OSJC's QUAKE - Descent into Heresy - revisited

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Spilskinanke
Posts: 14
Joined: Sat Sep 19, 2015 9:01 pm

Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED

Post by Spilskinanke »

Went through episodes 1,2 and most of 3 with this mod. I have to say it was pretty fun, but there are some issues.
The nailgun and supernailgun have a similar problem in the real Quake, where as soon as you get the super nailgun the regular one becomes completely useless. I guess this is a pretty hard problem to avoid though.
The lightning gun seems kinda weird to me, I feel that there would be a better way to make that work, though I don't know how.
I think this can be disabled somewhere and I just haven't found it in the options menu, but giving the nailguns/lightning gun recoil on every shot shakes the screen a lot, which i find kind of annoying. That's pretty minor though.
The quadamage is unbelievably OP. Again I don't know how you would fix that, maybe make it not last as long or something?
Anyways, great work on the mod, I would tell you to keep working hard at it but it's near perfect already and I can't see much you can do to make it better. Maybe better enemy sprites as well?
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Legend
Posts: 158
Joined: Fri Jun 11, 2010 12:32 am
Location: Antioch, CA

Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED

Post by Legend »

I made some small patches to fix the water color when using zdoom. I noticed the water in zdoom displays as an odd grey color even though it is more purple in the actual wad file and when using gzdoom. I think zdoom automatically recolrs the tiles on the fly since it doesn't fit in the doom/heretic palette.

Anyways, I made 3 versions. You just add them at the end of the regular setup or use this instead of the qd4h_fix file.

purple water: http://www.mediafire.com/download/1wnuv ... zdfix2.pk3

Green water: http://www.mediafire.com/download/c5u4r ... green2.pk3

Alternate green water: http://www.mediafire.com/download/fx3sn ... 2green.pk3

Hope you like.
osjclatchford
Posts: 2062
Joined: Mon Feb 07, 2011 5:02 am

Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED

Post by osjclatchford »

Spilskinanke wrote:Went through episodes 1,2 and most of 3 with this mod. I have to say it was pretty fun, but there are some issues.
The nailgun and supernailgun have a similar problem in the real Quake, where as soon as you get the super nailgun the regular one becomes completely useless. I guess this is a pretty hard problem to avoid though.
The lightning gun seems kinda weird to me, I feel that there would be a better way to make that work, though I don't know how.
I think this can be disabled somewhere and I just haven't found it in the options menu, but giving the nailguns/lightning gun recoil on every shot shakes the screen a lot, which i find kind of annoying. That's pretty minor though.
The quadamage is unbelievably OP. Again I don't know how you would fix that, maybe make it not last as long or something?
Anyways, great work on the mod, I would tell you to keep working hard at it but it's near perfect already and I can't see much you can do to make it better. Maybe better enemy sprites as well?
thanks. this mod is in fact finished and has been for a long time now...
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Vostyok
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Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED

Post by Vostyok »

And no one said that Quake's weapon set was that well balanced, to be fair. Haha
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Legend
Posts: 158
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Location: Antioch, CA

Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED

Post by Legend »

What is "nout" in the randomspawners?

Code: Select all

actor NAILdropSpawner : RandomSpawner
{
dropitem nout
dropitem nout
dropitem PACKNAILS
}

actor SHELLdropSpawner : RandomSpawner
{
dropitem nout
dropitem nout
dropitem PACKSHELL
}

actor ROCKETdropSpawner : RandomSpawner
{
dropitem nout
dropitem nout
dropitem PACKROCKET
}
It seems to be causing an error message when killing some enemies. Been trying to figure out how to fix this myself but can't figure out the purpose of "nout".
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EffinghamHuffnagel
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Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED

Post by EffinghamHuffnagel »

Legend wrote:I made some small patches to fix the water color when using zdoom. I noticed the water in zdoom displays as an odd grey color even though it is more purple in the actual wad file and when using gzdoom. I think zdoom automatically recolrs the tiles on the fly since it doesn't fit in the doom/heretic palette.
As scifista42 explained to me in another thread, it's an issue of "software vs. OpenGL renderer. Assuming we're talking about ports which support PNG graphics at all: Ports with an OpenGL renderer will always display truecolor PNGs as truecolor PNGs. Ports with a software renderer will automatically convert them to palette on the fly and display them as paletted."

And that's GZDoom vs ZDoom in a nutshell.
osjclatchford
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Joined: Mon Feb 07, 2011 5:02 am

Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED

Post by osjclatchford »

'nout' is just that: nothing. meaning that nothing will spawn when 'nout' spawns...
as for the water textures gzdoom does truecolour, zdoom does palletized versions... enough said
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Legend
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Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED

Post by Legend »

osjclatchford wrote:'nout' is just that: nothing. meaning that nothing will spawn when 'nout' spawns...
Is there a way to make it so that it does not print an error message every time?
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Zhs2
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Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED

Post by Zhs2 »

Rewrite each [wiki]RandomSpawner[/wiki] so that the definitions use DropItem properly. For example, as it seems it's supposed to be a 1/3 chance:

Code: Select all

actor NAILdropSpawner : RandomSpawner
{
dropitem PACKNAILS, 85
}

actor SHELLdropSpawner : RandomSpawner
{
dropitem PACKSHELL, 85
}

actor ROCKETdropSpawner : RandomSpawner
{
dropitem PACKROCKET, 85
} 
This code will do the exact same thing.
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Indecom
Posts: 271
Joined: Mon Jul 13, 2009 3:33 pm

Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED

Post by Indecom »

Hmm your logo looks familiar... LOL

Seriously though, mod looks pretty cool too.
osjclatchford
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UPDATE! - yes an update - 13th june 2016

Post by osjclatchford »

https://www.mediafire.com/?ru9iqggokmjyudc - a minor update in which I finally sped up the weapon change speed...
I've included an appropriately altered version of 4bshot.pk3 in this pack as well.
it does feel a little more quakey this way...
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armymen12002003
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Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED

Post by armymen12002003 »

this is a neat mod great reason to play heretic again quick question i was wondering if you was gonna add some enemies with shotguns etc in with this?
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Jeimuzu73
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Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED

Post by Jeimuzu73 »

Hate to sound blasphemous, but can I edit this mod to make it work with Doom?
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StrikerMan780
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Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED

Post by StrikerMan780 »

Legend wrote:What is "nout" in the randomspawners?

Code: Select all

actor NAILdropSpawner : RandomSpawner
{
dropitem nout
dropitem nout
dropitem PACKNAILS
}

actor SHELLdropSpawner : RandomSpawner
{
dropitem nout
dropitem nout
dropitem PACKSHELL
}

actor ROCKETdropSpawner : RandomSpawner
{
dropitem nout
dropitem nout
dropitem PACKROCKET
}
It seems to be causing an error message when killing some enemies. Been trying to figure out how to fix this myself but can't figure out the purpose of "nout".
osjclatchford wrote:'nout' is just that: nothing. meaning that nothing will spawn when 'nout' spawns...
Not to channel Graf here, but what is this horrid, nonsense hack? This isn't how you're supposed to use RandomSpawner.

If you want items not to spawn occasionally, use the chance and weight parameters for DropItem in your RandomSpawner, not this crap. No wonder there's an error.

EDIT: I see Zhs2 beat me to the punch.
osjclatchford
Posts: 2062
Joined: Mon Feb 07, 2011 5:02 am

Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED

Post by osjclatchford »

armymen12002003 wrote:this is a neat mod great reason to play heretic again quick question i was wondering if you was gonna add some enemies with shotguns etc in with this?
shant be doing anything else on this... only did the weaponchange speed change in hindsight...
MJ79 wrote:Hate to sound blasphemous, but can I edit this mod to make it work with Doom?
try if you wish... I shan't be...
StrikerMan780 wrote:Not to channel Graf here, but what is this horrid, nonsense hack? This isn't how you're supposed to use RandomSpawner.

If you want items not to spawn occasionally, use the chance and weight parameters for DropItem in your RandomSpawner, not this crap. No wonder there's an error.

EDIT: I see Zhs2 beat me to the punch.
its old... I was learning back then...go figure... :roll:
don't appreciate the aggressive tone mind you... :|




...bored with all this now...
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