Harpax
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Ultimate Doom intermission screen: How much can I customize?
Harpax replied to ViolentBeetle's question in Editing Questions
You're talking about the e1 intermission screen right? You can move around the buildings by altering their offsets and you can replace the individual animated graphics with anything you want. You can even use this to make custom 3 frame animated backgrounds for e1 and 3. I think rekkr did this for example. As far as I can tell Umapinfo doesn't even support custom animated backgrounds which seems like a pretty significant omission. so that would be one benefit of keeping it vanilla. -
This map really isn't hard at all. It's better than the last one but still too cramped/short to for my tastes. It's also vanilla compatible which might have been an accident, which is really funny to me.
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For heretic, I just found out that the tome of power has an extra effect. Usually when you go through a teleporter you're stuck in place for a second, but if you have the tome active when you teleport you can move almost straight away. The wiki doesn't even mention this so I might add it later.
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Ackchyually, the command line example I gave was taken from the original tnt text file which assumes you're using the original final doom exe. There was no "-iwad" command for any of the original exes they just autodetected. Confusingly enough the Final Doom exe was in fact called "Doom2.exe" so the command will work fine with the original setup and pretty much any port as long as it's your only iwad present. If it's not your only iwad and you are using sourceports however, then you're correct. I assumed the op was using the steam version which still uses dosbox.
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Heretic Invades Doom | Two small maps for mbf21 ports
Harpax replied to Harpax's topic in WAD Releases & Development
That's great to hear. I'll update the op and remove the old woof version. -
Heretic Invades Doom | Two small maps for mbf21 ports
Harpax replied to Harpax's topic in WAD Releases & Development
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. -
Heretic Invades Doom | Two small maps for mbf21 ports
Harpax replied to Harpax's topic in WAD Releases & Development
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. -
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
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Tnt31.wad is just a patch file so you'll need to run both wads at the same time. The text file for the fix describes this "To use, simply add this WAD file name on the command line or in the list of WADs used with DOOM2.EXE in a Final DOOM TNT installation. " Specifically the command line parameter would be: DOOM2 -FILE TNT31.WAD Since you already know how to record demos I assume you know the command line, but I'm not totally sure how the steam version works. It's worth noting that you technically don't need the patch to finish the level thanks to a small skip, and dsda will still accept demos with this version.
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Wow, you're right, it doesn't, sorry for reporting not bugs. I tested it out in a few other ports and different versions of vanilla heretic, and it seems the hud change is originally only for the god mode cheat. The reason I thought it was applied with the ring as well is because I usually use russian heretic which alters the hud for both. It doesn't even give the option to emulate vanilla. Gzdoom also uses the eyes for both. Perhaps raven used god mode a lot during testing and they just wanted an indicator it was on without the obtrusive filter? Or it might be a mistake, it seems weird to make assets and a special exception for something you'll never see during normal play.
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I died a lot playing this. Here's a demo of me actually beating it, I would have done it quickly if I could actually do the icon part right: iosdemo.zip In truth, I haven't actually played that many icon of sin maps but I though this one was pretty fun. Definitely better than the original.
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A few more heretic things: The skies display wrong. Heretic has special 200px tall skies to accommodate looking up and down. The intermission screen shows the previous level's name twice rather than the next one. It'll say: "Finished: Docks... now entering: Docks" Invincibility and the "quicken" cheat don't turn the status bar's eyes gold The "gimme" cheat doesn't prompt the user for a letter (a-j) The E2 palette switch is still broken on 8bit video mode. Currently there's no way to display the "endtext" endoom equivalent.
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Heretic crashes if you try to name a save "[" or "]". Vanilla heretic just ignored these inputs.