[RELEASE #4++ FINAL] 'Chaos, Uprising' for Heretic

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NantoCodd
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Re: [RELEASE #4++ FINAL] 'Chaos, Uprising' for Heretic

Post by NantoCodd »

Do you still open to bug report?
When playing as Warlock holding primary fire with the Duofold (fires both shells in short time) somewhat change it into the MoochStone. It will comes back to the Duofold when you release the primary fire, finishing the interrupted second shot.
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rsl
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Re: [RELEASE #4++ FINAL] 'Chaos, Uprising' for Heretic

Post by rsl »

Yes, absolutely! :)

I have checked about the bug you reported, and unfortunately it seems due to the uber-complicated definition of derived classes weapons. More precisely, the Warlock's peculiar Duofold Arquebus inherits from the MoochStone, which defines an "Hold" state for continuous fire. But the Duofold does not overload or manage it, as a consequence, if you hold the trigger the "A_ReFire" call of the Duofold makes it jump to the "Hold" state defined for the MoochStone... :oops: This should not happen with the other two classes (their base weapons Mace Of Rancor / Gaia's Perch do not define a "Hold" state).

In any case, thank you for spotting it :!: I shall probably wait a bit before making an update, to see if something more arises in the meantime.
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Ed the Bat
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Re: [RELEASE #4++ FINAL] 'Chaos, Uprising' for Heretic

Post by Ed the Bat »

That could be easily fixed by just giving A_Refire the explicit command to go back to the Fire state, or by putting the Hold: header right before/after Fire: to send it back there.
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rsl
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Re: [RELEASE #4++ FINAL] 'Chaos, Uprising' for Heretic

Post by rsl »

Yes! I also need to check if other Warlock-refined weapons suffer from the same problem. :roll:

On a side note, I remember ArgonianLord being available to record a playthrough video with a feature-complete version of the mod. If he or anybody else is still interested in doing it, I shall be happy to link to the video in the opening post. :D
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ArgonianLord
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Re: [RELEASE #4++ FINAL] 'Chaos, Uprising' for Heretic

Post by ArgonianLord »

Greetings once again! I am very sorry for not coming back to this post earlier RSL. But I will say this. I have thought of making my next YouTube playthrough be a Chaos Uprising playthrough when I have the time, sadly I forgot about thinking of starting a playthrough completely a long while back XD

However, my main reason for commenting on this post once more was to ask for permission to use the Dark Cardinal sprites. I'm asking since my friend, Seryder, wanted to use the sprites for a mod we will be working on. He also told me to tell you that he will be altering the sprites a bit as well, if that is all fine with you RSL. So yeah, would it be fine if we used the Dark Cardinal sprites for our WAD? We will of course put you in the credits section for our mod when its done :)

Besides that, I don't have a whole lot else to say, so toodles! :)
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rsl
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Re: [RELEASE #4++ FINAL] 'Chaos, Uprising' for Heretic

Post by rsl »

Go absolutely ahead! :D Glad to know you and your friend found them interesting. Just remember to credit Zygo, since he's the main responsible for such sprites... :wink: And consider me interested in the final product already!

As for the "Chaos, Uprising" playthrough... I am always flattened to see somebody interested in my little works :!: :mrgreen:
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Viscra Maelstrom
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Re: [RELEASE #4++ FINAL] 'Chaos, Uprising' for Heretic

Post by Viscra Maelstrom »

so i know this mod is basically finished at this point, and i'm bumping a rather old thread, but i just started playing it and it's been pretty interesting so far. definitely a fun spin on Heretic, if a bit difficult at times. however, there's some things that i noticed or just irked me:

the teleport and gore clouds are incredibly visually obstructive in software mode. in fact, it's completely impossible to see through the teleport fog when you step into one, and it makes the framerate chug a bit too. i'd prefer something less... clumsy-looking, myself.

the Cardinal spawn-rate could be slightly lessened, maybe? it's not too difficult to take them down, but they can appear very early on in levels, which makes for a nightmare if you aren't ready to take them down.

and finally, there seems to be a bug with the Spellcaster Arts. i've had situations were switching and de-switching from it causes my character to run frozen in place, unable to do anything. in another scenario, it even caused the game to crash. i'm not sure what exactly triggers it, but it was definitely something to do with Spellcaster Arts.

aside from that, while the mod makes things pretty damn hard in some places, it's fairly enjoyable once you know how to work the system.
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rsl
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Re: [RELEASE #4++ FINAL] 'Chaos, Uprising' for Heretic

Post by rsl »

Thanks for your interest and feedback! Don't worry about timing - improvement is a neverending process, and mods certainly make no exception, probably more than other stuff :!: :wink:
the teleport and gore clouds are incredibly visually obstructive in software mode. in fact, it's completely impossible to see through the teleport fog when you step into one, and it makes the framerate chug a bit too. i'd prefer something less... clumsy-looking, myself.
I know - teleport smoke is pretty thick and endless in OpenGL mode, too. I shall put up a new version with the overall amount of smoke being nerfed. However, I don't know if you tried it already, but even with the current version you can enable a 'Lite FX' system that simplifies some of the most-lagging effects (exploding barrels, teleport fog, blood, etc.). Just look for it in the options menu.
the Cardinal spawn-rate could be slightly lessened, maybe? it's not too difficult to take them down, but they can appear very early on in levels, which makes for a nightmare if you aren't ready to take them down.
Yeah, they are tough (but rewarding, I think :wink:). Nevertheless, I shall reduce their spawning rate in the new version mentioned above.
there seems to be a bug with the Spellcaster Arts. i've had situations were switching and de-switching from it causes my character to run frozen in place, unable to do anything. in another scenario, it even caused the game to crash. i'm not sure what exactly triggers it, but it was definitely something to do with Spellcaster Arts.
I've probably experienced it myself a few times (and mentioned it in the accompanying textfile). I don't know if it happens with spellcasting only - more in general, it seems to me that it happens whenever more than one transparency-changing effect / DECORATE command is applied on the HUD sprites at once (i.e. using a Shadowsphere and raising / lowering certain weapons, such as the spellcaster orb). I can't say that for sure, and it's difficult to reproduce the bug, but for now I haven't investigated it that much because it happens quite rarely to me. How often are you experiencing it :?:

In addition to incorporating the above suggestions, I'm also working on embedding quick raise/lower sliding animations for all weapons -but spellcasting- by means of the above 'Lite FX' switch. I realized that the graphically-intensive raise/lower sequences that many weapons have tend to get a bit tedious after some time, and I believe this can be a viable option to disable / speed them up and make the set more enjoyable in the long run.
aside from that, while the mod makes things pretty damn hard in some places, it's fairly enjoyable once you know how to work the system.
Thank you! :) I'm glad that you liked the overall balance of it!
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