HeXetic: Rise of D'Sparil
- The Ultimate DooMer
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Re: HeXetic: Rise of D'Sparil
Cool stuff...but you could've just added a script to each map that takes all your keys away.
Re: HeXetic: Rise of D'Sparil
People might again have thought this was dead.. BUT IT IS NOT! I've actually made something for this but forgot to post anything here
Some videos I've done for now (Not much though):
I also know the frost shards and fist are missing... Frost shards is already added, and I will have to make the fist myself so it won't be in this for a long time I guess
PS. I haven't done much mapping yet!
Some videos I've done for now (Not much though):
Spoiler:And also few sceenshots:
Spoiler:Firstly, I know the powered up weapons are not very good. Still they are enough for me to let them be as they are. I'm quite sure that atleast firestorm, lightning and wraithverge are going to change.
I also know the frost shards and fist are missing... Frost shards is already added, and I will have to make the fist myself so it won't be in this for a long time I guess
PS. I haven't done much mapping yet!
Re: HeXetic: Rise of D'Sparil
Giving the maulotaur attacks to a powered-up hammer, why not, but not all at once! It throws the normal explosive hammer, the volley of fireball, and the floor flames at the same time; that's ridiculous. Better to make it just one attack, and give the other attack as an alt-fire.
Attacks that are basically just rapid-fire variants of the normal also suck. It should be more different. How about the powered arcs of death throw D'Sparil-like lightning instead, for example?
Attacks that are basically just rapid-fire variants of the normal also suck. It should be more different. How about the powered arcs of death throw D'Sparil-like lightning instead, for example?
Re: HeXetic: Rise of D'Sparil
The maulotaur attacks of the hammer do much less damage than the real maulotaur attacks, but I guess I could try taking something away from the attack. (The hammer itself perhaps leaving only the maulotaur attacks... I'm not planning to use alt-fires in this project)Gez wrote:Giving the maulotaur attacks to a powered-up hammer, why not, but not all at once! It throws the normal explosive hammer, the volley of fireball, and the floor flames at the same time; that's ridiculous. Better to make it just one attack, and give the other attack as an alt-fire.
Attacks that are basically just rapid-fire variants of the normal also suck. It should be more different. How about the powered arcs of death throw D'Sparil-like lightning instead, for example?
About the rapid fire weapons.. I definitely agree on that. I just haven't thought about anything else yet so I am keeping the rapidfirestorm in there until I figure something out.
Arc of death... Well it is definitely too powerfull as it is now (it kills maulotaur with few shots), so adding the D'Sparil lightning (+ removing the extra lightnings) could be good idea too.. I will try it.
Re: HeXetic: Rise of D'Sparil
I have now added a melee attack to Quietus that it will use when low on red mana. Also added powered up frost shards and Saphire wand. I still haven't made much mapping but I think the weapons are done for now.
Re: HeXetic: Rise of D'Sparil
What coding did you use for quietus melee?
Oh, and I figured out how to make the final weapons use Blue and Green mana!
PS. 5/5 for the demo, should I suggest a cutscene per ep?
Oh, and I figured out how to make the final weapons use Blue and Green mana!
Code: Select all
Weapon.AmmoUse1 14
Weapon.AmmoUse2 14
Weapon.AmmoGive1 20
Weapon.AmmoGive2 20
Weapon.AmmoType1 BLUE
Weapon.AmmoType2 GREEN
- wildweasel
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Re: HeXetic: Rise of D'Sparil
Skib, please check the date of the last post in the thread before you reply to it. This thread was nearly 10 months abandoned and I am unsure if the author is still around, considering he evidently hasn't logged in since November.
Re: HeXetic: Rise of D'Sparil
I started work on the gauntlets but they look odd and copper-ish
But here it is, download if you want! And edit Keyconf if need be!
Update 1 Fixed Textures
Update 2 Added powered states
But here it is, download if you want! And edit Keyconf if need be!
Update 1 Fixed Textures
Update 2 Added powered states
- Attachments
-
Gauntlets.wad- (106.99 KiB) Downloaded 55 times
Last edited by skib on Sun Feb 06, 2011 2:08 pm, edited 2 times in total.
- wildweasel
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Re: HeXetic: Rise of D'Sparil
Get your own thread, dammit.
Re: HeXetic: Rise of D'Sparil
I am still here and this is not abandoned.. It's just on hold because I don't really have time for this.
I will most likely start working on this soon because my school is just about to end.
The main thing that slowed this down was the crash of my hard drive. I didn't have the latest version backed up where I just had done some serious decorate work.
The main reason why I haven't posted anything here is because the real home of this project is the Doom Universe.
The code I used for the melee attack looks like this:
As I stated before, I lost some decorate things so this is just a beta version of it 
I will most likely start working on this soon because my school is just about to end.
The main thing that slowed this down was the crash of my hard drive. I didn't have the latest version backed up where I just had done some serious decorate work.
The main reason why I haven't posted anything here is because the real home of this project is the Doom Universe.
The code I used for the melee attack looks like this:
Code: Select all
States
{
Spawn:
TNT1 A -1
Stop
Select:
SWRD A 0 A_JumpIfInventory ("redmana", 20, "SelectGlow")
SWRD A 1 Bright A_Raise
Loop
SelectGlow:
FSRD A 0 A_JumpIfNoAmmo ("Select")
FSRD A 1 Bright A_Raise
Loop
Deselect:
SWRD A 0 A_JumpIfInventory ("redmana", 20, "DeselectGlow")
SWRD A 1 Bright A_Lower
Loop
DeselectGlow:
SWRD A 0 A_JumpIfNoAmmo ("Deselect")
FSRD A 1 Bright A_Lower
Loop
ReadyGlow:
FSRD A 0 Bright A_JumpIfNoAmmo ("Ready")
FSRD AAAABBBBCCCC 1 Bright A_WeaponReady
Loop
Ready:
SWRD A 1 Bright A_WeaponReady
SWRD A 0 Bright A_JumpIfInventory ("redmana", 20, "ReadyGlow")
Loop
Fire:
FSRD D 3 Bright Offset (5, 36) A_JumpIfInventory ("redmana", 20, "FireGlow")
SWRD B 2 Bright Offset (5, 36)
SWRD C 3 Offset (5, 36) A_CustomPunch (180, 5, 0, "SwordMeleePuff", 120)
SWRD D 3 Bright Offset (5, 36)
SWRD E 10
SWRD A 1 Bright Offset (5, 60)
SWRD A 1 Bright Offset (5, 55)
SWRD A 1 Bright Offset (5, 50)
SWRD A 1 Bright Offset (5, 45)
SWRD A 1 Bright Offset (5, 40)
goto ready
FireGlow:
FSRD D 0 A_JumpIfNoAmmo ("Fire")
FSRD DE 3 Bright Offset (5, 36)
FSRD F 2 Bright Offset (5, 36)
FSRD G 3 Bright Offset (5, 36) A_FSwordAttack
FSRD H 2 Bright Offset (5, 36)
FSRD I 2 Bright Offset (5, 36)
FSRD I 10 Bright Offset (5, 150)
FSRD A 1 Bright Offset (5, 60)
FSRD B 1 Bright Offset (5, 55)
FSRD C 1 Bright Offset (5, 50)
FSRD A 1 Bright Offset (5, 45)
FSRD B 1 Bright Offset (5, 40)
Goto Ready
}Re: HeXetic: Rise of D'Sparil
Great and thanks!Pelle123 wrote:I am still here and this is not abandoned.. It's just on hold because I don't really have time for this.
I will most likely start working on this soon because my school is just about to end.
The main thing that slowed this down was the crash of my hard drive. I didn't have the latest version backed up where I just had done some serious decorate work.
The main reason why I haven't posted anything here is because the real home of this project is the Doom Universe.
The code I used for the melee attack looks like this:
As I stated before, I lost some decorate things so this is just a beta version of it
Also, do you need help?
Re: HeXetic: Rise of D'Sparil
I have made a few sugestions on what you can do. Feel free to reject/accept them.
If Yes,
If No, 
Spoiler:
Spoiler:Hope I help!
If Yes,
- wildweasel
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Re: HeXetic: Rise of D'Sparil
Regarding KEYCONF: If this project runs in Hexen, that can't be done, as Hexen bizarrely limits weapons to only the first four keys.
- InsanityBringer
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Re: HeXetic: Rise of D'Sparil
That's just a keybind issue, I think. Keys 5-0 are bound to things other than the usual "slot 5-0" commands.
- wildweasel
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Re: HeXetic: Rise of D'Sparil
Actually, I think it's more along the lines that slots 5-0 are still bound correctly but are hard-coded(?) to use inventory items instead of weapons, and Keyconf can't change that. I might be wrong, though, as I haven't tried messing with it since 2.2.0.InsanityBringer wrote:That's just a keybind issue, I think. Keys 5-0 are bound to things other than the usual "slot 5-0" commands.



