Catoptromancy Posted August 24, 2021 (edited) Here is a list of everything submitted so far that can be considered placeholders. http://www.geocities.ws/catodemos/blasphemer/placeholders_001.txt Working on tomed projectile graphics. There is quite a lot to reuse as decent placeholders. Maybe dip into freedoom's attic again. Edit: Got tired of figuring out what is what. Going lmp by lmp through entire wad, see what I can match up with graphics already in use. Spoiler FX08I0 FX08J0 FX08K0 These sprites are not in heretic.wad So ya, just went through wad and repurposed a bunch of stuff, lots of smile face placeholders are gone. List of "new" resources: http://www.geocities.ws/catodemos/blasphemer/placeholders_002.txt Raw resources for dropping into the repo. http://www.geocities.ws/catodemos/blasphemer/placeholders_002.zip Updated test wad for anyone to quickly play stuff, includes everything I have posted to this thread. The texture1 was removed so it could be used with heretic.wad, so skies are broken again. E6M3 and E3M8 have test maps. http://www.geocities.ws/catodemos/blasphemer/new_stuff_005.wad A lot of this round of placeholders look really good or very decent. Edited August 25, 2021 by Catoptromancy 2 Quote Share this post Link to post
Catoptromancy Posted August 29, 2021 (edited) Latest experimental build: http://www.geocities.ws/catodemos/blasphemer/builds/blasphem-repo-001.zip New build has everything I posted in this thread and a bunch of new maps. Check out new placeholder graphics on E6M3. Added various maps: e3m1: Suporma. e3m2, e3m3: Craneo. e3m4-7: EttinGrinder. chkn* : Jute fx14* : Sodaholic, from Freedoom attic mntr* : Lokito, from Freedoom attic sdth* : Linguica, from Freedoom attic snfx* : Sodaholic, from Freedoom attic sor2* : Linguica, from Freedoom attic srcr* : Linguica, from Freedoom attic Everything below was filled in using assets from Blasphemer: fx00*,fx02*,fx03*,fx05*,fx06*,fx07*,fx08*,fx09*,fx12*,fx13*, fx16*,fx18*,fx20*,fx21*,fx22*,fx23*,xpl1* Fx14 added as placeholder. Edited August 29, 2021 by Catoptromancy 4 Quote Share this post Link to post
RonLivingston Posted August 31, 2021 What about the Phoenix rod? The weapon looks like its shaped like a dragon head 0 Quote Share this post Link to post
Cacowad Posted August 31, 2021 I'm sorry, what do you mean? Are you asking if it was replaced? 0 Quote Share this post Link to post
RonLivingston Posted September 1, 2021 Yeah, I wanted the Phoenix Road to be a dragon head instead 0 Quote Share this post Link to post
CBM Posted September 1, 2021 (edited) On 8/18/2021 at 2:24 AM, Shino1 said: This can work as a placeholder, but I am currently working on a full Maulotaur replacement that is hopefully more interesting and fitting the fantasy theme. I stopped animating it manually and I'm making a 3D model that I can rig, and easily capture each frame from 8 static cameras. Much more managable than painting like 50 separate frames. I just need to find time to work on it, I'm swamped with commissions (that I kinda need because I'm broke). Looks amazing. I wonder if all the models that are being made for capturing frames would also be released as models such that one could do a 3d monster pack as well for blasphemer using the original blasphemer monsters? I wouldn't mind doing that 3d pack if all the monster models were made available to me... I have accumilated alot of experience with using MD3 Quake 3 models as 3D monsters in GZDoom Edited September 1, 2021 by CBM 0 Quote Share this post Link to post
Cacowad Posted September 5, 2021 Blasphemer 0.1.7 is finally here. Grab the latest release HERE: https://github.com/Blasphemer/blasphemer/releases/tag/v0.1.7 Below you'll find a short version of the changes. For the full version please read the release note. What's new? 1) A whole lot of new levels, for a total of 9 SP maps for episode 3 and a test map on e6m3. Added e1m9 : "Courtyard of elements" by @fraggle. Added e3m1 : "CottonMouth den" by Suporma. Added e3m2 : "Shipwreck" by Craneo. Added e3m3 : "Fortress" by Craneo. Added e3m4 : "Tyrant tomb" by @ETTiNGRiNDER Added e3m5 : "Coven" by EttinGrinder. Added e3m6 : "Mountain King's Domain" by EttinGrinder. Added e3m7 : "Valley of Saints" by EttinGrinder. Added e3m8 : "The End?" by Catoptromancy. Added e6m3 : "Test map" by Catoptromancy. 2) No more ":)" ! Most Sprites and menu graphics are now filled in with placeholders, again please see the release notes for the full list. 3) General improvements were made to the build system, makefile now can Clean, Install, Uninstall. Additionally, the deathmatch iwad is always build alongside the main wad. 4) New demos included! 5) Bugfixes! I would like to thanks @Catoptromancy for his incredible efforts, without him we would not have this release. 9 Quote Share this post Link to post
P41R47 Posted September 7, 2021 (edited) excellent news! i was expecting this to happend, and now after playing it, this is what i always wanted Heretic to be. Blasphemer gonna be great. We can ask Ryath if he want to lend us his Unbeliever episode for Heretic to be part of Blasphemer. Edited September 7, 2021 by P41R47 2 Quote Share this post Link to post
Catoptromancy Posted September 7, 2021 (edited) Yet another update! Chocolate Heretic Blasphemer Version 0.4 https://www.geocities.ws/catodemos/blasphemer/binaries/chocolate-heretic-plus-sbv4.patch Mouse control from the menu is back!....and functional. Will not crash either. Once slider reaches its maximum it can still go much further, though does not visually move anymore. Binary should not crash while using blasphemer as iwad and no pwads. Please report crashes, or oddities with exact message or description. For pointing me in the right direction, Source and credits go to: https://github.com/JNechaevsky/russian-doom/commit/d380b40d142173d00797bb8fd5f2af43351826c3 All my patches also work with chocolate-doom source archives. Just rename the directory to "chocolate-doom" or "chocolate-heretic-plus" for patch to work. https://www.chocolate-doom.org/downloads/3.0.1/chocolate-doom-3.0.1.tar.gz Other patches: Spoiler Basic Chocolate-Heretic-Plus http://www.geocities.ws/catodemos/blasphemer/binaries/chocolate-heretic-plus.patch Chocolate-Heretic-Plus with mouse control removed from menu. Avoids Crashes. https://www.geocities.ws/catodemos/blasphemer/binaries/chocolate-heretic-plus-sbv3.patch Linux binaries of the sbv3 patch. Downloading chocolate-doom from your distro's repo will bring in all the dependencies for running these binaries. https://www.geocities.ws/catodemos/blasphemer/binaries/hplus-sbv3.zip Map Tester and Editor Version: I could not figure out any way to make a .hhe patch to make cheats 1 key presses for map testing, so: A patch for map testers. It is the .sbv version but cheats are 1 key presses now. Scroll to bottom of patch to see what was changed. Can modify which keys you want before patching as well. http://www.geocities.ws/catodemos/blasphemer/binaries/chocolate-heretic-plus-btv.patch Collection of all old patches and various binaries: https://www.geocities.ws/catodemos/blasphemer/binaries/ Edited September 20, 2021 by Catoptromancy 5 Quote Share this post Link to post
Catoptromancy Posted September 18, 2021 (edited) E1M1: http://www.geocities.ws/catodemos/blasphemer/maps/e1m1_e7.wad Spoiler E1M1: I have skill balanced, playtested in all skills to max stats, and added DM items and spawns to E1M1. I think this is a perfect first map. While not much in height variation while fighting, it does have some. Three monsters are introduced in this map. I added a golem to the second room right under the stairs. I thought the earlier introduction was nice, instead of in the same room as 4 warriors at once...also their introduction. There is another reason I thought it was a good idea to add a second monster in the vanilla part of the map. Vanilla will crash halfway up the stairs, now someone who happens to load up blasphemer in a vanilla port can see two monsters...maybe influence them to upgrade their port. Skills 2 and 3 normally balanced, and I hope the DM placements are ok. Everything can be adjusted after some online playtesting. This post and the one above I will keep updating as I balance/fix more maps or make changes to the patches. Edited September 20, 2021 by Catoptromancy 2 Quote Share this post Link to post
xX_Lol6_Xx Posted September 26, 2021 IDK if it was made this way on purpose, but the firemace replacement doesn't seem to be aligned to the center like most other weapons. I've seen it happen in pretty much all ports (I tested it in Dsda-doom, sprinkled-heretic, GZDoom and ZDoom) 2 Quote Share this post Link to post
Catoptromancy Posted September 26, 2021 I wasnt sure about that one. It has a big chain to the side so autoalignment lines up the chain making main part offset. It does line up while shooting. 2 Quote Share this post Link to post
AntonLiniares Posted September 26, 2021 16 hours ago, Lol 6 said: IDK if it was made this way on purpose, but the firemace replacement doesn't seem to be aligned to the center like most other weapons. I've seen it happen in pretty much all ports (I tested it in Dsda-doom, sprinkled-heretic, GZDoom and ZDoom) What version of DSDA are you using? I cant play in the last version. 0 Quote Share this post Link to post
xX_Lol6_Xx Posted September 26, 2021 1 minute ago, AntonLiniares said: What version of DSDA are you using? I cant play in the last version. The latest release, I renamed the wad to heretic.wad to play it since I don't think it identifies Blasphem.wad as Iwad 2 Quote Share this post Link to post
Oplexitie Posted November 12, 2021 Just wondering, would this work has a replacement for the Iron Lich ? I've been working on it for a few days, and I don't know if its a good fit for Blasphemer. I'm kinda worried it looks too colorful. 9 Quote Share this post Link to post
MrFlibble Posted November 12, 2021 It might be too colourful indeed, as it reminded me of KENBUILD textures instead. But I kind of like the design. Bring it on! 1 Quote Share this post Link to post
Cacowad Posted November 12, 2021 I'll agree with MrFlibble. Are you using the Blasphemer palette as a base by any chance? 0 Quote Share this post Link to post
P41R47 Posted November 12, 2021 7 hours ago, Oplexitie said: Just wondering, would this work has a replacement for the Iron Lich ? I've been working on it for a few days, and I don't know if its a good fit for Blasphemer. I'm kinda worried it looks too colorful. i like it! Strange looking, but looks cool. Just re-palette it with Blasphemer's palette with slade and it will be totally cool. 3 Quote Share this post Link to post
Oplexitie Posted November 13, 2021 On 11/12/2021 at 7:45 PM, Cacowad said: Are you using the Blasphemer palette as a base by any chance? Sorry, I don't really understand what you're asking me. I used Slade to convert my images to the Blasphemer color palette (I hope that answers the question ^^'). 2 Quote Share this post Link to post
Cacowad Posted November 13, 2021 Yes, that answered my question, thank you. 0 Quote Share this post Link to post
RonLivingston Posted January 15, 2022 This looks good for an iron lich in blasphemer, lets take that 0 Quote Share this post Link to post
xvertigox Posted February 8, 2022 (edited) I'm playing Blasphemer for the first time. I'm using 0.1.7 and I noticed that the Gargoyle replacements death frames are not offset correctly resulting in the dead body appearing too far away from where the monster died. It's an easy fix, I'll look at doing it today after work and I'll upload a wad with just the modified sprites. Example (ignore the palette) you can see the frame directly before the first death frame is a completely different spot. Spoiler Edited February 8, 2022 by xvertigox Added pics 3 Quote Share this post Link to post
Cacowad Posted February 9, 2022 Hello there, it is an easy fix using the assembly tool, there is no need to manually modify the offset. Thank you for the report! 3 Quote Share this post Link to post
Catoptromancy Posted February 15, 2022 While the target port is still heretic-plus, Sprinkled doom is the next closest port in compatibility that is also portable and can run on many modern systems natively. The latest release of Sprinkled Doom bumps the solidseg limit so it is now Blasphemer compatible. https://www.doomworld.com/forum/post/2450287 3 Quote Share this post Link to post
RonLivingston Posted April 3, 2022 Any updates of Blasphemer? Like new sprites? New sounds? New Maps? 0 Quote Share this post Link to post
Catoptromancy Posted April 4, 2022 (edited) https://www.geocities.ws/catodemos/blasphemer/builds/blasphem-f24b.7z BigprojectAlone deer demon was replaced by Rei's Ghoul as the mummy. The deer demon can now by found in the Attic for future use. Rei's set include a proper death animation that replace every part of the mummy's, wich was previously missing. Edited April 5, 2022 by Catoptromancy 1 Quote Share this post Link to post
AxelMoon Posted April 4, 2022 Looks pretty nice! Gotta say I'm happy this is slowly coming together. I'm gonna have to look into making more sounds, midis and whatnot then! 0 Quote Share this post Link to post
Egregor Posted April 25, 2022 Here are some arches to match some dark grey walls for the blasphemer texture set. I noticed they were missing and asked @kwc to make the edits. Here is an isolated archway for further edits as well: 3 Quote Share this post Link to post
raymoohawk Posted April 27, 2022 (edited) On 11/12/2021 at 12:11 PM, Oplexitie said: Just wondering, would this work has a replacement for the Iron Lich ? I've been working on it for a few days, and I don't know if its a good fit for Blasphemer. I'm kinda worried it looks too colorful. that looks really cool :D Edited April 27, 2022 by raymoohawk 1 Quote Share this post Link to post
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