well the traps in heretic are quite clever. And the level design dont take into account run speed (i think), however design include the "jumping" (run over) function that you need to do in E1M5 , from one building to another. or in the cathedral e1m6 (that tomb was the most brilliant puzzle of my time, i include it in numerous RPG session with my buddy's).
I dont know about the crusher myself when I was a kid, I didnt even now you can run with shift then , and I always eat the damage to take dragonclaw. Moreover, E1M1 for solid months of playing "Heretic duck-hunting demo" I cannot see corelation between yellow key and first steel gate , until my cousin show me how to do it.
Re: Bitter Heretic: Melee combat emphasise
Posted: Wed Feb 12, 2020 4:42 pm
by AvzinElkein
How are you going to fix that?
Re: Bitter Heretic: Melee combat emphasise
Posted: Fri Feb 14, 2020 2:43 am
by Lagi
AvzinElkein wrote:How are you going to fix that?
what "that"?
=====
Spoiler:
still need some time to adjust ~100 of spirtes position
Re: Bitter Heretic: Melee combat emphasise
Posted: Sat Feb 15, 2020 12:45 pm
by Lagi
updated link, if someone want to rip off golem hands by himself
edit:
Ice, new deaths animation, nitro fire, ghosts all take into account missing limb. Old golem death, is now Exploding death, when golem die by excessive amount of damage.
There is only one flaw with new golem sprites - if you set one-arm-golem, on fire, you can see he magically get back his lost arm. Yeah I know Im lazy.
edit2:
Spoiler: finished ep3;
ironliche corpse is floating above water
liche attacks are too harsh
trident - lol remove
thrown axe affect ghost
sword faster swing
hammer on map bug
beast fire corpse sometimes block move
remove all weapon switch
poison gas slower duration 50%
weapon slots, improve
gauntlet less dmg from overheat
golem more range melee, less wandering, more speed
axe: add 3 hit *like mace)
axe / mace pain lock monster more
book closing when player dead
beast more hp
big flame orb ammo for hammer not pickable?
ophidian drop too much tridents, give some armor drop
I was no match for d;sparil - need to cheat to win
wizards have too much hp- he can run back, turn into ghost, fly away (notice on boss fight)
thrown trident too much dmg (ripper)
trident fire too low dmg
change all thrown weapons to R
book : add kick on R to shatter ice or push back monster
speed is fine - 2x traps was problematic: bridge on chasm e3m7 and water stairs on ophidian lair? add 0.05 speed to run
i never lost crossbow, need to nerf
i lost hammer, sword
i have too much ammo for wand, xbow, book, too many tridents,
sword ammo count works odd, need to improve method (puff)
torch need separate melee attack
freezing potion reduce range
ice wall faster cast
need more armor, to hold shield for longer
Re: Bitter Heretic: Melee combat emphasise
Posted: Sat Feb 15, 2020 2:46 pm
by Whoah
Dude, those golem death animations look really nice! Especially the one where they lose their head
Re: Bitter Heretic: Melee combat emphasise
Posted: Mon Feb 17, 2020 12:06 pm
by Drake Raider
This looks like it would be amazing with Heretic Unabridged, by Beed28. I wonder, is there a quick way to slow down the player a tad? I know it's not the preferred way to play Heretic, but that was a game I always felt would be more fun at a slightly more methodical pace.
Re: Bitter Heretic: Melee combat emphasise
Posted: Mon Feb 17, 2020 1:55 pm
by Lagi
I know what you mean. For me running speed (2.0) in heretic (doom) damage a lot of his experience. You dont feel this isolation. Its like car racing game. You feel less bond with Corvus. The combat is simpler. Suddenly you dont have to hide, you can just outrun everything. Heretic was pretty scare game for me when I play it first time.
on the other hand map design require to travel a big distances quite often. Also the puzzle element are scattered from one map end to another. And if you get lost, wandering in empty corridors, would take more time. There is also few traps, but so far AFAIK all (except 2, when you have to press Shift) of them are doable with 1.1 speed.
current speed is 1.1, 10% faster than vanilla walk. If your Hp drop below 50 you will move 0.95. If you crouch you will move slower.
There is no menu option to adjust speed. And Im not keen to provide one (even if i know how to do it), because that would cause massive temptation to play on maximum speed available - who doesn't play with caps-lock ON all the time?
If you want to change speed in mod file
Spoiler:
You can open Slade, go to file test.acs, find this bit:
script 1 ENTER
{
int buttons;
INT A = 0.0;
INT B = 0.0;
INT C = 0.0;
INT E = 0.0;
int forw= 1.105;
int back= 0.455;
int side= 0.7;
and change "forw", to your liking. F.ex. try putting there 0.85.
save file test.acs
right click on the right list on test.acs
go down > Script > complie ACS
save BitterHeretic
there you go, you should move slower (faster) by default. Let me know about your experience
Re: Bitter Heretic: Melee combat emphasise
Posted: Mon Feb 17, 2020 6:54 pm
by Drake Raider
Would this effect the powerups that change speed as well? (Thank you so much for your help!)
Re: Bitter Heretic: Melee combat emphasise
Posted: Tue Feb 18, 2020 2:06 am
by Lagi
Krater of Might adding +0.4 speed
You can change it by modifying value "C" here :
script 1 ENTER
{
int buttons;
INT A = 0.0;
INT B = 0.0;
INT C = 0.0;
INT E = 0.0;
int forw= 1.105;
int back= 0.455;
int side= 0.7;
while (TRUE)
{
INT D = B+C-A-E;
if (GetActorProperty (0, APROP_HEALTH) < 50)
{
A=0.15;
}
else
{A=0.0;}
if (checkinventory("platemarker")>0)
{
E=0.15;
}
else
{E=0.0;}
if (checkinventory("Run")>0)
{
B=0.35;
}
else
{B=0.0;}
if (checkinventory("SPEEDUP")>0)
{
C=0.4;
}
else
{C=0.0;}
edit:
Spoiler:
todo
add new monster - Serpent rider -weredragon replace %? either serpent or rider can be kill, and the other is fight along.
add slide movement function - save barrel roll
----
blood type:
disciple - red with purple sparks
sabreclaw - black oil, flames, .. some mech gears?
knight - green ether evaporate, bone pieces, armor pieces?
lich - piece of steel
Nashgore blood footprints - change
Re: Bitter Heretic: Melee combat emphasise
Posted: Sun Mar 01, 2020 9:55 am
by Lagi
new death animation for Sabreclaw. Its mirrored for variety (no worries axe is always in right hand). Top torso is falling down in random direction.
You can also notice his 2x slash combo and tail attack (0:04).
EDIT 2.03:
upload version with Sabreclaw loosing also his head.
3,03,upload headsplit death for weredragon.
weredrag leg lost
8,3 gargoyle skull out
10,3 gargoyle lose wing (death)
14,3 gargoyle split death, disciple spine out death
15,3 ophidian cut in half
21,3 ophidian head cut off
24 disciple hole in body
3.4 knight pelvis hit
4.4 knight explode
Spoiler:
plan for +2 death types:
gargoyle - lost wing // skull is blown away from the head. Skin on head is open and skull fly away. / he is cut along the torso on left and right half. golem - done (head explode, cut in half & arm less wound state) knight - (head lost wound state), got hit in the pelvis (wheres your lower armor, exhibitionist?!) ether (green stuff) is evaporating from him, and he thrown his last axe (you dont think, he would just "die" dont you?)... maybe I add also Xdeath wizard - rip off head with the spine / make a hole in the body sabreclaw - done (cut in half & head lost) add dynamic light to death. weredragon - split open head, brain fall to the ground/ cut off leg snake - cut half, the tail is making some movement/ top half of head is cut out (accent on his long tongue)
every monster will have head death, just in case someone figure out how to do headshots. WHOO HOOO - job done, take 1 month
Re: Bitter Heretic: Melee combat emphasise
Posted: Sun Mar 08, 2020 5:57 am
by Lagi
new feature to make the game even easier (people saying they dont feel powerful) .
Spoiler:
As soon as 1st frame of monster melee animation start, you can stun with block monster. As you see on video, its hard to execute it without getting hit. So to get out without scratch you need to anticipate when monster will hit you, and block before. Block is sending up to 6 (depend how long you hold block button) stunning projectile from the time the blocking animation is on the peak on your screen.
If you are cornered by multiple monsters than such a long stun time make more sens. 1on1 monsters have no chance for anything (but hey that why we playing doom ).
Spoiler:
yeah i know i swear to old gods i would be drawing death animations, but drawing death animation is like digging a trench (even my wrist hurt). While coding new stuff is like solving sudoku
I mirror pain 1 direction of asymetrical monster (original sprite is also retouch a little - tail, left hand, tongue out)
add weapons number to UI (include Fullscr mod - all credits and menus are still in game)
Re: Bitter Heretic: Melee combat emphasise
Posted: Sat Mar 14, 2020 11:03 am
by Lagi
sorry for self bump (honestly I feel terrible),
I notice on mediafire counter, that few* people download my mod since yesterday
maybe You would be interested to redownload for checking new death for Disciples, Gargoyle ? and I fix barrel bug (CTD if you shoot to barrel)
*less than 10
Re: Bitter Heretic: Melee combat emphasise
Posted: Sat Mar 14, 2020 11:55 am
by Jarewill
Sadly, the newest version doesn't seem to work in GZDoom devbuild.
Trying to start a new game results in a VM abort below:
Re: Bitter Heretic: Melee combat emphasise
Posted: Sat Mar 14, 2020 1:20 pm
by Lagi
ehh... copy-paste of statusbar mod was not enough
can you help me finding newest devbuild?
here, last ver is 4.3.3
viewforum.php?f=1
(and bitter works with it)