Hell-Forged (updated to v1.11 - development paused)
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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.
- Cutmanmike
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Re: Demon Eclipse (WIP) - Wicked Monster Up! (p.85)
Yes. Me and my friend kept dying in there and it seemed to last like an hour. It was great!
Re: Demon Eclipse (WIP) - Wicked Monster Up! (p.85)
@Cutmanmike: Does it just close? or do you get a Crash-log? I've tested it with GZdoom 1.104 (the newest) and it worked ok. I beat the 2 Episodes with no crashes. Btw, do you recommend that I add more ammo to the maps? If so, where and what maps? Thanks 
Also, I noticed some wierd stuff with GZdoom 1.1.04. First of all nad probably most dramatic is that walking monsters cant move on 3D floors. Which breaks a lot of the gameplay. This never happened in GZdoom 1.0.29. Also, the sounds are really messed up on my computer, such as the vorpal blade's hitting sound. Makes it sound like some warp-filter was placed on it.

Also, I noticed some wierd stuff with GZdoom 1.1.04. First of all nad probably most dramatic is that walking monsters cant move on 3D floors. Which breaks a lot of the gameplay. This never happened in GZdoom 1.0.29. Also, the sounds are really messed up on my computer, such as the vorpal blade's hitting sound. Makes it sound like some warp-filter was placed on it.
- Cutmanmike
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Re: Demon Eclipse (WIP) - Wicked Monster Up! (p.85)
GZDoom just gives me a black screen and I have to close it via the task manager. I'll try redownloading it later. This kind of thing happens on my laptop when I try to open it in the GL renderer, which is... strange.
I can't remember if we had a problem with ammo or not because I think we had infinite ammo on. One thing I DID find though that the episode 2 boss was WAY too hard even for Co-op. We just died and died and died and got like 3 shots in each time and eventually took him down.
I can't remember if we had a problem with ammo or not because I think we had infinite ammo on. One thing I DID find though that the episode 2 boss was WAY too hard even for Co-op. We just died and died and died and got like 3 shots in each time and eventually took him down.
- Serious Cacodemon
- Posts: 184
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Re: Demon Eclipse (WIP) - Wicked Monster Up! (p.85)
This fact is why I had to fight him with Phantom Sphere and on the easiest difficulty. Hellsmith almost always heals after going into pain and all his attacks do too much damage, plus the fact that much of the arena consists of lava. Very unforgiving.Cutmanmike wrote:One thing I DID find though that the episode 2 boss was WAY too hard even for Co-op. We just died and died and died and got like 3 shots in each time and eventually took him down.
Re: Demon Eclipse (WIP) - Wicked Monster Up! (p.85)
If I remember correctly, the way to get to him is to activate the switches hidden everywhere on the map (I know there are two I never found) and then you get a hellsphere somewhere which allows you to take less damage from his fire attacks and become immune to lava.Serious Cacodemon wrote:This fact is why I had to fight him with Phantom Sphere and on the easiest difficulty. Hellsmith almost always heals after going into pain and all his attacks do too much damage, plus the fact that much of the arena consists of lava. Very unforgiving.
If you don't find all the switches, you're screwed.
Re: Demon Eclipse (WIP) - Wicked Monster Up! (p.85)
@Cutman and Gez: Yes, there is the Hellsphere secret which makes the fight a TON easier. However, I't's very beatable without it, but thats probably true only because I made the guy. I've changed the secrets around for the hellsphere so that the switches are spread across the entire map, and not just those 2 rooms. I've also planned to change the hellsmith's arena and make it, one better looking, and two bigger. It should make boss fighting a bit easier.
- Cutmanmike
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Re: Demon Eclipse (WIP) - Wicked Monster Up! (p.85)
Hellsphere eh? Well what happens if I get it and die on coop? And what about my buddy? *sniff*
But seriously it shouldn't have to be too reliant on something like that. I actually have a hard time remembering what he does, but I know that we died as soon as we spawned in the arena a few times which was annoying.
But seriously it shouldn't have to be too reliant on something like that. I actually have a hard time remembering what he does, but I know that we died as soon as we spawned in the arena a few times which was annoying.
Re: Demon Eclipse (WIP) - Wicked Monster Up! (p.85)
IIRC I've beaten the Hellsmith without the hellsphere (on UV), but only because I was jumping on the edge sorrounding the arena, where you are save from the lava 

Re: Demon Eclipse (WIP) - Wicked Monster Up! (p.85)
Is there any way to disable the new sound pitch effects? Im talking about non-underwater effects. A lot of the sounds gets warped when they play for some reason and it sounds really awkward. I tried to mess around the sample bitrate, the filters, and all the other options and nothing seems to remove the effect. Anyone? 

- Mortarion
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Re: Demon Eclipse (WIP) - Wicked Monster Up! (p.85)
hello...
not meaning to seem inconvenient, is there any way do release an up-to-date-in-one-file version of DE?
would be cool to see everything in one file (and maybe easier multiplayer, although the lags hamachi's fault, just saying.)
not meaning to seem inconvenient, is there any way do release an up-to-date-in-one-file version of DE?
would be cool to see everything in one file (and maybe easier multiplayer, although the lags hamachi's fault, just saying.)
- Remmirath
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Re: Demon Eclipse (WIP) - Wicked Monster Up! (p.85)
Why? Are you having troubles loading the DE-PKG.zip?
Re: Demon Eclipse (WIP) - Wicked Monster Up! (p.85)
@Mortarian: Sorry, but the next beta for DE will still be a while away. I dont plan on releasing half-finished material and then releasing another beta soon afterwards. There is still much testing needed for the new weapons i've added, the monsters, as well as the textures and sounds. I'm also working on 2 secret maps and a new monster test map. Once those are finished and that I have tested that bugs does not dramatically affect gameplay, I will release it then.
Also, I dont plan on merging the wads into 1. It makes it much more difficult for me to edit the stuff with thousands of entries in a single wad file and it gives much possiblity that a single saving error would corrupt all the resources at once. It also makes it too difficult to pinpoint the bugs because i would have to update multiple places of the decorate at oncem instead of seperating them. I plan, in time, convert the file into a PK3 like that of KDiZD.
If you're having loading problems, you are aware that you can load the entire ZIP file at once?
Also, I dont plan on merging the wads into 1. It makes it much more difficult for me to edit the stuff with thousands of entries in a single wad file and it gives much possiblity that a single saving error would corrupt all the resources at once. It also makes it too difficult to pinpoint the bugs because i would have to update multiple places of the decorate at oncem instead of seperating them. I plan, in time, convert the file into a PK3 like that of KDiZD.
If you're having loading problems, you are aware that you can load the entire ZIP file at once?
Re: Demon Eclipse (WIP) - Wicked Monster Up! (p.85)
Introducing: Demon-Eclipse: Multiplayer Package! (More shots to come - still in beta stages, maps may change)
DM-Map01:

Since I fixed the Vorpal blade bug that doesnt charge the sword in Multiplayer games fixed thanks to the +PUFFGETSOWNER flag in the newer versions, as well as some other bug fixes, DE should now be multiplayer compatible. I finished the first Deathmatch map today; didnt take very long. I intend to include 12 deathmatch maps, and 8 CTF maps. Every 3 DM maps will use the weapons from each of the 4 episodes (maps 1-3 uses Ep1, 4-6 uses ep2, and so on). The CTF maps will switch weapons in similar ways.
There are several Multiplayer versions of weapons due to unfixable bugs or inefficient behaviors; they're listed below.
1. Soul-Leech: In DM and CTF games, the soul leech will act like a normal chaingun but replenish 1 HP instantly, up to 100 max HP (without the homing protectiles and going up to 200 HP).
2. Unmaker: In DM and CTF, the unmaker is not split into 5 different parts. It's a single weapon and it starts off fully charged for it's alt attack.
I still need to fix the Hellforge cannon and the Scourer powred-up alt-fire modes so that their kills count towards the user.
DM-Map01:


Since I fixed the Vorpal blade bug that doesnt charge the sword in Multiplayer games fixed thanks to the +PUFFGETSOWNER flag in the newer versions, as well as some other bug fixes, DE should now be multiplayer compatible. I finished the first Deathmatch map today; didnt take very long. I intend to include 12 deathmatch maps, and 8 CTF maps. Every 3 DM maps will use the weapons from each of the 4 episodes (maps 1-3 uses Ep1, 4-6 uses ep2, and so on). The CTF maps will switch weapons in similar ways.
There are several Multiplayer versions of weapons due to unfixable bugs or inefficient behaviors; they're listed below.
1. Soul-Leech: In DM and CTF games, the soul leech will act like a normal chaingun but replenish 1 HP instantly, up to 100 max HP (without the homing protectiles and going up to 200 HP).
2. Unmaker: In DM and CTF, the unmaker is not split into 5 different parts. It's a single weapon and it starts off fully charged for it's alt attack.
I still need to fix the Hellforge cannon and the Scourer powred-up alt-fire modes so that their kills count towards the user.
Re: Demon Eclipse (WIP) - DE Multi-Player Package WIP. (p.90)
Oh awesome this looks like great fun!
- Cutmanmike
- Posts: 11354
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Re: Demon Eclipse (WIP) - DE Multi-Player Package WIP. (p.90)
Looks neat, but I believe Coop is the way to play DE! 
