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Re: Bitter Heretic: Melee combat emphasise

Posted: Wed Feb 12, 2020 8:24 am
by UnbornDecay25
Lagi wrote:E1M2 crusher:
Welp shit, I'm as blind as a bat. Thanks!

Re: Bitter Heretic: Melee combat emphasise

Posted: Wed Feb 12, 2020 11:39 am
by Lagi
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 :D, 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:

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;

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:

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 :

Code: Select all

if (checkinventory("SPEEDUP")>0)
					  {
						C=0.4;
you can also adjust run speed, after you press Shift key
Spoiler:
edit:
Spoiler:

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:

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:
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 :D ).
Spoiler:

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 :D

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)

some beta stuff from here?
https://devbuilds.drdteam.org/gzdoom/
ok, you right, i trying to do smth :)

edit, ok I make it work (its not uploaded yet):