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MISP allows for the new- and old-school FPS mechanic-fusing Project MSX to be played in Hacx 2.0, Heretic, Hexen and Strife, as well as custom levels for these games, provided they're just maps and don't modify weapons, items, the player, etc.
Screenshots:
Spoiler:
Support Notes:
Spoiler:
Hacx Support Notes:
Hacx support is limited to the Hacx 2.0 Alpha that was released Christmas of 2012, and to the full version of Hacx 2.0 when it is released. The original Hacx used Dehacked for its actors and uses Doom2 sprite names for its monsters and such. This makes it incompatible with modern Decorate-based mods such as Project MSX.
Strife Support Notes:
Strife support is limited to the Strife IWAD; due to Strife's dialogue system, using strifecompat.pk3 with custom Strife levels like the AWiS series, Kaiser's levels, and darkhaven3's upcoming Quost for the Sogol will seriously bork things out. Support for these will have to be done on a case-by-case basis if anyone's interested in playing MSX in those maps. Anyways, when playing Strife, you won't earn stamina and accuracy upgrades, since the player is already quite durable and I didn't want to recode MSX weapons to implement an accuracy upgrade system, when MSX already has accuracy degradation with continous fire. You will, however, get a reward from the town medic after the Power Station mission. Monetary rewards given after mission completions from Macil and other NPCs are unchanged.
Enemies:
As MSX had custom enemies, so too does MISP for each of the games it supports. While the methods to defeat them are rarely different from their vanilla equivalents (hint: shoot them), here is some information on some of the foes you can expect to find.
Spoiler:
Heretic:
Viper:
A green-skinned ophidian with a spread magic-firing staff. Can also throw explosive Phoenix Eggs (read: grenades), which the standard Ophidian can do now as well.
Necromancer:
These wizards with red-fringed robes reanimate the monsters you take down, and wear light armor under their robes to bolster their defenses against foes trying to defeat them first.
Flame Dancer:
Hot-headed saberclaws with the ability to thow a seemingly endless supply of flaming axes.
Hexen:
Dreadwing, Freezeflame, Vileclaw:
Bigger, nastier and tougher cousins of the Afrit that may spawn in place of monsters stronger than their flaming brethren. The Dreadwing's projectiles home in on you, the Freezeflame's ice projectiles have a wider attack pattern, and the Vileclaw's poison leaves short-lived clouds of toxic fumes that damage your health directly.
Summoner:
These wizards don't have snazzy red robes for nothing; they have the ability to summon spectral Afrits. They can only summon a few at a time, but once you put one down, they'll summon another one quick enough. Kill the summoner, and his minions go down too.
Alchemist:
These wizards may be a little long in the tooth and can't fly anymore, but they can craft explosive Phoenix Eggs to throw at you in addition to their classic magic attack.
Minotaur:
These hammer-wielding hooved monstrosities aren't your allies, unlike the kind once summoned with the Dark Servant artifact. Fortunately, these seem to be juveniles and thus lacking in resilience and the ability to send trails of homing fire pillars at you, but they can still fling fireballs, charge, and use that hammer on anyone foolish to get close up.
Elemental Mage:
Black-robed wizards adept with ice, wind and fire spells.
Strife:
General Enemy Information:
Acolytes and Reavers will be equipped with either a shotgun or an assault rifle. Acolytes may throw down a Turret, Stalker or Sentinel, and Reavers can use grenades in addition to ther gun and melee blade. Regular Stalkers can shoot at you in addition to their standard melee attack, and may rarely be equipped with a shotgun; these will appear blue.
Recycler:
Displeased with the relative ease at which Acolytes could be taken down, the Order took some of its surgery crabs and installed levitator units in them as well as some additional weaponry, deploying them in various areas. Able to quickly resurrect fallen Acolytes, these foes should take priority when there are Acolyte corpses around.
Swarmer & Control Unit:
If you see red-hued Stalkers around, don't waste your ammo on them. These Swarmers are served by a Control Unit; a stationary, defenseless device moored to the ceiling that can repeatedly restart the Swarmers it spawns. Destroying the Control Unit will destroy its Swarmers for good.
Powerups:
Previous players of MSX will notice some new powerups and new icons in the HUD, depending on which IWAD they're playing. These are explained below:
Spoiler:
Active Camouflage (Hacx, Heretic & Strife)
Provides sixty seconds of partial invisibility. Two can be carried at a time.
Hazard Suit (Strife)
Provides ninety seconds of protection from environmental hazards like radiation and toxic waste. Five can be carried at a time.
Light Amplification Visor (Hacx, Heretic & Hexen)
Provides one hundred and twenty seconds of enhanced visibility in dark areas. Two can be carried at a time.
Jet Booster (Heretic & Hexen)
In Heretic: Provides sixty seconds of flight. Two can be carried at a time.
In Hexen: Provides unlimited flight, but can be deactivated at will. When the current hub is exited, it will be removed. Only one can be carried at a time.
Usage instructions:
-Make sure you have the new version of Project MSX! MISP consists only of patches for MSX and does not contain the actual mod.
-Load the compat.pk3 for the IWAD you're playing AFTER projectmsx_v0.2.pk3.
Known Bugs:
-Strife & Hexen: You may survive some falls that would've killed you. I've set the player's falling damage multiplier to 3.0 for these games and done some testing, and it seems to work well, resulting in death when dealing with exremely long falls (i.e. the Guardian of Fire crumbling hallway that leads to the Flame Mask), but still giving you some leeway with shorter falls (i.e. the narrow walkway in the Ordeal map in Deathkings of the Dark Citadel, and the pit room in the alternate path to the Oracle's altar in Strife.). It may need to be tweaked, however.
-Strife: When your shield is at full, it repeats a neverending sound that goes away when you take damage, and comes back when it recharges to full again.
It's Not a Bug, It's a Feature(TM):
-You can sprint while flying in Heretic & Hexen. I may or may not take this out.
Credits:
MagSigmaX for Project MSX.
Large Raptor, Taurus and Hydra ammo pickup sprites based on, with edits, Real_Trisk's large Chimera ammo pickup sprite in Project MSX.
Jet Booster pickup sprite based on Russian Overkill shield pickup sprite by PillowBlaster.
Bormoreth based on DBThanatos' & Tormentor667's Bormoreth at Realm667.
Alchemist throwing animation from MagicWizard's Melee Disciple monster at Realm667.
Lava Demon from Realm667 by Virtue & CodenniumRed. Alternate 'cooling' death sprites are edits of mine based on Lava Demon sprites.
Magma Serpent from Realm667 by Fury3 & Ichor.
Last edited by amv2k9 on Fri Dec 27, 2013 5:18 pm, edited 6 times in total.
Seems Strife's compatibility has one obnoxious little glitch so far as I can tell: when your shield is at full, it repeats a neverending sound that goes away when you take damage, and comes back when it recharges to full again. Rather interesting way to play these games, though, keep up the good work in the patches.
I played through the first few levels of Heretic and it feels like you might need to either up the damage your guns deal a little or maybe up the ammo you find. I think Heretic and Hexen's monsters have a lot more HP than Doom's, so the basic ones are taking a lot of ammo to put down currently.
RikohZX wrote:Seems Strife's compatibility has one obnoxious little glitch so far as I can tell: when your shield is at full, it repeats a neverending sound that goes away when you take damage, and comes back when it recharges to full again.
Crap. I ah, actually don't have sound working on my system right now, so I don't know how I can pinpoint what is causing this. Maybe it's a conflict with one of Strife's sounds having the same name as a MSX sound...
-Ghost- wrote:I played through the first few levels of Heretic and it feels like you might need to either up the damage your guns deal a little or maybe up the ammo you find.
Neato. Now all we need is MSX-style magical weaponry for Heretic and Hexen (especially Hexen, though, since Heretic strangely just kinda works with guns or magic).
Triple S wrote:Neato. Now all we need is MSX-style magical weaponry for Heretic and Hexen (especially Hexen, though, since Heretic strangely just kinda works with guns or magic).
Why when this poor soul just got snagged from time and space to be a pawn in Serpent Riders' game?
Triple S wrote:Neato. Now all we need is MSX-style magical weaponry for Heretic and Hexen (especially Hexen, though, since Heretic strangely just kinda works with guns or magic).
Why when this poor soul just got snagged from time and space to be a pawn in Serpent Riders' game?
Exactly! He isn't exactly gonna find pistol ammo and other guns lying around :v
On a more serious note... Nothing seems to be doing any notable levels of damage to me in Heretic, and my weapons are just as non-threatening. I kill things faster by running up and punching them than by shooting them, and with pretty much no risk of death.
Triple S wrote:Neato. Now all we need is MSX-style magical weaponry for Heretic and Hexen (especially Hexen, though, since Heretic strangely just kinda works with guns or magic).
Why when this poor soul just got snagged from time and space to be a pawn in Serpent Riders' game?
Exactly! He isn't exactly gonna find pistol ammo and other guns lying around :v.
Yes he would, it's part of the game. Why else would Corvus be finding ammo for his weapons? They are scattered all over the place to see if he can survive for the sake of amusement. They made that pretty clear in Hexen 2. lol
Triple S wrote:Neato. Now all we need is MSX-style magical weaponry for Heretic and Hexen (especially Hexen, though, since Heretic strangely just kinda works with guns or magic).
Why when this poor soul just got snagged from time and space to be a pawn in Serpent Riders' game?
Exactly! He isn't exactly gonna find pistol ammo and other guns lying around :v
On a more serious note... Nothing seems to be doing any notable levels of damage to me in Heretic, and my weapons are just as non-threatening. I kill things faster by running up and punching them than by shooting them, and with pretty much no risk of death.
Yeah, I think it's like I said about with Doom and the other 2 games having different damage systems. An Ettin in Hexen has 175 HP (not sure how much damage they do), the comparable Imp has 60 (3-24 damage per hit) and Heretic's Golem has 80 (2-16 damage per hit). So I think Doom's monsters hit harder but can take less, while the other two games deal less damage but can take more. Correct me if I'm wrong though, I'm just going off what the Doom wiki says.
I looked over the script library, and I can't tell what could be causing this sound loop glitch in Strife. I've asked MagSigmaX about it. It's strange that this occurs, and even stranger that it's limited to Strife; I left the damage scripts for all four patches alone. All I added was some stuff to make the new powerups work and the graphic arrays for 'em, and the prerequisite scripts to make Strife work, and those are mostly about lowering floors and such, nothing involving sounds.
Anyways, I was going to release an update for the Hexen/Heretic patches today, but I'll hold it back and amp up the damage those enemies are doing to you as well. I'm also planning on making them chase a bit more aggressively as well, maybe add in some dodging behavior with projectile enemies too.
I hope you keep adding items, it's pretty cool how the different games have different stuff. I like the idea of the suit being modular, so you can find different modules to add different abilities.
-Ghost- wrote:I hope you keep adding items, it's pretty cool how the different games have different stuff. I like the idea of the suit being modular, so you can find different modules to add different abilities.
I probably won't add more; there just isn't much space left in the HUD. The new ones are there mostly because they have to be; Strife has 2 sections, one quite long, where environmental protection is an absolute must, Hexen & Heretic have sections where, at the very least, flying is necessary to access secrets, if not to actually complete certain levels; E3M2 in Heretic, as an example.