Cursed: A Heretic mod (update 9/25/10)

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pucy100

Re: Cursed: A Heretic mod

Post by pucy100 »

wildweasel wrote:
pucy100 wrote:THIS MOD IS BADASS
I could have sworn I already told you what "bumping" means. The next time you post, take a look at when the last post was made. If it is greater than thirty days, then it is better for you not to reply to it.
ok, ok! Sorry about that but the mod is still shit and bad ass! :|
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ravage
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Re: Cursed: A Heretic mod

Post by ravage »

Hey guys! I know I haven't posted here in a long while. Things happen, things change, and sometimes its for the better!

I'm still most definitely working on this project. Its just there's a lot to do for one person. It's changed considerably since last I posted.

Here's some screens of the latest changes and progress!

Hack and slash!
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Taking aim:
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The evil-run ruins of Castle Alunbrach:
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Your Stat screen:
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Just a little bit better:
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You could light a lot of candles with that:
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Knight-cicle, anyone?
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Triple-threat!
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This laser-type weapon is good for knocking back foes:
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The church on the other side of the bay:
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Direct hit!
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New things already implemented:
  • New experience and levelling system
  • Increasing damage
  • %chance to do critical hits
  • enemies also level up the further you progress (You can still grind previous levels for experience since enemies will slowly respawn)
  • elemental upgrade runes for weapons (fire, ice, poison, thunder)
  • stat screen showing important info
  • new status bar
  • 15+ brand new enemies (many are area specific)
Things need to implement:
  • New Dialog system to try and avoid StrifeDialogs (messy and prone to errors)
  • New screen for buying merchandise (I need help with this one badly)
  • Mapping (i've got 4 maps done, out of 17)
  • Some bugfixing with experience system (nothing crippling)
  • Music (minor point)
What I need right now is a very good ACS guru to help me with a new menu system for buying items. Something that can be activated by a strifedialog (I have an idea how to implement this at least)
Last edited by ravage on Sat Sep 25, 2010 12:52 pm, edited 1 time in total.
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InsanityBringer
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Re: Cursed: A Heretic mod (update 9/25/10)

Post by InsanityBringer »

Looking awesome. sky in the second-to-last shot looks a little weird though
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Re: Cursed: A Heretic mod (update 9/25/10)

Post by Gez »

For dialogues, have you looked into [wiki]ZSDF[/wiki]?
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Jimmy
 
 
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Re: Cursed: A Heretic mod (update 9/25/10)

Post by Jimmy »

New Dialog system to try and avoid StrifeDialogs (messy and prone to errors)
As I think I said before, you have my full permission to use this. :P

This is looking absolutely spectacular, by the way. :D
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ravage
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Re: Cursed: A Heretic mod (update 9/25/10)

Post by ravage »

Jimmy wrote:
New Dialog system to try and avoid StrifeDialogs (messy and prone to errors)
As I think I said before, you have my full permission to use this. :P

This is looking absolutely spectacular, by the way. :D
I looked through that and honestly I can't make heads or tails of it. It also doesn't offer much flexibility as the number of unique dialog sequences I can use (like a different dialog for each actor)
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Re: Cursed: A Heretic mod (update 9/25/10)

Post by Jimmy »

Hmm, I thought I'd made it as simple as possible. :?

Applying different dialogs per actor is absolutely doable - dialogs are assigned on a per-script basis. Just create an NPC actor in DECORATE, similar to the ones I used in that example map, then give each of those actors a different ThingSpecial in the map, so that each one calls a different script when they're "talked to". The script that gets called then follows the same syntax as one of the example dialogs, that I placed in that map.

Trust me, this ACS-based system is a lot more flexible than the Strife dialog format. But of course, if it's still not quite your cup of tea, I won't force you to use it. ;)
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Re: Cursed: A Heretic mod (update 9/25/10)

Post by Gez »

The new ZSDF should be very flexible, since it can hook with action specials and ACS. Now that it's available, it's probably the simplest option around.
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Re: Cursed: A Heretic mod (update 9/25/10)

Post by Davidos »

Oh my god <3
I think I've fallen in love and want your mod's babies right now.

>.> I swear to god this is going to keep me even more occupied than 'Amnesia' that was just released on STEAM...
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Re: Cursed: A Heretic mod (update 9/25/10)

Post by printz »

This looks quite ambitious and professional.
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ravage
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Re: Cursed: A Heretic mod (update 9/25/10)

Post by ravage »

Ok so I've got a question. Is it possible to have a ripping projectile spawn an actor when it goes through a monster? That would be useful for my critical hits as they spawn an actor to let you know it was a crit.
Gez wrote:The new ZSDF should be very flexible, since it can hook with action specials and ACS. Now that it's available, it's probably the simplest option around.
Isn't that still being worked on? Does it have to be compiled too?
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Re: Cursed: A Heretic mod (update 9/25/10)

Post by Gez »

It is working and completed, though it can perfectly well get new features upon request. No, it is not compiled -- it's a text lump.
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Re: Cursed: A Heretic mod (update 9/25/10)

Post by Ironbar32 »

Ugh, not another Heretic/Hexen mod with Whitchaven weapons. Nevertheless, the rest looks excellent. I look forward to playing it.
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Re: Cursed: A Heretic mod (update 9/25/10)

Post by wildweasel »

Ironbar32 wrote:Ugh, not another Heretic/Hexen mod with Whitchaven weapons. Nevertheless, the rest looks excellent. I look forward to playing it.
Assuming it's still being worked on?
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Re: Cursed: A Heretic mod (update 9/25/10)

Post by DoomSplitter »

Ironbar32 wrote:Ugh, not another Heretic/Hexen mod with Whitchaven weapons. Nevertheless, the rest looks excellent. I look forward to playing it.
Great, here I actually thought there was an update....
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