*shrug*. I've never gotten that waiting period before.Leglock wrote: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
Hell-Forged (updated to v1.11 - development paused)
Forum rules
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.
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 Released!
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Re: Hell-Forged - Version 1.10 Released!
What's the difference with the "old" 1.10?
I finished a couple of days ago and I have to say, it was quite polished. I found some flickering tiles on the ground in the maze (gotta remember the level) with jails.
The size of the levels still blowing my mind.
I finished a couple of days ago and I have to say, it was quite polished. I found some flickering tiles on the ground in the maze (gotta remember the level) with jails.
The size of the levels still blowing my mind.
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Re: Hell-Forged - Version 1.10 Released!
This one fixes some bugs from the previous version. The weapons don't bug out when you have less ammo than the required amount to use the Alt-fire, but have enough for the primary fire. It makes some small adjustments to a couple of the levels. It also fixes some HUD issues. Otherwise it's not that different.Leglock wrote:What's the difference with the "old" 1.10?
I finished a couple of days ago and I have to say, it was quite polished. I found some flickering tiles on the ground in the maze (gotta remember the level) with jails.
The size of the levels still blowing my mind.
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Re: Hell-Forged - Version 1.10 Released!
I loaded an old save on the Keep and for my suprise it loaded.Amuscaria wrote:This one fixes some bugs from the previous version. The weapons don't bug out when you have less ammo than the required amount to use the Alt-fire, but have enough for the primary fire. It makes some small adjustments to a couple of the levels. It also fixes some HUD issues. Otherwise it's not that different.Leglock wrote:What's the difference with the "old" 1.10?
I finished a couple of days ago and I have to say, it was quite polished. I found some flickering tiles on the ground in the maze (gotta remember the level) with jails.
The size of the levels still blowing my mind.
Such amazing mod. Can't wait for part 2!
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Re: Hell-Forged - Version 1.10 Released! (Development Closed
Hi , is it possible to play Hell-Forged with other map wads ?
Best regards
Best regards
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Re: Hell-Forged - Version 1.10 Released! (Development Closed
The base mod, no. This is a TC, not a gameplay mod. You can use HyperExia's alternative version. I believe that's the gameplay mod version. It's on the opening post.ClessxAlghazanth wrote:Hi , is it possible to play Hell-Forged with other map wads ?
Best regards
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Re: Hell-Forged - Version 1.10 Released! (Development Closed
Thank youAmuscaria wrote:The base mod, no. This is a TC, not a gameplay mod. You can use HyperExia's alternative version. I believe that's the gameplay mod version. It's on the opening post.ClessxAlghazanth wrote:Hi , is it possible to play Hell-Forged with other map wads ?
Best regards
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Re: Hell-Forged - Version 1.10 Released! (Development Closed
You might want to wait until HyperExia finishes updating all the stuff to the 1.10 standard. I believe the alternative version is using 1.00c as a base.ClessxAlghazanth wrote:Thank youAmuscaria wrote:The base mod, no. This is a TC, not a gameplay mod. You can use HyperExia's alternative version. I believe that's the gameplay mod version. It's on the opening post.ClessxAlghazanth wrote:Hi , is it possible to play Hell-Forged with other map wads ?
Best regards
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Re: Hell-Forged - Version 1.10 Released! (Development Closed
I noticed while playing HF1M0 that whenever a Director fires its secondary attack, it noticeably "jitters" up and down as its barrels click around, I assume its just some offset issues.
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Re: Hell-Forged - Version 1.10 Released! (Development Closed
I think you're using an older version of the mod. The official release should have the offset fixed already.Doominer441 wrote:I noticed while playing HF1M0 that whenever a Director fires its secondary attack, it noticeably "jitters" up and down as its barrels click around, I assume its just some offset issues.
Nvm. Apparently setting the correct offsets didn't solve the issue because the sprites are 1 pixel different in height, causing a slight shift between the primary and alt-fire frames when using smart-clipping. I've fixed it in my native version, but the bug is slight minor I don't feel it justifies an upload. I'll put out an update when the 2.00 public alpha is ready.
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Re: Hell-Forged - Version 1.10 Released! (Development Closed
Uploaded a hotfix for 1.10.
-Fixed a bug in HF1M0 that prevented 100% kills and items because the Cacodemon monster closest near the end didn't open.
-Fixed a sprite dimension inconsistency that caused the DIrector's front-facing attack to jitter vertically during its alt-fire reload.
-Fixed a bug in HF1M0 that prevented 100% kills and items because the Cacodemon monster closest near the end didn't open.
-Fixed a sprite dimension inconsistency that caused the DIrector's front-facing attack to jitter vertically during its alt-fire reload.
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Re: Hell-Forged - Version 1.10 Released! (Hotfix Update)
Minor problem still just reported: Could not get 100% secrets in HF1M6(14/16), because two Aracknights(Thing # 1470 and 1471) were tagged as "Count As Secret" but kill them won't trigger "secret found".
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Re: Hell-Forged - Version 1.10 Released! (Hotfix Update)
Ah thanks. Will fix for v1.20. In the mean time, users can fix this on their own with Doombuilder.PlayerLin wrote:Minor problem still just reported: Could not get 100% secrets in HF1M6(14/16), because two Aracknights(Thing # 1470 and 1471) were tagged as "Count As Secret" but kill them won't trigger "secret found".
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Re: Hell-Forged - Version 1.10 Released! (Hotfix Update)
I'm so sorry about that, I was actually not working on 1.1 for a long while. I do have to ask; I'm running into a massive issue with the colors, and at the moment, I don't have time to convert the sprites into full color pngs. Is it possible to have an alternate sprite set that doesn't require a color palette that interferes with the map itself? It'd really be appreciated especially to resolve compatibility issues
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Re: Hell-Forged - Version 1.10 Released!
There's also the kick alt fire for the Vorpal Blade when you don't have full charge.Amuscaria wrote:This one fixes some bugs from the previous version. The weapons don't bug out when you have less ammo than the required amount to use the Alt-fire, but have enough for the primary fire. It makes some small adjustments to a couple of the levels. It also fixes some HUD issues. Otherwise it's not that different.Leglock wrote:What's the difference with the "old" 1.10?
I finished a couple of days ago and I have to say, it was quite polished. I found some flickering tiles on the ground in the maze (gotta remember the level) with jails.
The size of the levels still blowing my mind.