

Re: [BETA for Heretic] Chaos, Uprising

Post by iVoid »

A.Gamma wrote:The problems with "Stretch Status Bar" seems to be that it forces it to use it's original size, ignoring the texture scale. Also it should be noted that the HUD gets messed up at lower resolutuins.
But is it fixable? Because I've seen a lot of mods that suffer from the same problem and a lot of other mods that do not... I wonder what causes this difference.
User avatar
rsl
Posts: 286
Joined: Sat Dec 04, 2010 4:28 am
Location: Meet me. On Instafsck!

Re: [Heretic, BETA - OP updated] Chaos, Uprising

Post by rsl »

Mav3rick wrote:i guest this is what i mean.. the drops look good but the "smoke" look too square maybe reducing the size may help, and the one that seems to rise and disapear in the air will be better to make them be splats and hit the walls or ceiling (...)
Hmmm... Actually, it looks like you're using the software renderer instead of the hardware one. Are you using GZDOOM or ZDOOM :?: I probably forgot to say that you need at least GZDOOM 1.6.0... :oops: (sorry)
To better explain myself, look at my own screenshots - number 2 and 10 in particular. There you can see the same blood particles rendered in hardware mode, and consider also that they're stills - when moving, they look even better! :)
try to reduce by 50% of sprites? even tought the actual one look sexy ;)
Yeah, that could do the trick! Anyway, consider that I am already assembling an effects reducer that even introduces new realizations for several super-common game actors, for those wanting to reduce memory stress... :)
well if you and Gamma can make it 50% bigger will be the apropiate hud for the mod :)
I don't know :?: Maybe I should ask A.Gamma about this.
and another bug with the arrows, if you shot them at mobile platforms or doors they will stay floating the air
True! I already tried to solve it with +MOVEWITHSECTOR, but I guess it works only for moving horizontal platforms. :blergh: I am absolutely open to suggestions!
iVoid wrote:
A.Gamma wrote:The problems with "Stretch Status Bar" seems to be that it forces it to use it's original size, ignoring the texture scale. Also it should be noted that the HUD gets messed up at lower resolutuins.
But is it fixable? Because I've seen a lot of mods that suffer from the same problem and a lot of other mods that do not... I wonder what causes this difference.
That's a good question :!: I hope that A.Gamma is reading us, and kindly willing to give us some hint on this... :)
Post Reply

Return to “Gameplay Mods”