RH - Reckoning Hour! -- RC6

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IvanDobrovski
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RH - Reckoning Hour! -- RC6

Post by IvanDobrovski »

[center]Image[/center]

REQUIRES ZANDRONUM 2.1.2 or above
DOWNLOAD RC6


Reckoning Hour is a new class based mod that is quite similar to GvH. It also bears some similarities to the recently released Overwatch (I shamelessly advertise this as DoomWatch). It has simple mechanics that are easy to learn and get used to, so you can easily get into action!

STORY

An ancient race of evil gods named Golgothans are trying to invade our realm and summon their dark god Golgoth. If the Zealots of the Holy Crusade can't manage to put an end to them, all will be lost to the power of Golgoth.

GAMEPLAY

You can choose to be either from the side of Golgoth or the Zealots. All player classes adhere to some simple rules. These are:

- Players carry two weapons.
- Players require a resource type called "Energy". Some of their attacks depend on this.
- Zealots can additionally use an extra resource type. This changes from class to class.
- Some attacks or abilities have a cooldown. This is displayed in the bottom right corner of your screen.
- All players have an ultimate ability. This is activated by the "Use Item" key. It requires your ultimate charge to be at 100%.
- All players, when attacked by an enemy player, will drop some spheres. These are "Ultimate Charges". They give you 1 point for your ultimate skill's charge.
- A player doing the killing blow to another is rewarded 25% ultimate charge.
- Some attacks or abilities can have a buff or debuff effect on you or others. The indication of these, if they affected you, are on the top right corner of your screen.
- Additional help regarding game and the status bar information can be read by defining keys in the mod in the options.

CLASSES
Spoiler:
SCREENSHOTS
Spoiler:
If anyone wants to share screenshots for the OP, please do so!

SERVER INFO

DMFLAGS = 2622592
DMFLAGS2 = 2852212672
DMFLAGS3 (ZADmFlags) = 16420
COMPAT2 (ZACompatflags) = 6

Use mappacks that don't have tiny corridors. Examples: DBAB, some GVH maps etc.

Suggested game modes: TLMS, TDM, LMS and DM.

ACS Source: Source

DOES NOT REQUIRE SKULLTAG SOURCES

SUGGESTIONS? Share here!
Last edited by IvanDobrovski on Tue Aug 23, 2016 8:51 am, edited 3 times in total.
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PillowBlaster
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Re: RH - Reckoning Hour!

Post by PillowBlaster »

Two things to clarify from me:

-The TB gun/arm sprites are the work of DoomNukem, not mine. The whole assembling the weapon behaviour, animating and sounds however were my job.
-I don't remember being asked for perm to use GC's HUD as a base, and I have a strict usage permission there, but I'll let it slide for now.
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JimpArgon
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Re: RH - Reckoning Hour!

Post by JimpArgon »

Image
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IvanDobrovski
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Re: RH - Reckoning Hour!

Post by IvanDobrovski »

JimpArgon wrote:Image
Does not require skulltag data to run. I guess I should specify that in the OP.
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JimpArgon
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Re: RH - Reckoning Hour!

Post by JimpArgon »

IvanDobrovski wrote: Does not require skulltag data to run. I guess I should specify that in the OP.
I didn't run it with skulltag data... Just the mod by itself.
ijon
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Re: RH - Reckoning Hour!

Post by ijon »

... then what's skulltag_data.pk3
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JimpArgon
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Re: RH - Reckoning Hour!

Post by JimpArgon »

ijon wrote:... then what's skulltag_data.pk3
I dont know, something being read inside the original file why don't you ask the author?

You actually try to launch this yourself in Zandronum 2.1.2. Then maybe you would actually understand what I said when I said this
JimpArgon wrote:I didn't run it with skulltag data... Just the mod by itself.
ijon
Posts: 108
Joined: Thu Mar 17, 2016 12:09 pm

Re: RH - Reckoning Hour!

Post by ijon »

it's not in the mod.

and it doesn't autoload skulltag_data.pk3 either.

on another note, does this mod actually use any features exclusive to zandronum 2, or is it more of it "it works but there's no reason to play this without tlms/ctf/the like" deal
Last edited by ijon on Mon Aug 08, 2016 5:21 pm, edited 2 times in total.
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InsanityBringer
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Re: RH - Reckoning Hour!

Post by InsanityBringer »

JimpArgon wrote:
ijon wrote:... then what's skulltag_data.pk3
I dont know, something being read inside the original file why don't you ask the author?

You actually try to launch this yourself in Zandronum 2.1.2. Then maybe you would actually understand what I said when I said this
JimpArgon wrote:I didn't run it with skulltag data... Just the mod by itself.
i just loaded the mod myself. only this mod. into the latest stable version 2.1.2

please double check your autoloads before you go all "i am not loading skulltag_actors.pk3" when you are clearly loading skulltag_actors.pk3
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IvanDobrovski
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Re: RH - Reckoning Hour!

Post by IvanDobrovski »

ijon wrote:it's not in the mod.

and it doesn't autoload skulltag_data.pk3 either.

on another note, does this mod actually use any features exclusive to zandronum 2, or is it more of it "it works but there's no reason to play this without tlms/ctf/the like" deal
It's the latter. Technically, it should run on Zdoom as well if I haven't messed up. But the multiplayer aspect is needed from Zandronum.

I guess if it works in SP I can't stop anyone from having a little fun. (Just don't use Colossus, his melee is only usable vs players)
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JimpArgon
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Re: RH - Reckoning Hour!

Post by JimpArgon »

Somehow there was a skulltag_data file got inside my announcer folder that was causing the issue.... I swear to god I do not know how the hell that happened.....

Anyways.... I apologise, my mistake. And for the record, I didn't know the "announcer" folder was an autoload folder. I do now.
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Combinebobnt
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Re: RH - Reckoning Hour!

Post by Combinebobnt »

hey ivan balance nordic saga 1.69?
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IvanDobrovski
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Re: RH - Reckoning Hour!

Post by IvanDobrovski »

Here's a little update:
Spoiler:
Yea, we have a class select menu! You just have to bind a key to open the menu and that's it! Idea stolen from Hell vs Marines. It'll come in handy in the future and also helps fix some team switcher problems.

RC4 will be released in a day or two at worst. It will hopefully be the last update with no bugs remaining.
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IvanDobrovski
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Re: RH - Reckoning Hour!

Post by IvanDobrovski »

Released RC4: DOWNLOAD

The release contains more balance changes, tons of bugfixes and a new class select menu. It's highly advised you use this menu to change classes, as teamswitcher can mess up your class sometimes. (That I'm not sure if it's fixed)

Bind a key in options for the menu. Use move forward/backward keys to move in the menu and use key to make a choice. Press alt fire or the menu key again to close.
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IvanDobrovski
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Re: RH - Reckoning Hour! -- RC6

Post by IvanDobrovski »

Ok, this is, I'm very hopeful, the final version of Reckoning Hour! RC6: Download

Changes:

* Fixed Kjaroch Siege Mode bugging after 1st use.
* Fixed Azagoth ult sound getting cut off.
* Nerfed Azagoth curse damages but lowered Energy cost.
* Fixed Demon Hunter turrets fucking up randomly, being stupid etc.
* Fixed Prophet's ult! Now works perfectly for laggers or low pingers alike!

And that's all. Hopefully no terrible bug will emerge...

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