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

For Total Conversions and projects that don't otherwise fall under the other categories.
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.

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

User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: Hell-Forged - Version 1.10 Released!

Post by Amuscaria »

Leglock wrote:
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
*shrug*. I've never gotten that waiting period before.
User avatar
Leglock
Posts: 88
Joined: Sat Mar 02, 2019 2:04 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Hell-Forged - Version 1.10 Released!

Post by Leglock »

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.
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: Hell-Forged - Version 1.10 Released!

Post by Amuscaria »

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.
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.
User avatar
Leglock
Posts: 88
Joined: Sat Mar 02, 2019 2:04 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Hell-Forged - Version 1.10 Released!

Post by Leglock »

Amuscaria wrote:
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.
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.
I loaded an old save on the Keep and for my suprise it loaded.

Such amazing mod. Can't wait for part 2!
User avatar
ClessxAlghazanth
Posts: 159
Joined: Sun Feb 17, 2019 9:29 am

Re: Hell-Forged - Version 1.10 Released! (Development Closed

Post by ClessxAlghazanth »

Hi , is it possible to play Hell-Forged with other map wads ?

Best regards
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: Hell-Forged - Version 1.10 Released! (Development Closed

Post by Amuscaria »

ClessxAlghazanth wrote:Hi , is it possible to play Hell-Forged with other map wads ?

Best regards
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.
User avatar
ClessxAlghazanth
Posts: 159
Joined: Sun Feb 17, 2019 9:29 am

Re: Hell-Forged - Version 1.10 Released! (Development Closed

Post by ClessxAlghazanth »

Amuscaria wrote:
ClessxAlghazanth wrote:Hi , is it possible to play Hell-Forged with other map wads ?

Best regards
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.
Thank you 8-)
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: Hell-Forged - Version 1.10 Released! (Development Closed

Post by Amuscaria »

ClessxAlghazanth wrote:
Amuscaria wrote:
ClessxAlghazanth wrote:Hi , is it possible to play Hell-Forged with other map wads ?

Best regards
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.
Thank you 8-)
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.
User avatar
Doominer441
Posts: 203
Joined: Thu Oct 24, 2013 9:04 pm

Re: Hell-Forged - Version 1.10 Released! (Development Closed

Post by Doominer441 »

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.
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: Hell-Forged - Version 1.10 Released! (Development Closed

Post by Amuscaria »

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.
I think you're using an older version of the mod. The official release should have the offset fixed already.

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.
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: Hell-Forged - Version 1.10 Released! (Development Closed

Post by Amuscaria »

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.
User avatar
PlayerLin
Posts: 582
Joined: Sun Nov 11, 2007 4:20 am
Graphics Processor: nVidia with Vulkan support
Location: XinZhuang, XinBei/New Taipei City(Former Taipei County), Taiwan.

Re: Hell-Forged - Version 1.10 Released! (Hotfix Update)

Post by PlayerLin »

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".
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: Hell-Forged - Version 1.10 Released! (Hotfix Update)

Post by Amuscaria »

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".
Ah thanks. Will fix for v1.20. In the mean time, users can fix this on their own with Doombuilder. :)
HyperExia
Posts: 118
Joined: Sat Jun 22, 2019 7:35 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10 Home

Re: Hell-Forged - Version 1.10 Released! (Hotfix Update)

Post by HyperExia »

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
HyperExia
Posts: 118
Joined: Sat Jun 22, 2019 7:35 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10 Home

Re: Hell-Forged - Version 1.10 Released!

Post by HyperExia »

Amuscaria wrote:
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.
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.
There's also the kick alt fire for the Vorpal Blade when you don't have full charge.

Return to “TCs, Full Games, and Other Projects”