Yup.jazzmaster9 wrote:Im guessing we are allowed to use this after the new beta is out?
Hell-Forged (updated to v1.11 - development paused)
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Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Hell-Forged - Version 1.10 Beta Up (P.324)
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Re: Hell-Forged - Version 1.10 Beta Up (P.324)
Pre-release Beta is up: https://www.moddb.com/games/doom-ii/dow ... -beta-test
THis mod now requires GZDoom 4.6.0+ to run properly, mostly for the intermission map. LZDoom with the same intermission map chances should also work. This mod WILL NOT run in Software mode, since I abused a lot of portals.
Testers NEEDED. Help needed to test the super-secret map HF1M0, mostly. There shouldn't be any serious bugs, as I've ran that map dozens of times, but I might have missed some stuff.
This will be the final beta upload. I only had to add the New Title/Credit pics, which I'll probably finish this weekend. I've not decided on whether or not to make the crouch sprites yet, as it seem like a waste of time if people don't/can't play this in coop or DM. I'll know for sure after i finish those title pics if I still have time. I might just add them for Hell-Forged II, or make an update of v1.20 to make it play well with the second installment.
Changes:
THis mod now requires GZDoom 4.6.0+ to run properly, mostly for the intermission map. LZDoom with the same intermission map chances should also work. This mod WILL NOT run in Software mode, since I abused a lot of portals.
Testers NEEDED. Help needed to test the super-secret map HF1M0, mostly. There shouldn't be any serious bugs, as I've ran that map dozens of times, but I might have missed some stuff.
This will be the final beta upload. I only had to add the New Title/Credit pics, which I'll probably finish this weekend. I've not decided on whether or not to make the crouch sprites yet, as it seem like a waste of time if people don't/can't play this in coop or DM. I'll know for sure after i finish those title pics if I still have time. I might just add them for Hell-Forged II, or make an update of v1.20 to make it play well with the second installment.
Changes:
Spoiler:
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Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed
Welp, time to remake my responsive weapons addon.
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Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed
Are there any changes in the code I should be aware of? for all I know they could work the same way but the code is entirely different.
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Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed
What version is your rebalanced one based on? There's been a lot of changes to the code since 1.00C, the last public version. The monsters and weapons have been rebalanced. You'll have to read the patch notes for the 1.10 beta and 1.10 to find out what has changed.HyperExia wrote:Are there any changes in the code I should be aware of? for all I know they could work the same way but the code is entirely different.
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Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed
Ok! well, I implemented the patch notes you had shown in your collapse for the new beta. All I do is change how the weapons are handled, but I had to copy some of the code over to the weapon handling addon I made. For example, the new changed kick along with its implementation in the Vorpal blade. And how the rocket exploded and the gravity of the projectile. I also removed the player classes as well and put them into a separate file, like how you did.
And uh...it's not a rebalance; it's just a weapon tweak XD
By the way, you going to make a separate Hell-Forged mod page on ModDB? I think I'd like to actually upload my own addons there if that is possible.
And uh...it's not a rebalance; it's just a weapon tweak XD
By the way, you going to make a separate Hell-Forged mod page on ModDB? I think I'd like to actually upload my own addons there if that is possible.
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Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed
Bug: Vorpal Blade with DoomSphere has a problem with the kick alt fire.
I think it's because in Vorpalblade2's code the kick doesn't have a "stop" at the end.
Sorry if you already knew about this.
I think it's because in Vorpalblade2's code the kick doesn't have a "stop" at the end.
Sorry if you already knew about this.
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Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed
@Kneight:
Fixed. Thanks!
@HyperExia:
There will be a MobDB page for Hell-Forged yes.
Fixed. Thanks!
@HyperExia:
There will be a MobDB page for Hell-Forged yes.
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Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed
Hi all. Need help debugging this decorate code for the Immolator, that's been in the mod since it's launched, but I never got around to fixing it.
Whenever the Immolator has fewer than the needed ammo to fire it's alt-fire, holding down the alt-fire causes the weapon to deselect and reselect rapidly. I'm unsure why this is.
EDIT: Actually this happens with ALL of the weapons altfires.
Whenever the Immolator has fewer than the needed ammo to fire it's alt-fire, holding down the alt-fire causes the weapon to deselect and reselect rapidly. I'm unsure why this is.
Code: Select all
States
{
Spawn:
WIMM A 1
Loop
Ready:
IMMG A 1 A_WeaponReady
Loop
Deselect:
IMMG AAAAAA 0 A_Lower
IMMG A 1 A_Lower
Loop
Select:
IMMG AAAAAAA 0 A_Raise
IMMG A 1 A_Raise
Loop
Fire:
IMMG A 3 Bright
IMMG C 4 Bright {A_GunFlash; A_PlayWeaponSound("weapons/bigfir");}
IMMG D 6 Bright A_FireCustomMissile("FireShot1",0,1,0,0)
IMMG EGHIJK 4
IMMG A 7 A_Refire
goto Ready
AltFire:
IMMG A 3 Bright
IMMG C 4 Bright {A_GunFlash; A_PlayWeaponSound("weapons/bigfir");}
IMMG D 6 Bright A_FireCustomMissile("FireBomb1",0,1,0,0)
IMMG EGHIJK 4
IMMG A 7 A_Refire
goto Ready
Flash:
TNT1 A 3 Bright A_Light1
TNT1 A 4 Bright A_Light2
TNT1 A 6 Bright A_Light0
stop
}
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Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed
Huh. Never saw this issue to be frank....
By the way, I have to ask; why were all the weapon sprites changed to require a color palette? There was no issue before but now, it's a major issue when I try to make it a more universal addon
By the way, I have to ask; why were all the weapon sprites changed to require a color palette? There was no issue before but now, it's a major issue when I try to make it a more universal addon
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Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed
I have a potential fix; just change the Ready state to this:
This way, if there aren't enough ammo for the alt-fire, then the alt-fire is simply disabled. For the other weapons, adapt the ammo type and quantity accordingly. Don't worry about the jump state, in anonymous functions jumps work as condition checkers and never actually jump, but they need the jump they won't do anyway to be valid otherwise they always evaluate to false. The engine guarantees that a "Null" state exists, so it just gets things out of the way.
Code: Select all
Ready:
IMMG A 1
{
if (A_JumpIfInventory("AmmoFire", 3, "Null")) { A_WeaponReady; }
else { A_WeaponReady(WRF_NOSECONDARY); }
}
Loop
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Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed
@Hyperexia: Nothing was changed about the weapons, or sprites for that matter. They always required the palette. Only the Shark sprites were PNG images. When I convert the mod to a pk3, It'll be converted to PNGs. Not sure how to do that with Slade yet. I seem to remember seeing an option to save a Wad as a PK3, but can't seem to find it anymore.
@Gez: (EDIT) This worked for me. I keep forgetting there are expressions in Decorate nowadays.
@Gez: (EDIT) This worked for me. I keep forgetting there are expressions in Decorate nowadays.
Code: Select all
Ready:
IMMG A 1
{
if (CountInv("AmmoFire") >= 3)
{
A_WeaponReady;
}
else
{
A_WeaponReady(WRF_NOSECONDARY);
}
}
Loop
Last edited by Amuscaria on Tue Sep 07, 2021 1:13 am, edited 2 times in total.
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Re: Hell-Forged - Version 1.10 Released!
Hell-Forged v1.10 is now live!
Get it here: https://www.moddb.com/games/doom-ii/dow ... orged-v110
I will no longer be updating this mod until Episode 2 is ready (where I will likely need to make a 1.20 version to have the two mods work together correctly), unless some major bugs are found.
Follow episode 2 development here: viewtopic.php?f=19&t=73013
Get it here: https://www.moddb.com/games/doom-ii/dow ... orged-v110
I will no longer be updating this mod until Episode 2 is ready (where I will likely need to make a 1.20 version to have the two mods work together correctly), unless some major bugs are found.
Follow episode 2 development here: viewtopic.php?f=19&t=73013
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Re: Hell-Forged - Version 1.10 Released!
We need to wait 24 hours :OAmuscaria wrote:Hell-Forged v1.10 is now live!
Get it here: https://www.moddb.com/games/doom-ii/dow ... orged-v110
I will no longer be updating this mod until Episode 2 is ready (where I will likely need to make a 1.20 version to have the two mods work together correctly), unless some major bugs are found.
Follow episode 2 development here: viewtopic.php?f=19&t=73013