Harpax Posted July 5, 2021 (edited) Format: mbf21 Runs in: dsda-doom 0.19.0+ and Woof! 6.2.0 (set complevel to mbf21) Difficulties: Yes. It's not that hard since it turns out heretic enemies are kinda squishy. Mbf21 has been out for a little while now but I haven't seen much get done with it, so I decided to make something myself. These maps feature "new" enemies and one weapon from the game Heretic. This was only possible thanks to the new dehacked stuff added by mbf21 and dehextra. This is a very new format so hopefully it can also be used as a reference for people looking to make their own stuff. How accurate are these enemies? Preeety accurate but there are still some heretic things mbf21 can't do. How do I make new enemies/weapons like this? There are no editors for mbf21 yet. I recommend making a normal patch with whacked or decohack while using placeholders for the mbf21 stuff, then adding the rest with a text editor. That's how I made this. ~~DOWNLOAD~~ HID.zip Edited July 8, 2021 by Harpax Update 28 Quote Share this post Link to post
kalensar Posted July 6, 2021 I tried it in LZdoom for the giggles and it is legit, but it don't work properly in that source port. It wouldn't be hard to port it over for the Zdoom family at all.. 0 Quote Share this post Link to post
Harpax Posted July 6, 2021 I know gzdoom is getting straightforward mbf21 support soon, possibly lzdoom too. I realize that you could easily make this stuff with decorate but I don't really know that and this was mostly just made in response to the new standard. Think of it like a tech demo. 7 Quote Share this post Link to post
Gez Posted July 6, 2021 2 hours ago, Harpax said: I realize that you could easily make this stuff with decorate All you need is MAPINFO. If you have DECORATE, you already have the Heretic monsters defined. All you need to do is enable them in Doom, and for that it's MAPINFO you need. Spoiler You'd also need to copy the SNDINFO lump (optionally the GLDEFS lump if you care about it) because those are conditionally loaded. And of course you'll have to provide the sprites (adapted to the Doom palette, or in PNG) and the sounds. But you'd have to do that anyway, regardess of the approach taken. 0 Quote Share this post Link to post
fabian Posted July 6, 2021 12 hours ago, Harpax said: Why is there a separate woof version? The new bit switcher breaks woof when using higher bits. The difference is just visual. (I think this bug is being worked on but otherwise this is my bug report) Could you go a bit more into detail, please? Is this related to that? 0 Quote Share this post Link to post
Harpax Posted July 6, 2021 (edited) 11 hours ago, fabian said: Could you go a bit more into detail, please? Is this related to that? I can't explain it completely but I assumed it was related to the same problem addressed in the mbf21 thread here: Basically the disciples turn their transparency flag on and off during their attack. I commented the place they do in the dehacked. It happens on lines 648-812. However, when the same file is run in woof, the disciples become shadowy(like spectres) and completely untouchable. I assume this is because it's combining several unrelated bits. I tested woof with some other bits like SHADOW and it worked fine, but I'm not sure where the cutoff is. Edited July 6, 2021 by Harpax 0 Quote Share this post Link to post
GarrettChan Posted July 7, 2021 Interesting idea to try out. I like the sound effects of SSG + Golem. Feels super satisfying, heh. 0 Quote Share this post Link to post
BoxY Posted July 7, 2021 Very cool stuff, definitely an interesting experience for someone like me who never actually played Heretic. I'm assuming the progression was built on the assumption that the player would just recognise the secrets from Heretic and collect them automatically, because if you don't, you're stuck at the red key door section fighting the 2 viles and all the shit they just resurrected with only the crossbow, chaingun and no armour which was a bit much for me so I cheated and looked them up. Fun maps nonetheless. 0 Quote Share this post Link to post
rfomin Posted July 8, 2021 On 7/7/2021 at 6:07 AM, Harpax said: Basically the disciples turn their transparency flag on and off during their attack We fixed this in Woof 6.2.0. HID.wad should now work. 2 Quote Share this post Link to post
Harpax Posted July 8, 2021 7 minutes ago, rfomin said: We fixed this in Woof 6.2.0. HID.wad should now work. That's great to hear. I'll update the op and remove the old woof version. 1 Quote Share this post Link to post
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