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Captain Toenail

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  1. Very strong early 2000s fps vibe with the level layout, music and textures. Feels like an Unreal map. Some of the enemies are very twitchy and a little OP, so a lot of slow, methodical sniping and backpeddling is required. I was a little disappointed there wasn't a boss fight at the top of the exit elevator. Otherwise, interesting map. Not one for the classic Doomers I'd say, but if you like GZDoom wads I'd say check it out!
  2. Flats created from parts of the original intermission screens.
  3. Hi @Creator Check that your new sprites are in a folder called 'sprites' within your PK3 file, or between s_start/s_end markers if it is a WAD file. Also make sure that your sprites have correct offsets. You can apply those with this button in Slade. Select the Monster option. Those are the usual culprits for this problem.
  4. Here is Version 1.5 Big stack of changes: Latest version can be found here: https://www.moddb.com/mods/hexen-veil-of-darkness/downloads/hexenvod-1-5
  5. Apologies for the delay in responding, my attention has been elsewhere over the new year. Thank you. I watched a lot of old cheesy Sword and Sorcery movies (Conan , Red Sonja, Krull, Wizards) and looked at a lot of retro fantasy art from the 70s/80s/90s while making this to really get into the right mindset. That's understandable. It is a little goofy to some people, but I feel it's a natural extension of Hexen's metal and steam theme. Thank you for pointing this out. This has now been fixed. Speaking of fixes - I have a big update, version 1.5, in the works at the moment. It fixes a lot of bugs mentioned in this thread, tweaks areas where people often get confused, and adds coop support (there are a number of areas that can cause softlocks in coop mode at the moment). One of the big changes is that respawning enemies will now be toggled with a console command, so if you so wish, you can toggle them on or off as you desire. Hopefully should be ready very soon.
  6. Replace all the bullet/projectile decals with switch textures.
  7. @eqagunn I have attached a quick optional patch that should remove all the respawning monsters discussed earlier, in all difficulty settings. Load it after the main pk3, as it overwrites existing content to work. Also thanks everyone for reporting these new bugs. I may have to rustle up a small patch to fix these issues (the door skip is quite concerning!) VoD_RemoveSpawners.zip
  8. Looks epic. I like the fire barriers. Yarr this be a fine vessel
  9. I have seen the Afrit and the Suicide Bomber used a lot, which is fair enough as they are iconic enemies. An old ZDoom tradition :)
  10. Yes the Mawthorns and Sporepods have a different mechanism for respawning - every time you kill them they have a chance of not reappearing (I think it's 33%?). Harpy in the mine is scripted to respawn. Same with a Bishop in the castle. The Orb was probably dropped by the boss - it inherits from Heretic's Disciple. Not entirely sure what happened here. Are they the ones that awaken then get stuck in the ceiling? I noticed that happen a few times but completely forgot. Yes I actually fixed this in an earlier version - there are two additional bridges that are supposed to spawn in the middle by using SpawnSpotForced. I must have reverted the fix at some point by mistake. Which door was this? The mill requires three gears. You can find them at: 1. 2. 3. 4. 5.
  11. If this is for ZDoom ports, a way to do this would be by creating a custom weapon, then in its Attack state it would either need to call an ACS script to heal the player, give the player an auto-use custom health inventory item, or perhaps even simply just use the SetHealth or HealThing functions. https://zdoom.org/wiki/Creating_new_weapons https://zdoom.org/wiki/Classes:CustomInventory https://zdoom.org/wiki/HealThing https://zdoom.org/wiki/A_SetHealth
  12. Congratulations everyone! Very happy to receive a runners-up award for VoD this year :D It's quite surreal to think this game is now 30 years old.
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