Heretifier: Load a Doom Map but play Heretic [v170]

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lulle
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Re: Heretifier: Load Doom, play Heretic [v110]

Post by lulle »

Doctrine Gamer wrote: Mon May 19, 2025 3:52 pm

I tested it in Legacy of Rust to see how it behaved with the new textures, and it works well, although it doesn't replace the new monsters and new map sprites.

In any case, the replacement of the monsters went well, as the enemies from Herectic behave correctly with the monsters from Legacy of Rust.

It's towards the last stages that it gets strange, as the new enemies from Legacy of Rust appear more, but they're just details.
You are throwind 2 mods together, so the expected result is exactly what you get. ->LoR replaces some weapons and adds new Monsters and Heretifier replaces DOOM2's genuine weapons and enemies.
Doctrine Gamer wrote: Mon May 19, 2025 3:52 pm I like this mod, have you thought about making it compatible with Hexen?
I pulled out some monsters from Hexen already for Heretifier. Replacing Hexen Monsters with Heretic Monster is kinda odd. Only thing left is adding Corvus with his weapon set to the Hexen classes. but just thinking about replacing the ammunition makes me cringe :ugeek:
Maybe a task for the future. ATM I am working on the second custom map for Heretifier and the release of Strifier :D

thanks for checking out the mod. Cya!
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Re: Heretifier: Load Doom Map but play Heretic [v110]

Post by Doctrine Gamer »

I found a bug when playing on the vanilla maps, in the stages where you depend on the monsters dying to pass the level you get stuck, for example: E1M8, E4M8 (Ultimate Doom), Map07 - Caughtyard (Plutonia).

As far as I can remember, this error is common with custom monsters.

Most people play on custom maps, but those who want to try the mod in Vanilla may find it impossible to pass some levels.
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Re: Heretifier: Load Doom Map but play Heretic [v110]

Post by lulle »

Doctrine Gamer wrote: Tue May 20, 2025 7:48 am I found a bug when playing on the vanilla maps, in the stages where you depend on the monsters dying to pass the level you get stuck, for example: E1M8, E4M8 (Ultimate Doom), Map07 - Caughtyard (Plutonia).

As far as I can remember, this error is common with custom monsters.

Most people play on custom maps, but those who want to try the mod in Vanilla may find it impossible to pass some levels.
Ah yes. Looks like I forgot the BOSS flags. I will fix that.
ty!
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Re: Heretifier: Load a Doom Map but play Heretic [v120]

Post by lulle »

Update. V120:
-Fixed a lot of issues
-New Episode: Knee Deep in thee Damned (2 Maps so far)
-New Map: Nuclear Dungeon

Have phun!
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Re: Heretifier: Load a Doom Map but play Heretic [v120]

Post by Doctrine Gamer »

lulle I'd like to apologize because I think I'm getting annoying, it's because I found another bug regarding the BOSS flags.

First of all, I'd like to say that the other monsters are working perfectly, once you've killed them you can get to the next level, but the same doesn't happen with D'Sparil.

It happened in E4M8 (Ultimate Doom), I killed him but the wooden pillar didn't come down so I could complete the stage, I've posted a link to the screen I took to give you a better idea.

https://i49.servimg.com/u/f49/20/28/21/60/screen12.png

It replaces the Spider Mastermind that you have to kill once, in the case of D'Sparil you have to defeat it twice, I don't know if that's what's causing the bug.

Anyway sorry again for bothering you so much, sometimes I behave like a game tester but it's not like you're obliged to fix it, after all I don't own the mod, nor do I create mods but most of you modders like feedback so I report it.

Finally, I like the new map.
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Re: Heretifier: Load a Doom Map but play Heretic [v120]

Post by lulle »

Hi,
thats no bothering at all. I had only time to fix the easy isssues.
D'Sparil is not a straight forward fix. I took a look at it when I fixed the other bosses, but:
D'Sparil is Sorcerer1, when you kill his snake he spawns Sorcerer2 https://zdoom.org/wiki/Classes:Sorcerer2.
The sorcerer2 has the +BOSSDEATH flag and calls A_BossDeath in his Death state, so it should work?! (Obviously it doesnt work)
Replacing Spidermastermind with Sorcerer2 would be the lazy fix (I think). Also creating something like a
class DoomSorcerer1 : Sorcerer1 replaces spiderMastermind {
// add all needed boss stuff
}
feels like a workaround - cos it triggers to early a_bossdeath()...
I need some more time to think about it because I want the FULL D'Sparil experience :D

Did you find every secret in the second map?

cya!
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Re: Heretifier: Load a Doom Map but play Heretic [v120]

Post by Doctrine Gamer »

"Did you find every secret in the second map?"

I'm slow at discovering secrets, I have to replay the map several times, I've finished the vanillas maps from Doom 1 to Plutonia hundreds of times and even today I discover some new secret passage.

I only noticed the obvious, that you merged the E1M2 stages of both Doom and Herectic, and the corpses on the ground are Corvus. Disappointing, I know. :lol:

Speaking of which, the fusion that these custom maps have with the textures of Doom and Herectic is fantastic, is it possible to implement this in the randomizer so that the Vanilla maps or map packs look the same as your custom maps from Heretifier?
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Re: Heretifier: Load a Doom Map but play Heretic [v120]

Post by lulle »

Doctrine Gamer wrote: Thu May 22, 2025 10:48 am Speaking of which, the fusion that these custom maps have with the textures of Doom and Herectic is fantastic, is it possible to implement this in the randomizer so that the Vanilla maps or map packs look the same as your custom maps from Heretifier?
OK. But lets make that optional :D
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Re: Heretifier: Load a Doom Map but play Heretic [v120]

Post by Doctrine Gamer »

lulle wrote: Sun May 25, 2025 9:10 am
Doctrine Gamer wrote: Thu May 22, 2025 10:48 am Speaking of which, the fusion that these custom maps have with the textures of Doom and Herectic is fantastic, is it possible to implement this in the randomizer so that the Vanilla maps or map packs look the same as your custom maps from Heretifier?
OK. But lets make that optional :D
:thumb: No problem. :thumb:
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Re: Heretifier: Load a Doom Map but play Heretic [v120]

Post by Ford Focus »

This is a very nice mod, but an issue I noted was that when I tried it with BrutalHereticRPG, the XP system did not work. I'm sorry if I sound like one of those people who keep requesting Brutal Doom support on mods. But it seems that your mod directly replaces Doom's enemies with your own rebalanced ones. If so, could you please add an option that spawns in the default Heretic monsters instead, so Heretic monster packs can function. If that is not so and is just a fringe interaction between the two mods, feel free to ignore me.
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Re: Heretifier: Load a Doom Map but play Heretic [v120]

Post by lulle »

Doctrine Gamer wrote: Thu May 22, 2025 10:48 am Speaking of which, the fusion that these custom maps have with the textures of Doom and Herectic is fantastic, is it possible to implement this in the randomizer so that the Vanilla maps or map packs look the same as your custom maps from Heretifier?
Auto-Retex started:


Added in V130. Not fully done yet, but a good start!
Last edited by lulle on Thu May 29, 2025 6:36 pm, edited 1 time in total.
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Re: Heretifier: Load a Doom Map but play Heretic [v120]

Post by lulle »

Ford Focus wrote: Tue May 27, 2025 8:27 pm This is a very nice mod, but an issue I noted was that when I tried it with BrutalHereticRPG, the XP system did not work. I'm sorry if I sound like one of those people who keep requesting Brutal Doom support on mods. But it seems that your mod directly replaces Doom's enemies with your own rebalanced ones. If so, could you please add an option that spawns in the default Heretic monsters instead, so Heretic monster packs can function. If that is not so and is just a fringe interaction between the two mods, feel free to ignore me.
No problem. I added an option in V130 not to replace monsters, but Idk if it fixes the problem-let me know.
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Re: Heretifier: Load a Doom Map but play Heretic [v130]

Post by Doctrine Gamer »

This latest update 1.30 is incredible. :surprise:
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Re: Heretifier: Load a Doom Map but play Heretic [v120]

Post by Ford Focus »

lulle wrote: Thu May 29, 2025 6:32 pm No problem. I added an option in V130 not to replace monsters, but Idk if it fixes the problem-let me know.
Thank you for taking my suggestions into account, I fear that you have misunderstood what I was saying. My meaning was that your mod replaces Doom's enemies with your own rebalanced ones. IE: Zombieman -> Knight. My ask was for an option that was Zombieman -> Vanilla Heretic Mummy or something similar. however the problem is fixed on my end however, due to me using a replacer I made during my first forays into modding that replaced Doom monsters with those of Heretic. So there is no need for further action on your end. On other subjects your texture replacer is very nice though it seems that it does not replace those of DOOM 2's. Best regards.
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Re: Heretifier: Load a Doom Map but play Heretic [v120]

Post by lulle »

Ford Focus wrote: Thu May 29, 2025 7:47 pm
lulle wrote: Thu May 29, 2025 6:32 pm No problem. I added an option in V130 not to replace monsters, but Idk if it fixes the problem-let me know.
Thank you for taking my suggestions into account, I fear that you have misunderstood what I was saying. My meaning was that your mod replaces Doom's enemies with your own rebalanced ones. IE: Zombieman -> Knight. My ask was for an option that was Zombieman -> Vanilla Heretic Mummy or something similar. however the problem is fixed on my end however, due to me using a replacer I made during my first forays into modding that replaced Doom monsters with those of Heretic. So there is no need for further action on your end. On other subjects your texture replacer is very nice though it seems that it does not replace those of DOOM 2's. Best regards.
Aaaaah i got it. OK, but you want to use a Mod for Heretic for Doom (and another Doom Mod). The first thing that will go wrong are the colors because Heretic uses a different palette. The second problem: You want to replace replacements. In the end the only (clean) way to make Brutal heretic work with heretifier is to edit the Brutal Heretic Mod files.
So, if I would do it, my first steps would be:
1) editing EVERY DECORATE.<MONSTERCLASS>, replacing the replacement like

Code: Select all

ACTOR BrutalUndeadKnight replaces Knight
with

Code: Select all

ACTOR BrutalUndeadKnight replaces Zombieman
2) convert all graphivs from Heretic palette Doom palette (with slade).
3) Fix HUD and other issues. Best way: Convert Decorate to Zscript. Heretifier overrides Brutal Heretic Hud.
4) fix every issue like: monster size, add missing Doom2 monsters and weapon like archvile&supershotgun
I fiddled arounf a bit and it looks like this (wtih heretifier):


Doom 2 only:



Definitely not a 5 minute task....
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