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Heretic Invades Doom | Two small maps for mbf21 ports


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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..

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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.

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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.

 

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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?

 

 

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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 by Harpax

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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.

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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.

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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.

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