Mon Apr 18, 2011 1:44 pm
Mon Apr 18, 2011 4:20 pm
Caleb13 wrote:The readme file says that the mod should work with Zdoom, but I get this error when I try to use Zdoom 2.5.0:
Script error, "HereticAmpFinalBeta.pk3:episodedata.wad:TEXTURES" line 3: Unknown texture property 'Graphic'
Caleb13 wrote:By the way, is there some way to switch spells in the "book weapon"?
The Ultimate DooMer wrote:No status bar and inventory display (aside from the bulky default one).
Mon Apr 18, 2011 4:34 pm
Tue Apr 19, 2011 1:55 pm
Evil Space Tomato wrote:
No that was done for balance because some of the books effects are very powerful, a full book could be equal to 50 rings of invulnerability if you could select any page. If you activate a tome however the book will randomly change while you hold it, and it will create new page ammo. I find it tends to be a situational weapon you see what page the book is at then wait until that power is useful.
Tue Apr 19, 2011 5:02 pm
Evil Space Tomato wrote:I did nothing to the HUD except added the red key to it, what alternate HUD are you thinking of?
Thu Apr 21, 2011 2:12 pm
Fri Apr 22, 2011 11:36 pm
Sun Apr 24, 2011 3:07 pm
The Ultimate DooMer wrote:The lightning rod seems ok damage-wise, but does seem to trigger monster pain states a lot (making it possible to cheese most enemies). The regen idea is cool, too but there's a lot of ammo around to make it less valuable.
The Ultimate DooMer wrote:The bone shredder can kill even maulotaurs with only a few hits, plus ammo is way too readily available for it (at very least I'd make it use more ammo and pass through ghosts).
The Ultimate DooMer wrote:The book is a neat idea but again, ammo is too easy to get for it (plus the invuln mode doesn't use any ammo at all).
The Ultimate DooMer wrote:The moon rod is awkward but ok when you get used to it, although it does have the habit of making you face in odd directions sometimes when firing.
The Ultimate DooMer wrote:The blood orb is a neat idea too and could almost justify the huge amounts of health lying around if it appeared early in the game (and also took health using TakeInventory ("Health", x) rather than just damaging you and your armour).
The Ultimate DooMer wrote:The black artifact is like an IWIN button, even against the hardest mobs. I would've made ammo very hard to get for this, or toned it down so it can only one-shot smaller mobs. (or conversely give bosses a DamageFactor for it to ensure it can't kill them in a few hits)
The Ultimate DooMer wrote:There's very little to tell between the normal undead knights and the pestilence version though, maybe a better recolour or a size increase?
The Ultimate DooMer wrote:Some cool ideas floating around, the large-scale battles were fun, and nice slope and texture usage
The Ultimate DooMer wrote:but a bit bare at times. E7M4 seemed a little awkward though (plus the mauler-fighting-shadow encounter seemed to be bugged, it wouldn't end). E7M5 has a bad texture bug on the first ruin you come to after walking up the steep dark steps into the ruined outdoor bit. E7M7 has a couple of archways with main textures on them in the NE corner's green corridor area (where the chaos serpent on the lift is, speaking of which that lift has no way to lower you back down if you get stuck up there).
Mon Apr 25, 2011 3:05 am
Tue Apr 26, 2011 7:03 pm
Sun Jul 24, 2011 8:34 am
Sun Jul 24, 2011 10:21 am
Wed Apr 28, 2021 9:30 am
VM execution aborted: Invalid class HereticPlayerAmp in function call to MoonRod.StateFunction.10. Moon Rod expected
Thu Apr 29, 2021 12:39 am
Thu Apr 29, 2021 2:14 am