Crap, that makes two accidental infringements (especially after Kate told me she'd already done the friendly attack chickens). =PXutaWoo wrote:Hey, I did it first.terranova wrote:Pepto Bismol - Bottle of purple stuff
I'm in love now.
[RELEASE] Style Mod for Heretic
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.
-
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: [Video] Style Mod for Heretic
-
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
Re: [Video] Style Mod for Heretic
Read the OP again. There are only going to be six weapons. That said, I could well be wrong in thinking it's the ultimate that isn't complete yet.rsl wrote:Since the use of BFG-type tracers is normally extremely powerful, wouldn't it be better to spare them for the seventh weapon
Wildweasel wrote:Five out of six weapons completed. The sixth hasn't been decided yet.
-
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: [Video] Style Mod for Heretic
Remember, Heretic technically did not even have an ultimate weapon - the Firemace was somewhere in between the Dragon Claw and Hellstaff in power level. So weapon 6, which will replace the Firemace, will need to be somewhere in that level, i.e. around the same power level as the other weapons.
-
-
- Posts: 12328
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
Re: [Video] Style Mod for Heretic
Any actual "ultimate-ness" in the Firemace is due entirely to the powered mode. (Without that it's hardly worth using, anyway.) The rest is the hidden-ness. It's not listed on the help screen, and it only spawns in levels at random.
-
- Posts: 2178
- Joined: Sun Jan 10, 2010 4:05 pm
- Location: Southern California
Re: [Video] Style Mod for Heretic
Are you at all interested in having custom monsters for this? I'm actually working on a Mutator-compliant Heretic monster randomizer that was spun off of a couple Heretic projects that I haven't released/can't release. Most of the monsters are pretty basic, but I've taken a few tricks from Doom and Strife in trying to make some of them unique.
-
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: [Video] Style Mod for Heretic
Ordinarily I'd say no custom monsters, but if you say these are mutator compliant, I think it'd add an interesting touch rather than having four copies of the same monster in the game's bestiary.amv2k9 wrote:Are you at all interested in having custom monsters for this? I'm actually working on a Mutator-compliant Heretic monster randomizer that was spun off of a couple Heretic projects that I haven't released/can't release. Most of the monsters are pretty basic, but I've taken a few tricks from Doom and Strife in trying to make some of them unique.
-
- Posts: 2178
- Joined: Sun Jan 10, 2010 4:05 pm
- Location: Southern California
Re: [Video] Style Mod for Heretic
Okay. I'll post a link to it here when it's done; should be a day or two.
EDIT (Oct 15):
I would be posting it right now, but I've hit a very annoying snag with trying to emulate the Whirlwind actor's proper behavior when being called from a function other than A_LichAttack. I'll experiment with this some more and put up a link tomorrow; it's not exactly crucial.
EDIT (Oct 15):
I would be posting it right now, but I've hit a very annoying snag with trying to emulate the Whirlwind actor's proper behavior when being called from a function other than A_LichAttack. I'll experiment with this some more and put up a link tomorrow; it's not exactly crucial.
-
- Posts: 2178
- Joined: Sun Jan 10, 2010 4:05 pm
- Location: Southern California
Re: [Video] Style Mod for Heretic
Here's the monster pack.
-
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: [Video] Style Mod for Heretic
Just bumping this here to say that I have not stopped the mod.
Weapon 6 still isn't functional, but the weapon sprites are mostly finished for it and I have a vague concept in mind. I have, however, added amv2k9's monster pack (with modifications to make the enemies drop Style Points instead of Heretic ammo), and FDARI and Snarboo's random vials and flasks add-on with some alterations.
As soon as Weapon 6 is finished, though, I shall release a public beta for you all to test around with, for purposes of play balance.
Weapon 6 still isn't functional, but the weapon sprites are mostly finished for it and I have a vague concept in mind. I have, however, added amv2k9's monster pack (with modifications to make the enemies drop Style Points instead of Heretic ammo), and FDARI and Snarboo's random vials and flasks add-on with some alterations.
As soon as Weapon 6 is finished, though, I shall release a public beta for you all to test around with, for purposes of play balance.
-
- Posts: 101
- Joined: Mon Jan 24, 2011 5:22 pm
Re: [Video] Style Mod for Heretic
Dat chiken staff
...
Looks interesting, there are only a few Heretic-compatible mods anyway, and this one seems to feature weapons that are fitting to the game.
(Edited out unnecessary answer because i did not notice it has 3 page already...)

Looks interesting, there are only a few Heretic-compatible mods anyway, and this one seems to feature weapons that are fitting to the game.
(Edited out unnecessary answer because i did not notice it has 3 page already...)
Last edited by Z86 on Sun Oct 30, 2011 10:10 am, edited 2 times in total.
-
- Posts: 2274
- Joined: Tue Jun 30, 2009 1:31 pm
Re: [Video] Style Mod for Heretic
No, as stated beforehand, the Heretic Muugshots graphics are actually graphics from the HERETIC.wad IWAD.Z86 wrote:Nope, it is a custom HUDP.S. Is the mugshot appearing in the video a part of the standard Heretic IWAD? I never noticed...
-
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: [RELEASE] Style Mod for Heretic
Release on the first page of the thread. Merry Christmas.
-
- Posts: 1631
- Joined: Mon Jul 05, 2010 2:04 pm
- Location: British Columbia
Re: [RELEASE] Style Mod for Heretic
Downloading now.wildweasel wrote:Release on the first page of the thread. Merry Christmas.

-
- Posts: 808
- Joined: Thu Jun 16, 2011 6:49 pm
Re: [RELEASE] Style Mod for Heretic
I love the chicken launcher! 

-
- Posts: 676
- Joined: Tue Dec 22, 2009 12:46 am
Re: [RELEASE] Style Mod for Heretic
Haven't played it yet, but from what I'd heard earlier in the thread regarding the HUD face, I have a suggestion: use TEXTURES to do it like Catacombs 3D did. As the player takes more damage, more of the skull face is revealed from the bottom up until on death it becomes 100% skull.
If something's been done like this already post-release, then nevermind!
If something's been done like this already post-release, then nevermind!