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ArgonianLord wrote:Now this might not sound like a problem right now, but lately. The new metal barrel graphic disappeared for me and was replaced by the old wooden slime barrel. I have no idea why this has even happened.
This should only happen if you've turned on the LiteFX option in the menu.
ArgonianLord wrote:I also noticed the mod still has the issue where the shotgunner won't do any damage whatsoever to the player. Once again, I have no idea why this happens...
I also noticed that the Ominous Looking box seems to only damage gargoyles (and perhaps other enemies), but cultists on the other hand remain unhurt by it.
I am unable to reproduce either of these issues. I take damage from shotgun cultists, and the Ominous Box damages every monster I've tried it against, including cultists.
ArgonianLord wrote:Now this might not sound like a problem right now, but lately. The new metal barrel graphic disappeared for me and was replaced by the old wooden slime barrel. I have no idea why this has even happened.
This should only happen if you've turned on the LiteFX option in the menu.
ArgonianLord wrote:I also noticed the mod still has the issue where the shotgunner won't do any damage whatsoever to the player. Once again, I have no idea why this happens...
I also noticed that the Ominous Looking box seems to only damage gargoyles (and perhaps other enemies), but cultists on the other hand remain unhurt by it.
I am unable to reproduce either of these issues. I take damage from shotgun cultists, and the Ominous Box damages every monster I've tried it against, including cultists.
Yeah I have no idea why any of this is even happening, but thanks for explaining the thing about the lite FX. Didn't think the wooden barrels did that much to the framerate to go into the LiteFX thing.
I've always been getting the issue with the cultists not doing any damage ever, whether it be old versions of GZDoom or new versions. The box issue also just showed up only recently on this version of GZDoom I'm running at the moment is GZDoom G1.9pre-671-g3c0ba49. But like I said, the cultist issue has been existent in every version I've been running.
I have no idea if I'm starting up the mod wrong or not, as I only do the usual of dragging the WAD file into the GZDoom.exe. Usually this doesn't create any sort of anomaly, so I'd doubt that would be the case.
Thank you all for your renewed interest in the mod! I'm happy to see that it's not been lost into the depths of the Projects forum...
ArgonianLord wrote:This is by far my most favorite gameplay mod for Heretic. And its also the only time I've been able to live with guns in Heretic. These old-school guns feel like they fit into fantasy so damn well. Very good mod this rsl!
Thanks a lot!
However I have some bugs to report that popped up recently.
After downloading the latest version on Doomworld/IDGames I could see the new stuff such as the revolver and that new Strife Sigil sprite weapon. I also could see a new graphic for the exploading ball things which looked like a metal barrel.
Now this might not sound like a problem right now, but lately. The new metal barrel graphic disappeared for me and was replaced by the old wooden slime barrel. I have no idea why this has even happened.
It seems Ed the Bat already covered this...
I also noticed the mod still has the issue where the shotgunner won't do any damage whatsoever to the player. Once again, I have no idea why this happens. (...) I also noticed that the Ominous Looking box seems to only damage gargoyles (and perhaps other enemies), but cultists on the other hand remain unhurt by it.
Thanks for pointing these out! I hadn't noticed them before, but I'll be sure to take a look at the applicable code to see if some bug is lurking there.
Another weird glitch me and my friend encountered in coop of this mod would be that we can't seem to get any new spells after getting the Tamer spell. After that, we're locked away from getting any more spells for the rest of the playthrough. I have no idea if this is a bug or a feature. But if its a bug I highly recommend fixing it asap.
Same here. Admittedly I haven't tested the mod with cooperative play, but the only suspect I have in this connection is related to the parent class defining the inventory item that indicates your magical skill level - could it be that it is designed to be shared by all players (need to check)
I'd better fix this, tho, especially considering the fact that revamped classes are coming!
I might consider doing a playthrough on YouTube with this mod at one point
rsl wrote:Thank you all for your renewed interest in the mod! I'm happy to see that it's not been lost into the depths of the Projects forum...
ArgonianLord wrote:This is by far my most favorite gameplay mod for Heretic. And its also the only time I've been able to live with guns in Heretic. These old-school guns feel like they fit into fantasy so damn well. Very good mod this rsl!
Thanks a lot!
However I have some bugs to report that popped up recently.
After downloading the latest version on Doomworld/IDGames I could see the new stuff such as the revolver and that new Strife Sigil sprite weapon. I also could see a new graphic for the exploading ball things which looked like a metal barrel.
Now this might not sound like a problem right now, but lately. The new metal barrel graphic disappeared for me and was replaced by the old wooden slime barrel. I have no idea why this has even happened.
It seems Ed the Bat already covered this...
I also noticed the mod still has the issue where the shotgunner won't do any damage whatsoever to the player. Once again, I have no idea why this happens. (...) I also noticed that the Ominous Looking box seems to only damage gargoyles (and perhaps other enemies), but cultists on the other hand remain unhurt by it.
Thanks for pointing these out! I hadn't noticed them before, but I'll be sure to take a look at the applicable code to see if some bug is lurking there.
Another weird glitch me and my friend encountered in coop of this mod would be that we can't seem to get any new spells after getting the Tamer spell. After that, we're locked away from getting any more spells for the rest of the playthrough. I have no idea if this is a bug or a feature. But if its a bug I highly recommend fixing it asap.
Same here. Admittedly I haven't tested the mod with cooperative play, but the only suspect I have in this connection is related to the parent class defining the inventory item that indicates your magical skill level - could it be that it is designed to be shared by all players (need to check)
I'd better fix this, tho, especially considering the fact that revamped classes are coming!
I might consider doing a playthrough on YouTube with this mod at one point
I would be happy and honored at the same time!
I dunno if you're supposed to share the spell casting level ups with the coop player(s). All I know is that me and my friend could only go up to the Tamer spell while levelling up our spellcasting from fallen Cardinals.
Speaking of Cardinals, Cardinals are really weird to fight as far as my experiences with them go. It seems as though they are only hurtable every now and then, as most of my other shots don't do any damage on them. I don't know if this was intentional or not, but it creates somewhat of a interesting yet mildly annoying fight with them.
Another issue I forgot to address earlier would be the fact that the Trident of the Titans seems to do either barely any damage or no damage at all towards Sabreclaws, unsure if this was intentional or not but it makes it a wee bit annoying to face them at times. As you are constantly forced to revert to your other weapons since the Trident doesn't work on them.
And alright, I'll make sure to cover this mod in a future Heretic talkthrough on my YouTube channel
ArgonianLord wrote:I dunno if you're supposed to share the spell casting level ups with the coop player(s). All I know is that me and my friend could only go up to the Tamer spell while levelling up our spellcasting from fallen Cardinals.
Indeed, that's something I didn't expect either and have never noticed in my playthroughs, albeit single-player. In this connection, I'd ask you and your friend a little favor to better understand if this is a DECORATE or software problem: could you please repeat your coop session using GZDOOM 1.8.02 - which is the stable version I have developed the mod on - and check if the problem persists? This might help me exclude the SVN release you cited as the possible cause...
Spoiler: ArgonianLord-oriented cheat ahead!
TIP: enter "summon ChaosCardinal" in the console to quickly spawn a Cardinal.
Speaking of Cardinals, Cardinals are really weird to fight as far as my experiences with them go. It seems as though they are only hurtable every now and then, as most of my other shots don't do any damage on them. I don't know if this was intentional or not, but it creates somewhat of a interesting yet mildly annoying fight with them.
Yeah, that was absolutely intentional! And I felt exactly the same myself when fighting any of them... They are invulnerable when in certain stances (i.e. purple orbs stream, spreading blobs of poison, or resurrecting stance) but are mostly prone to damage otherwise. The best weapon against them is a powered Trident, a powered Pyrokrates or... A few well-placed arquebus blasts Not counting the Power Symbol, which anyway is a three-pieced weapon. And upgrading your spell level seemed the most peculiar reward for beating them - other than a Tome (in most cases) and mana supplies.
Another issue I forgot to address earlier would be the fact that the Trident of the Titans seems to do either barely any damage or no damage at all towards Sabreclaws, unsure if this was intentional or not but it makes it a wee bit annoying to face them at times. As you are constantly forced to revert to your other weapons since the Trident doesn't work on them.
I intended to avoid the Trident from being an all-round-ace weapon, so I setup certain foes to be more resilient or evasive to it. Apart from bosses, these include Sabreclaws (but almost everything else is effective on them), Ministers (they often escape quickly), Cardinals and Alephoxes. The powered version is another story though...
And alright, I'll make sure to cover this mod in a future Heretic talkthrough on my YouTube channel
Fantastic! And if it's okay for you, I shall be glad to embed it in the OP!
You have it inherit from PuzzleItem, which could cause it to work differently in co-op. There's really no reason for it to be a PuzzleItem. In fact, many of these properties are redundant. Allow me to rewrite it:
Thank you! Mine was just a guess about that "PuzzleItem" thing, but you actually provided a possible solution.
Now, if I may ask ArgonianLord: would you be able to make the code substitution indicated by Ed and do one more test with the thus-fixed version in co-op?
In case you prefer, I can provide you with a patched version. And thanks in advance for your bug-fixing support...
Yeah, even though the Cardinals are really damn annoying to fight at times it is still really fun and satisfying to fight them I have to say. And I see what you're getting at with the Trident, its nice to see some form of "resistance" to certain weapons for certain enemies in the game. Rather than having every enemy be weak to everything.
Alrighty, I'll make sure to start up the playthrough when I have free-time to spare
Also, before I forget I will see the solution Ed the Bat mentioned before, I do know in HeXen that in coop you can only pick up one puzzle item per player for whatever reason. So changing it to Inventory instead of PuzzleItem will most surely fix the issue.
I'll go ahead and try it out in a few minutes. Also sorry for taking freaking TWO DAYS to respond to all of this XD. Other mods and such kept distracting me from the thread posting.
Oh and I've been wondering if you will ever make a mod like this for HeXen, as that would be really cool Or maybe you could simply patch it over to HeXen and possibly add more enemy replacements seeing as how HeXen has a bit of a broader bestiary
Alright I just tested the fix. I replaced the PuzzleItem with Inventory and removed -INVBAR along with the rest of the code that didn't do anything. But it decided to not work just by doing that.
However, I was able to fix it when I replaced the "PuzzleItem" from the previous ACTOR script, which was the one below
ACTOR SelectedSpell : Inventory // indicates currently selected spell
{
-INVBAR
Inventory.MaxAmount 7
Inventory.Icon TNT1A0
States
{
Spawn:
TNT1 A 1
Loop
}
}
If you do not add Inventory there too you won't be able to ever cycle through spells after getting the spell(s) above the Tamer. So with all that said and done, we just solved the issue
Thank you all for the precious support and retesting!
I am really glad the issue could be fixed quickly, and I shall be sure to integrate the suggested changes in my working copy.
Also, speaking of in-progress work, please have a little teaser in the form of new mugshots for the extra classes:
The Mercenary
The Seer
The Warlock
Hmmm... HeXen, you say? Well, that might do for a future continuation of work on this