Hell-Forged (updated to v1.11 - development paused)

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How do you feel about the difficulty of Hell-Forged Maps on UV (Grandmaster)?

Poll ended at Mon Dec 20, 2021 11:26 am

Too Easy
2
9%
Somewhat Easy
1
4%
Just Right
5
22%
Somewhat Hard
12
52%
Too Hard
3
13%
Impossible
0
No votes
 
Total votes: 23

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Amuscaria
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Re: Hell-Forged - Version 1.10 Beta Up (P.324)

Post by Amuscaria »

jazzmaster9 wrote:Im guessing we are allowed to use this after the new beta is out?
Yup. :)
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Amuscaria
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Re: Hell-Forged - Version 1.10 Beta Up (P.324)

Post by Amuscaria »

Updated the player sprites's attack frames so the weapon is actually pointing in the right position, instead of off to the side.

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Amuscaria
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Re: Hell-Forged - Version 1.10 Beta Up (P.324)

Post by Amuscaria »

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. :P

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:
HyperExia
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Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed

Post by HyperExia »

Welp, time to remake my responsive weapons addon.
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Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed

Post by HyperExia »

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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Amuscaria
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Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed

Post by Amuscaria »

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.
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.
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Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed

Post by HyperExia »

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.
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Kneight
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Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed

Post by Kneight »

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.
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Amuscaria
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Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed

Post by Amuscaria »

@Kneight:

Fixed. Thanks! :)

@HyperExia:

There will be a MobDB page for Hell-Forged yes.
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Amuscaria
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Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed

Post by Amuscaria »

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.

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 
   }
EDIT: Actually this happens with ALL of the weapons altfires.
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Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed

Post by HyperExia »

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
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Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed

Post by Gez »

I have a potential fix; just change the Ready state to this:

Code: Select all

   Ready:
      IMMG A 1
	  {
		if (A_JumpIfInventory("AmmoFire", 3, "Null")) { A_WeaponReady; }
		else { A_WeaponReady(WRF_NOSECONDARY); }
	  }
      Loop
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.
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Amuscaria
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Re: Hell-Forged - Version 1.10 Beta Up (P.326) - Help Needed

Post by Amuscaria »

@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.

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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Amuscaria
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Re: Hell-Forged - Version 1.10 Released!

Post by Amuscaria »

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
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Leglock
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Re: Hell-Forged - Version 1.10 Released!

Post by Leglock »

Amuscaria 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
We need to wait 24 hours :O

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