H-Quest v10

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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LilWhiteMouse
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H-Quest v10

Post by LilWhiteMouse »

http://home.midmaine.com/~lilwhitemo/hquest10.cab

A few tweaks and additions:
- *Hopefully* the door bug is gone.
- Most spells are leveled. Increases damange and duration. Will also increase range when I get around to it.
- New spell, "Ammo Transmorph". Converts other weapons ammo into currently selected weapon's type. You lose a little ammo during the conversion. Starts with the gold wand and works up.
- Modified the city layout a bit, merging the gem area and exit temple into the streets area. The temple is located in the mid-eastern part of the city, it's where you exit when the gem is destroyd.
- Spell and skill prices modified.
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Kate
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Re: H-Quest v10

Post by Kate »

LilWhiteMouse wrote:- Spell and skill prices modified.
I'm glad, I went bankrupt every other chapter due to the high prices.
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Curunir
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Post by Curunir »

/me hugs Mouse. Thanks! :)
Naitguolf
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Post by Naitguolf »

Will be a posibility to port this to DooM? I mean, futuristic weapons and so? (i love future "rpg")
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HotWax
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Post by HotWax »

I've been considering doing such a project, but as we all know by now my projects have a tendancy to never get finished....
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Bio Hazard
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Post by Bio Hazard »

HotWax wrote:my projects have a tendancy to never get finished....
dosent that suck? i really wish i could finish something...
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Risen
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Post by Risen »

It's damn hard.
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Kate
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Post by Kate »

Bio Hazard wrote:i really wish i could finish something...
You're not the only one... The very incomplete 2nd level for DeathTrap(My secret(or now not-so secret) project) hasn't been touched for quite a while. Also, all of the finished stuff(intro, map1) hasn't been detailed yet so it looks quite bare.
Image: Back on topic, I found 2 bugs:

1. During the chapter boss, the imps that are spawned are invunerable until the boss dies, and when it does, the imps make a shattering noise and show the "Chapter x complete." message when killed.

2. When the Firemace is selected, it shows up on the hud as "Staff" and doesn't take damage as it normally should.

There's also a little bit of HoM around the boss/temple area that shows occasionally.
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Chilvence
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Post by Chilvence »

My name is Chilvence, and I am a Procrastinatoholic :(:(:(
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LilWhiteMouse
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Post by LilWhiteMouse »

Destroyer wrote:1. During the chapter boss, the imps that are spawned are invunerable
They're disabled for the time being. They were handled specially and I accidently used the same TID for the gem totem. I wanted to move them in as a third tier with the regular enemies anyhow. Good time as any to do it.
2. When the Firemace is selected, it shows up on the hud as "Staff" and doesn't take damage as it normally should.
Fixed. My loops stopped at the Phoenix Rod.
There's also a little bit of HoM around the boss/temple area that shows occasionally.
Screenshots would help find them quicker.

There's also a bug in the Ammo Converter spell that seems to have popped up, but hopefully been fixed.
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Xaser
 
 
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Post by Xaser »

ARGH! I NEED HERETIC! AAUUGH!
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Kate
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Post by Kate »

LilWhiteMouse wrote:Screenshots would help find them quicker.
Here are some saves:
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ellmo
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Post by ellmo »

Naitguolf wrote:Will be a posibility to port this to DooM? I mean, futuristic weapons and so? (i love future "rpg")
Wait for RONE, then...
It'l have RPG features. It already does have few.
Naitguolf
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Post by Naitguolf »

until then, im making at last rpg doom using Rpgmaker. The combat is cool, because you can use doom hand sprites to make attacks. Looks cool!
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wildweasel
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Post by wildweasel »

Naitguolf: I actually did that myself once...I gave up because RPG Maker is just not very flexible and fun to use (on the editing aspect or the playing aspect).

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