DavidPH's Unending Heresy V4

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DavidPH
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DavidPH's Unending Heresy V4

Post by DavidPH »

This is a simple mod for Heretic that, primarily, removes dependency on ammo and makes enemies revive themselves. It also serves as a short demonstration of using DS to effectively create new action functions.

Ammo slowly regenerates while in any weapon's ready state, faster for the currently selected weapon. Except for melee weapons, alt-fire uses ammo and has its damage based on current ammo.

Staff: Primary and alt-fire are simple melee attacks. Having this weapon selected increases artifact bonuses.
Gauntlets of the Necromancer: Primary fire is unchanged, except that it sometimes executes a powered attack. Alt-fire significantly increases artifact bonuses.
Elvenwand: Primary fire is a "laser" attack. Alt-fire is a high-accuracy hitscan.
Crossbow: Primary shoots a single, piercing bolt. Alt-fire shoots a spread of bolts, the center being a ripper.
Dragon Claw: Primary is a low-accuracy hitscan. Alt-fire is faster, stronger, and more accurate.
Hellstaff/Phoenix Rod: Primary is unchanged. Alt-fire is conceptually similar to the original powered attack.
Firemace: Primary shoots spheres that break into smaller spheres that themselves break into smaller spheres. (Yo dawg...) Alt-fire shoots a single, powerful projectile that generates a sphere of rippers on impact.

In addition, artifacts provide passive bonuses by being in your inventory. Having more of an item increases the bonus. (Note that their active use is unchanged.)

Chaos Device: Move speed.
Morph Ovum: Chicken helpers.
Mystic Urn: Max health.
Quartz Flask: Health regeneration.
Ring of Invincibility/Shadowsphere: Armor regeneration.
Time Bomb of the Ancients: Damage aura.
Tome of Power: Ammo capacity.
Torch: Torch regeneration.
Wings of Wrath: Jump height.

Photographic evidence of this mod's existence:


Download here. (Much thanks to NeuralStunner for providing hosting in these troubled times.)
Last edited by DavidPH on Mon Jul 09, 2012 3:03 pm, edited 5 times in total.
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BouncyTEM
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Re: [WIP] DavidPH's Unending Heresy

Post by BouncyTEM »

Any mod that allows this;
Spoiler:
is worth my time. =P :D
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ChronoSeth
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Re: [WIP] DavidPH's Unending Heresy

Post by ChronoSeth »

Weird... for some reason my copy of GZDoom crashes when trying to load this (an actual crash, not a syntax error).

*updates (g)zdoom and crosses fingers*

Edit: yeah, for some reason the mod breaks GZDoom.
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DavidPH
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Re: [WIP] DavidPH's Unending Heresy

Post by DavidPH »

I use GZDoom for testing (and that video was recorded with it), and I have yet to crash it. Do you have anything on autoload?
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ChronoSeth
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Re: [WIP] DavidPH's Unending Heresy

Post by ChronoSeth »

The only things I have autoloaded with heretic are extended sprites for the staff and HUD, a music WAD, and the stock brightmaps/GLDefs.

I have no idea which one could be causing the problem. Using -noautoload fixed it. :lol:
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DavidPH
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Re: [WIP] DavidPH's Unending Heresy

Post by DavidPH »

I just tried running with brightmaps.pk3 and lights.pk3 and it still didn't crash, so I'm guessing there's some catastrophic incompatibility with the extended sprites WAD.
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Re: [WIP] DavidPH's Unending Heresy

Post by Xtyfe »

Nice mod, i was planning on doing a gameplay mod like this for heretic when mine for doom was ironed out. I especially like the added abilities given by just having the powerups in your inventory
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rollingcrow
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Re: [WIP] DavidPH's Unending Heresy

Post by rollingcrow »

Looks pretty fun, I'll be trying this later.

Edit: It's really fun to play - my only complaint is that ammo only regenerates for each specific weapon while it's selected.
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DavidPH
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Re: [WIP] DavidPH's Unending Heresy

Post by DavidPH »

New version! Download here.
  • Skulltag compatibility!
  • Chaos Device and Wings of Wrath bonuses.
  • Mystic Urn increases maximum life.
  • Ammo has a very slow regeneration for non-selected weapons.
  • Miscellaneous balance tweaking.
EDIT: As it turns out, Skulltag is functionally compatible, but visually buggy in netplay due to use of contrivances to spawn missiles.
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DavidPH
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Re: [WIP] DavidPH's Unending Heresy V3

Post by DavidPH »

Version 3! Download here.

Fixes a bug in ST netplay that prevented using melee weapons. Also slightly randomizes the time before self-raising.

I've been thinking of adding some kind of spell-casting system, if only to experiment with more advanced scripts.

My current idea for casting spells is that you have a single cast-spell key that brings up a menu with four options that you choose between using arrow keys. Each one of those leads to another set of selections and so on down a spell tree. At any point, you can use the cast key again to select the current spell (all nodes on the tree will be valid spells), and then another cast to actually cast the spell.

The idea is that better spells take longer to cast. I'm undecided if there will also be a mana system. Or if maybe there will be different classes that use different spellcasting systems.
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DavidPH
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Re: [WIP] DavidPH's Unending Heresy V4

Post by DavidPH »

Version 4 has been completed! Download here.
  • Improved Zandronum compatibility.
  • Firemace's altfire now creates a sphere of balls instead of just a circle.
  • Improved chickens can now fly at their enemies.
  • D'Sparil will now try harder to escape when in melee or when hurt.
  • Furthermore, D'Sparil no longer kills everything when he dies.
  • Everything should now be compatible with using sv_unlimited_pickup to boost artifact bonuses to hilarious levels.
  • DS code has been updated to work with the latest compiler changes, including cleaned up syntax.
As a side note, I've taken the spell-casting system idea and will be using it in the Hexen version of this mod (DUMagick) and keep DUHeresy much as it is now.

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