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Everything posted by Captain Toenail
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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!
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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.
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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.
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Come up with the most clever troll design decisions
Captain Toenail replied to Li'l devil's topic in Doom General
Replace all the bullet/projectile decals with switch textures.- 57 replies
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@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
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Looks epic. I like the fire barriers. Yarr this be a fine vessel
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Which custom monster have you seen most often in various WADs?
Captain Toenail replied to LukeGaming's topic in Doom General
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 :) -
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.
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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
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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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If this is for ZDoom ports then you can create your own gold coin as a custom inventory item, and use that as your currency. This would be in ZScript or Decorate. https://zdoom.org/wiki/Classes:Inventory For example, this is the existing gold coin from the game Strife: https://zdoom.org/wiki/Classes:Coin You could even reuse this item in your mod if you provide a COINA0 sprite.
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Post your Heretic/Hexen textures and decorations!
Captain Toenail replied to Not Jabba's topic in Mods & Resources
Those trident window frames are perfect. -
Need an office chair thing sprite
Captain Toenail replied to ComparatorClock's topic in Mods & Resources
I am summoned. The Doom Beta contains office chairs. You can find them here: https://www.spriters-resource.com/pc_computer/doomprototypes/sheet/187180/ You're thinking of this pack on the R667 Repo. It is the above Doom Beta chair, cleaned up and packaged with extra colours and interactive animations. You can find it here: https://www.realm667.com/en/repository-18489/prop-stop-mainmenu-163-64831/technical-mainmenu-164-44115 HacX, Duke Nukem 3D and Blake Stone also contain sprites for office chairs if you want more options. -
Hexen VoD has now been uploaded to idGames Database. What's new with 1.4 Thank you everyone in this thread for playtesting and providing valuable feedback. Could not have done it without you! Get it here: https://www.doomworld.com/idgames/levels/hexen/g-i/hexenvod or https://www.moddb.com/mods/hexen-veil-of-darkness/downloads/hexen-veil-of-darkness-14 Enjoy :-)
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The spawns should not be 'insane'. They were heavier in the first release, where the majority of feedback is from. They have since been toned-down as feedback was received. This isn't quite correct, let me clarify below how it works below (spoilers): Using Medium as the default setting, the differences are: Very Easy & Easy Start game with extra items in inventory Less monsters throughout Extra items in maps Decorate Monster respawners disabled Hard more monsters no starting items puzzle clues removed in maps There are also slightly different weapon/item/monsters depending on class selected.
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Sure go ahead. 1.3 UPDATE Added clue to first map regarding smashing boxes Mana now sometimes spawns into the forest hub map over time Minecart script now no longer broken when playing with Walpurgis This will be the final version uploaded to idgames within the next couple of days, unless any further issues are discovered. Walpurgis 0.98 Patch Update 1.1 Starting inventory now contains Walpurgis items New enemies now sometimes drop small mana upon death Added item tags and fixed sounds of some inventory items Load Order: Have fun :-)
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@eharper256 I watched your video - thank you for taking the time to record that, that is very useful. Walpurgis is an amazing mod and I definitely want the players to have the best experience when playing it with this. However, I am not totally familiar with how it works, so all your suggestiions so far are very helpful. It did seem quite tight on mana there in the video. Note you can smash the light coloured crates these contain items and mana also. This does seem like a very good idea to consider. If anyone is still experiencing issues with low mana in the latest release, please let me know. I am seeing examples where players can complete the hub with plenty of spare kraters in their inventory, and other reports where players complain of not having enough mana at all. It could be a result of how open-ended the map hub is, and the total time spent exploring the hub. Too much mana is better than not enough imo, so it may be worth spawning in some extra after a certain time-period elapses.
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Neat I'll check this out later. The Walpurgis patch will need updated but I may need your help for that. Yes jumping and mouselook is required. 1.2 update Changes: Unless there are any serious issues encountered in the next week or so, I can hopefully consider this the final release. Fingers-crossed! Enjoy :-)