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Re: [v1.1] MORTIS

Posted: Sun Mar 08, 2020 1:48 pm
by EddieMann
Ribo Zurai wrote:
Rulho wrote:Holy Jesus, this is so terrifying, excellent work! I'm such a pussy for this type of game, but this one intrigued me, I really like it.

Btw, I've had some problems trying to run, apparently, you need to put Mortisguy before Mortis or else it will crash, even if I try to load the .zip directly. Tried it with Gzdoom 4.3.3.
Glad you you enjoyed!

Also Mortisguy doesn't require Mortis to run, it's a mod of its own. Are you running in a devbuild?
EddieMann wrote: Stuff like this, I mean.
I have never seen any errors like this. What engine are you running this on? Are you running with other wads? It seems like it.
I'm using GZDoom on the latest version (first screenshot), although I have another version (below) that works just about fine - though, it just says it can't find the music. Only complaint is when the screen goes red and fills with the tormented screams of the damned, I can't see anything.
final EDIT: It was my old version of targetspy!

Re: [v1.1] MORTIS

Posted: Sun Mar 08, 2020 6:06 pm
by KarolineDianne
I noticed a bit of a bug! Berserk Packs don't seem to properly disappear, and they give you 100hp as per normal Doom rules. This gives you a full health bar when you should die in one hit, which I would assume breaks the intended balance. Furthermore, since you have no pain sprite, you turn into doomguy if you get hurt after grabbing a berserk pack. It's kinda jarring!

Also, you may want to do something regarding damagefloors. With only 1 HP, some maps are literally impossible to progress through due to expected nukage/lava/blood exposure. Even a single tic will kill you instantly, so you may want to set up some kind of alternate damagefloor system. Maybe like how Demonsteele does it? And having a radsuit equivalent item would be nice.

Re: [v1.1] MORTIS

Posted: Sun Mar 08, 2020 8:35 pm
by Ribo Zurai
KarolineDianne wrote:I noticed a bit of a bug! Berserk Packs don't seem to properly disappear, and they give you 100hp as per normal Doom rules. This gives you a full health bar when you should die in one hit, which I would assume breaks the intended balance. Furthermore, since you have no pain sprite, you turn into doomguy if you get hurt after grabbing a berserk pack. It's kinda jarring!

Also, you may want to do something regarding damagefloors. With only 1 HP, some maps are literally impossible to progress through due to expected nukage/lava/blood exposure. Even a single tic will kill you instantly, so you may want to set up some kind of alternate damagefloor system. Maybe like how Demonsteele does it? And having a radsuit equivalent item would be nice.
Fixed. Now you should be immune to the damaging floors.

EddieMann wrote: I'm using GZDoom on the latest version (first screenshot), although I have another version (below) that works just about fine - though, it just says it can't find the music. Only complaint is when the screen goes red and fills with the tormented screams of the damned, I can't see anything.
final EDIT: It was my old version of targetspy!
I can't replicate it, I'm gonna need more information such as every single wad you're running with Mortis along the exact GZDoom build you're using. I'm running target-spy-1.13.pk3 along my mod and nothing else happens.

Re: [v1.1] MORTIS

Posted: Mon Mar 09, 2020 1:19 am
by EddieMann
Ribo Zurai wrote:
KarolineDianne wrote:I noticed a bit of a bug! Berserk Packs don't seem to properly disappear, and they give you 100hp as per normal Doom rules. This gives you a full health bar when you should die in one hit, which I would assume breaks the intended balance. Furthermore, since you have no pain sprite, you turn into doomguy if you get hurt after grabbing a berserk pack. It's kinda jarring!

Also, you may want to do something regarding damagefloors. With only 1 HP, some maps are literally impossible to progress through due to expected nukage/lava/blood exposure. Even a single tic will kill you instantly, so you may want to set up some kind of alternate damagefloor system. Maybe like how Demonsteele does it? And having a radsuit equivalent item would be nice.
Fixed. Now you should be immune to the damaging floors.

EddieMann wrote: I'm using GZDoom on the latest version (first screenshot), although I have another version (below) that works just about fine - though, it just says it can't find the music. Only complaint is when the screen goes red and fills with the tormented screams of the damned, I can't see anything.
final EDIT: It was my old version of targetspy!
I can't replicate it, I'm gonna need more information such as every single wad you're running with Mortis along the exact GZDoom build you're using. I'm running target-spy-1.13.pk3 along my mod and nothing else happens.
It's alright, I caught and fixed it. The "SONG#" not found error though, still happens.

Re: [v1.11] MORTIS

Posted: Mon Mar 09, 2020 8:58 am
by Ribo Zurai
Ah uh, okay then. Also the song# is because you must run mortismusic.wad along mortis. I decided to make it a separed pack in case people didn't want those songs along the mod.

Re: [v1.11] MORTIS

Posted: Sun Mar 22, 2020 4:31 pm
by Ribo Zurai
A new update was added!
- Every now and then you might get a dark level! You can only use an old camera's flash to navigate through the darkness, with silent demons lurking about.
- Nerfed the Conjurer.
- Altered the demon's sounds slightly to make them easier to spot.

Re: [v1.2] MORTIS

Posted: Wed May 20, 2020 8:18 pm
by JaxOf7
https://cdn.discordapp.com/attachments/ ... tate_1.PNG

Stopping by from 8bdm community.
Spriter's Resource ripped Faith so I made John Ward rotations.
(Would've DM'd these but apparently I can't do that)
Have a nice day.

Re: [v1.2] MORTIS

Posted: Mon Jun 22, 2020 5:23 am
by ChopBlock223
This is so cool, and just like the original Faith, I think I'm too afraid to play it.

Have you thought about making replacement textures/flats for it too? That way it could match the aesthetics of Faith more. A lot of it would probably be really simple flat colors, or maybe reinterpretations of the original Doom textures to have like the outlines of just the biggest details, but only working with 2, maybe 3 colors. That wouldn't be strictly authentic to Faith's visuals, but it would look much closer, and it would allow the textures to look more readable in a 3D game than just making it all single solid colors.

Re: [v1.2] MORTIS

Posted: Mon Jun 22, 2020 7:16 am
by Captain J
You made the original game, Faith even more scarier. The darkened places, new demons to accompany your penitence is too much for me. That was one hell of a spooky trip.

But for some reason the Alternative HUD is invisible. So i had hard time counting my bullets, though.

Re: [v1.21] MORTIS

Posted: Mon Jun 22, 2020 11:28 pm
by Ribo Zurai
A new update has been released, this one adds rotations to John and Father Garcia, as well as some bugfixes for both MORTIS and MORTISGUY wads.
JaxOf7 wrote:https://cdn.discordapp.com/attachments/ ... 517855794/
Spriter's Resource ripped Faith so I made John Ward rotations.
Thanks!
ChopBlock223 wrote:Have you thought about making replacement textures/flats for it too? That way it could match the aesthetics of Faith more.
I actually thought about that but I don't have any experience with texture editting, maybe later.
Captain J wrote:But for some reason the Alternative HUD is invisible. So i had hard time counting my bullets, though.
That was an oversight and has been fixed in this new version.

Re: [v1.22] MORTIS

Posted: Sat Jun 27, 2020 3:09 pm
by Ribo Zurai
New bugfix update.
- Fixed massive sound oversight.
- Removed unneeded files in MORTISGUY.

Re: [v1.22] MORTIS

Posted: Tue Aug 08, 2023 12:43 am
by whgamer3434
game crashes then i use MORTISGUY with other weapon mods can you fix this soon?

Re: [v1.22] MORTIS

Posted: Mon Sep 04, 2023 1:48 am
by EddieMann
My chief complaint with this mod is that the innumerable hordes of abominations are too much for Ward's pithy cross to ward off, with some flying around faster than the player can move as they're holding clumps of 3-4 minor demons at bay.