Cheesewheel Posted September 12, 2023 Here's the DECOHACK for anyone who wants it. You'll need to use Doom Tools to access it. Credit would be lovely, take what you want from it! 1 Quote Share this post Link to post
Gregor Posted September 12, 2023 On 8/22/2023 at 12:42 AM, Cheesewheel said: I will post the DECOHACK at some point as I know that might be useful for someone who wants to replicate anything in Crusader. The DECOHack source is also always appreciated for a possible Doomwiki article. :) 7 hours ago, Firedust said: Nobody asked the op to create a new version - it was a misunderstanding on my part I thought decohack was decorate and cheesewheel already said he was working on a decohack so ig I'll just wait for that I think you misunderstand. Cheesewheel wasn't talking about a in-the-works port. The DeHackEd patch for the WAD was made using DecoHack. It's the source text file (written inside DECOHack using Decorate-like syntax) out of which DECOHack then creates the actual DeHackEd patch that is put into the WAD. Because the resulting DeHackEd patch is far less readable compared to a normal DeHackEd patch created with Whacked, it is useful to have the actual source for reference and further modding, a bit like the source code for a program on GitHub or the ACS source files which are normally included besides the compiled ACS inside WADs/PK3s. 2 Quote Share this post Link to post
Firedust Posted September 12, 2023 28 minutes ago, Gregor said: The DECOHack source is also always appreciated for a possible Doomwiki article. :) I think you misunderstand. Cheesewheel wasn't talking about a in-the-works port. The DeHackEd patch for the WAD was made using DecoHack. It's the source text file (written inside DECOHack using Decorate-like syntax) out of which DECOHack then creates the actual DeHackEd patch that is put into the WAD. Because the resulting DeHackEd patch is far less readable compared to a normal DeHackEd patch created with Whacked, it is useful to have the actual source for reference and further modding, a bit like the source code for a program on GitHub or the ACS source files which are normally included besides the compiled ACS inside WADs/PK3s. Thank you for the explanation! 2 Quote Share this post Link to post
Napsalm Posted September 13, 2023 This wad was fantastic as usual Cheesewheel :). That chaingun slaps hard and that plasma gun has some really nice minibfg mechanic with the blast. Looking forward to more. The rain though, oh my god the rain! Hope you don't mind, but I've taken inspiration from them to create something in my upcoming mbf21 wad. :) (If you swap the order of the a_lower in the deselect thing so that the first frame in that state is 1 tic and subsequent calls are 0, you won't get the problem where the weapon doesn't lower on death.) 0 Quote Share this post Link to post
Cheesewheel Posted September 13, 2023 4 hours ago, Napsalm said: The rain though, oh my god the rain! Hope you don't mind, but I've taken inspiration from them to create something in my upcoming mbf21 wad. :) Haha yeah, use it all you want - i'll be taking your upgraded rain for my next big project :) 1 Quote Share this post Link to post
Napsalm Posted September 13, 2023 1 hour ago, Cheesewheel said: Haha yeah, use it all you want - i'll be taking your upgraded rain for my next big project :) Awesome! :) 0 Quote Share this post Link to post
Cheesewheel Posted September 15, 2023 16 hours ago, Scuba Steve said: Goddamnit! NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!! I'll add it to the list... 2 Quote Share this post Link to post
Gregor Posted October 7, 2023 (edited) (UPDATED) Damn, this wad is hard. At least for me. I love the visuals and the variety in the layouts, but it's kicking my ass hard so far and I'm only on Map05. (EDIT: Curiously, it actually got easier from Map05 onward) Anyways, in case you overlooked it, I came across some slime trails in Software mode that haven't been fixed in v1.2. Two in Map04: the first in the little antechamber as you come back up from the red skull key fight on the ship, the third pillar on the left. The other right after you go through the fire portal that leads to the yellow key arena. And one in Map08, opposite the wall that hides the secret berserk. In map09 at the dropoff before the invisible bridge that leads to the beginning of the blue key fight. Also, that evil boss laughter is clipping like crazy. I assume it's intentional but i just wanted to check because it's kinda harsh to listen to. It also doesn't always get triggered correctly, for instance before the final fight in Map09 it seems kinda random whether it happens of not. But that all notwithstanding, this is a pretty incredible map set and I had blast playing it (finished it by now)! Edited October 15, 2023 by Gregor 0 Quote Share this post Link to post
Gregor Posted October 17, 2023 I noticed a little oversight in the Nightmare Manc's code in the decohack source. It looks like you forgot to include the "goto see" command at the end of their pain sequence and as a result, they continue on straight to their death state. So in the game they will die as soon as their pain state is triggered. But more importantly, because their HP hasn't actually reached zero yet, the corpse when shot will momentarily be resurrected and killed again over and over until their health is depleted. 0 Quote Share this post Link to post
Lobo Posted October 19, 2023 Just want to mention that this is not actually a DSDHacked project, but DSDHacked+MBF21. To run it the port needs both. 0 Quote Share this post Link to post
Blip Posted October 24, 2023 Got to map04, these maps are really fun, and the new sprites look insane. Before I continue with the wad I want to point out a softlock in map03 before I forget :p Spoiler The orange pillar that has the yellow key is too thin and you can trigger the fight earlier, but the key will never go down even after pressing the switch that also lowers the soulspheres. 0 Quote Share this post Link to post
Dynamo Posted November 2, 2023 On 8/13/2023 at 9:08 PM, Cheesewheel said: Currently it's singleplayer only and will probably stay that way. Hey! I know making stuff coop compatible is a lot of work, but this is a WAD where I think coop support would be awesome. Unlike something like the story driven, relatively linear Malevolence, Crusader's more non-linear level design and explosive fights just has "this would rule in coop" written all over it. I'd love to play it in two player coop so I hope you will consider adding support for it sometime in the future :) 0 Quote Share this post Link to post
Nikku4211 Posted November 4, 2023 So, I accidentally map 03. I found a switch in the yellow key area, thinking it was a secret, and fought way more enemies than I was prepared for. Later on, I activated another switch, and then the switch I found earlier was fully visible, but when I pressed it, I found out it was the same switch I pressed before, and now I think I broke the map and have no idea what to do then. 0 Quote Share this post Link to post
Cheesewheel Posted November 4, 2023 V1.3 - Fixed more slime trails. (Thank you @Gregor) - Fixed a bug involving the pain state of an enemy. - Made the MAP03 pillar even larger. (Stop pressing use on everything you guys...) - Made the tyrant's laugh more bearable. New link in OP. On 11/2/2023 at 1:15 PM, Dynamo said: Hey! I know making stuff coop compatible is a lot of work, but this is a WAD where I think coop support would be awesome. Unlike something like the story driven, relatively linear Malevolence, Crusader's more non-linear level design and explosive fights just has "this would rule in coop" written all over it. I'd love to play it in two player coop so I hope you will consider adding support for it sometime in the future :) Would be a big job, might implement basic functionality one day... 4 Quote Share this post Link to post
mancubian_candidate Posted November 5, 2023 Howdy Cheesewheel, thanks for making this - having a blast so far :) Have found one potential issue on Map 8: Spoiler Spreadshot Zombie (thing 1258) in Sector 1023 didn't raise up when the rest of them did. Looks like he got stuck! Played on UV on dsda-doom (v0.25.6) 1 Quote Share this post Link to post
Matt Eldrydge Posted November 7, 2023 (edited) I've finally come around to actually putting Crusader on my channel! I'll be playing through its maps in small batches over the course of this month, which works just as well for me given some fights have a tendency to kick my ass even in HMP. :P EDIT: Just finished getting through all ten maps! This was a really good challenge even on HMP, definitely top 10 in what I played this year. Great job! I think map 09 was my favorite, but all of them are really, really solid - in fact, there's not a single map I didn't enjoy. :) Edited November 23, 2023 by Matt Eldrydge 1 Quote Share this post Link to post
Muleke_Trairao Posted December 18, 2023 Just finished Crusader. What a ride! Absolutely fantastic WAD! Thanks for working on this! I managed to get this crash to the main menu while playing on map09. It only happened once in the middle of a battle. Was running on GZDoom 4.11.3. Spoiler 0 Quote Share this post Link to post
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