- What is Zeretic: Zeretic is a simple mod that adds monsters from the Heretic game into Kyle837's Doom RPG mod when used in conjunction with Yholl's DoomRL Monster Pack (and in fact requires both to work).
- Why is it called "Zeretic" that's pretty damn lame: Yes it is, very, but the Doom RPG Launcher utility seems to sort patches alphanumerically, and Zeretic needs to be loaded after the Doom RL Monster Pack patch for Doom RPG, so I put a 'z' in front of it.
- Are there Screenshots?:
Spoiler: Yes, but crappy ones that I only spent a few minutes taking
- Where can I download it?: here
- How do I install it?: Simply extract the DoomRPG-Zeretic folder into your DoomRPG folder, refresh your wads in the Doom RPG Launcher utility, and enable it. It requires all of the Doom Roguelike Arsenal wads and patches also.
- What does it include?: All of the monsters from Heretic are added to the spawn lists for a new "Zeretic" difficulty in the New Game menu, other difficulties are not affected. Some slight changes have been made to the names of some of the enemies to make them a little more generic. There is also a "Nightmare Wizard" that is, frankly, just the Apprentice of D'Sparil from this page on Realm667. The Sabreclaw and Iron Lich are also resistant to melee and bullet attacks, as they are made of metal.
[WIP, Maybe] Zeretic - Heretic Monsters in DRPG/DRLA
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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.
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explosiverunes
- Posts: 7
- Joined: Sat Mar 21, 2015 4:28 pm
[WIP, Maybe] Zeretic - Heretic Monsters in DRPG/DRLA
Zeretic
Last edited by explosiverunes on Sun Mar 22, 2015 1:48 pm, edited 1 time in total.
Re: [WIP, Maybe] Zeretic - Heretic Monsters in DRPG/DRLA
That's a pretty good idea. I'm always happy to shoot Heretic monsters with guns after the frustration of Heretic's unsatisfying weaponry.
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explosiverunes
- Posts: 7
- Joined: Sat Mar 21, 2015 4:28 pm
Re: [WIP, Maybe] Zeretic - Heretic Monsters in DRPG/DRLA
Ha, I made a terrible hilarious mistake when adding in the ghosts, they were invulnerable. They aren't now, and should work properly. 15% damage from everything except plasma and "mysterious" damage (not sure if any player weapons in DRLA actually do mysterious damage, but whatever).
I've been looking at the feasibility of adding in Heretic weapons and holy fuck is the ACS for upgrading weapons with modpacks complicated in DRLA (well, not complicated, its obvious how it works, but tedious at the least). It actually looks like it would be easier to provide a compatibility patch for Samsara and just leave the weapons unupgradeable if I just wanted more variety.
I've been looking at the feasibility of adding in Heretic weapons and holy fuck is the ACS for upgrading weapons with modpacks complicated in DRLA (well, not complicated, its obvious how it works, but tedious at the least). It actually looks like it would be easier to provide a compatibility patch for Samsara and just leave the weapons unupgradeable if I just wanted more variety.
Re: [WIP, Maybe] Zeretic - Heretic Monsters in DRPG/DRLA
nice, yeah these monsters fit the RPG style perfectly!
someone needs to make one for Blood monsters next
someone needs to make one for Blood monsters next
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explosiverunes
- Posts: 7
- Joined: Sat Mar 21, 2015 4:28 pm
Re: [WIP, Maybe] Zeretic - Heretic Monsters in DRPG/DRLA
Do you mean the monsters from Hexen: Confliction? I could probably do that sometime, it's relatively simple to make just monsters compatible with Doom RPG.
Re: [WIP, Maybe] Zeretic - Heretic Monsters in DRPG/DRLA
For the weapon problem, you could just take it one weapon at a time. Figure out assemblies later too.
Re: [WIP, Maybe] Zeretic - Heretic Monsters in DRPG/DRLA
there is a Duke 3D monster pack for ZDoom too, that would be nice too, would make it similar to that NR Eduke3d mod.
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explosiverunes
- Posts: 7
- Joined: Sat Mar 21, 2015 4:28 pm
Re: [WIP, Maybe] Zeretic - Heretic Monsters in DRPG/DRLA
Without assemblies, the weapons are relatively simple to import, I could probably do it over a weekend if I wasn't being lazy. It's possible I could have them run off of DRPGs EP system too, seeing as it already functions as a mana analoge that lets you summon demons. It might be simpler just to add in tome of power drops instead of doing modpacks for them, giving you a reason to use them at higher levels of play. Or even to choose a specific modpack you could add to each weapon that would permanently unlock the Tome of Power variant.
Good news, I found out you can use color translations on truecolor .png files if you're a little bit creative, so I think I actually will start making more difficult variants of the Heretic enemies soon, without just cribbing from others. The sprites are all already done in essence. Below you can see my first test work on this concept.
Good news, I found out you can use color translations on truecolor .png files if you're a little bit creative, so I think I actually will start making more difficult variants of the Heretic enemies soon, without just cribbing from others. The sprites are all already done in essence. Below you can see my first test work on this concept.
Spoiler:
Re: [WIP, Maybe] Zeretic - Heretic Monsters in DRPG/DRLA
Could treat them as Legendary weapons, where attaching Firestorm, Nano, or Sniper changes the weapon drastically (and just disallow the other mods). Would simplify things a bit.
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explosiverunes
- Posts: 7
- Joined: Sat Mar 21, 2015 4:28 pm
Re: [WIP, Maybe] Zeretic - Heretic Monsters in DRPG/DRLA
I was thinking a little bit during work, and I believe it would be possible to produce a wad/DRPG patch set that would, together, make most wads that replace the default doom monsters compatible with DRPG+DRLA Monsters. This would be it's own project that would get it's own thread, but I'll go ahead and explain my logic here since people seem to be interested in that sort of thing here.
The only problem I see with this is the generic compatibility patch likely don't have name tags, and thus would not have names above the health bars. If anyone sees any flaws in let me know.
It is notable that this would NOT work for wads that do not directly replace Doom monsters, such wads would still require a hand made DRPG patch.
- Most wads that introduce new monsters into Doom/Doom 2 do so by inheriting from a standard actor and then replacing the original actor, therefore when loading such a wad in conjunction with DRLA you end up with, for example, HDooms (haha!) ImpEncounter1 inheriting from from DoomImp and then replacing it. The wad also likely replaces the DoomImp sprites with sprites that have identical naming, thus overwriting them at runtime.
- The first step would be to create a WAD (Aardvark.wad) that gets loaded first, before any replacement, and has copies of all of the Doom 2 monster ACS decorate information and sprites, but has the sprites using a different naming convention. Afterwards the monster replacement wad gets loaded, and replaces the original Doom monsters as normal.
- Next the DRLA Monsters wad comes along and does it's thing, unintentionally inheriting from the new monsters instead of the standard doom ones, these monsters are fucked up. Fortunately DRLA Monsters gives the actors unique names and does not replace the originals.
- Finally the comparability patch is loaded first in the DRPG launcher (Aardvark again). It goes back and fixes RLA monsters, recreating the ACS decorate verbatim from the WAD and redirecting the the renamed original sprites from aardvark.wad where needed. The replacement monsters are modified to initiate health bars and item drops. Finally, both versions of the monster are placed into the the spawn list.
The only problem I see with this is the generic compatibility patch likely don't have name tags, and thus would not have names above the health bars. If anyone sees any flaws in let me know.
It is notable that this would NOT work for wads that do not directly replace Doom monsters, such wads would still require a hand made DRPG patch.
Last edited by explosiverunes on Tue Mar 24, 2015 4:15 am, edited 1 time in total.
Re: [WIP, Maybe] Zeretic - Heretic Monsters in DRPG/DRLA
I feel compelled to point out that ACS is scripting, monsters and weapons are made in Decorate.explosiverunes wrote:ACS
There's absolutely no ACS involved in modding weapons in DRLA, for instance, it's pure Decorate.
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explosiverunes
- Posts: 7
- Joined: Sat Mar 21, 2015 4:28 pm
Re: [WIP, Maybe] Zeretic - Heretic Monsters in DRPG/DRLA
You know what, I knew DRLA didn't use any scripting, but I'm such a scrub that I just confused my terms.
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MoonTurtle
- Posts: 4
- Joined: Wed Jan 23, 2019 11:00 am
Re: [WIP, Maybe] Zeretic - Heretic Monsters in DRPG/DRLA
Just wondering, How did you make that healthbar above the enemy there? I always wanted to make my own, but I could never figure out how, and the closest mod I can think of that is dedicated to simulating this sort of thing is Target-Spy, I know Brutal Doom and brutal Heretic do it, which is what inspired meto at least try to make my own. (the only thing I have done is the health bar graphics)







