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Tinkering again

Revility Blog

Well this was unexpected. While snooping through old hard drives I found unfinished Rivensin assets & released them this month.
This lead me to tinkering with Hardqore 2...

Luck was on my side as I’ve fixed a major bug which eluded me last time; aiming lag when using contra style aiming. The fix was simple. Idk why I didn’t see it before.

the next break through came today with jump through platforms... they are now working properly with no hacky feel to them. Maybe the sdk side of the code cold be done better, but they function like they should. More testing is needed. It is not just a matter of getting them working, but also easy for map authors to use.

I keep copies of the upcoming hq2 code on my github encase anyone is interested. hoping to do a news post in the near future on everything.

Recently dhewm 3 did an update... which includes the missing editing tools for the 32 bit version! The tools feature many bug fixes over vanilla. Rivensin will be updated to this build & a couple small fixes included. This will be build 0.9.82.

Not quite sure what to do with HQ yet. The most likely path I will end up taking is more work patching up the demo & release the updated demo for dhewm 3 instead of what was originally planned. This is mostly due to HQ not improving as well as I wish it would. While it is playing much better, it’s turned into one fix & bug after another.

HQ might not be hot at the moment, but another Rivensin related project is gaining some steam. Hopefully I can char more about it soon after the prototype wraps up.

Taking a break

Revility Blog

Taking a break from modding with id tech 4/hardqore/Rivensin. Sometimes when things get clunky, it’s best to walk away a bit or risk burn out.

During this break I will be spending sometime learning new animation software, tinkering with construct 3 & working on a Rivensin related project.

Here is a list of the current plans for Rivensin patch 0.9.82 I am currently concentrated on the Hardqore mod and hoping to squeeze this small update in the near future:

+Enable playing the default campaign! It won't take much at all to get it "running" However it will need heavy testing. I plan to enable it, yet it will considered play at your own risk. I have seen script crashes, incorrect models in cut scenes, un balanced ammo and weapons for levels, and flickering skins on enemies.

+Animation updates: A few missing animations related to running with machine gun, grenade launcher, plasma rifle and more.

+Expanded Headshot system. The new system would include torso, leg and head shots. New gibs for each enemy are involved in creating it. Little sdk and script work as well. This could take some time to do.

+Minor console warnings fixed: There are some console warnings still lurking around when it comes to gibs that I have fixed for HQ & port over. Some other console warnings would be fixed via the improved headshot/dismemberment system.

Remember this all tentative and no clue when it will happen or if. ;-)

HardQore road map.

Revility Blog

With the main work wrapped up on the enemies, I can start to focus on the last big chunk of new features for the HardQore. Not all will make the cut, but most will. Here is a run down of them. A proper news post with videos and pics will happen whenever I think there is something worth showing. This blog is for chatting about what is to come... I prefer to show rather than talk about what is happening when it comes to articles on the main pages.

+Player Select: The choice to play as the Doom Slayer or Scarlet from the Rivensin mod. Each character will start with different weapons, and maybe stats. Scarlet will lean more towards a melee only gameplay style similar to Castlevania, Strider and ninja Gaiden.

Scarlet Rivensin is coming to HQ
SCARLET RIVENSIN THE RUINER IS COMING TO HARDQORE. INSTEAD OF USING FIRE ARMS LIKE THE DOOM SLAYER, SHE WILL BE MELEE BASED AND COME WITH HER OWN STATS.


HARDCORPS UPRISING'S SAYURI IS THE MAIN INSPIRATION FOR HOW SCARLET WILL PLAY IN HQ 2019


+Dashing and Ball jumping. Both of these are in the prep phase. The player will curl into a ball while jumping similar to contra, ninja gaiden and metroid. How this effects gameplay comes to avoiding enemy attacks better. Dashing will be similar to Mega Man X. The player can do it on the ground or air. This already exist in the Rivensin mod, so porting it shouldn't be too rough.

ball jump
WITH WALL JUMPING ALREADY IN, CURLING UP INTO A BALL SIMILAR TO METROID AND CONTRA IS PLANNED TO BE ADDED.

+Rivensin Weapons. The Advocate nail gun and Onslaught nail shotgun have already been ported. They will function similar, yet tweaked up to make them different from other Doom 3 weapons. Some texture and model changes are coming. The Ruin Blade sword is also in. It won't function the same for HQ. More on that in a future post.

onslaught
THE ONSLAUGHT SHOTGUN FIRES A BARRAGE OF HOMING NAILS AT THE ENEMY.

+New Hud. 2d platformers typically have the hud elements at the top of the screen, and for good reason. This is on the table. Not sure how the design will look yet.
hudz
2D PLATFORMERS HAVE THE HUD ELEMENTS AT THE TOP OF THE SCREEN, AND FOR GOOD REASON. THE NEW VERSION OF HQ WILL FEATURE SOMETHING SIMILAR.

+New animations: New animations for running with many weapons is on the plate. When they are done, Rivensin will receive a small update with them as well.

+Breakable item containers. Similar to Castlevania and Ninja Gaiden. While they can currently be made with the current resources, a few tweaks need to be added to make them work like they did in the classic games. Item containers also add a little something to do when not killing enemies. Once again a small feature that helps the over all flow of the game.

Castlevania Symphony of the Nigh
BREAKING CANDLES OR ORBS IN CASTLEVANIA & NINJA GAIDEN GIVES THE PLAYER SOMETHING TO DO WHILE NOT KILLING ENEMIES. HEAVIER USE OF THIS IS COMING TO HQ.

+3-10 Levels. The biggest and final phase to development is more levels. The original Wasted Hate will be updated as well. The amount of levels has yet to be determined. They might be slowly released and added, or in one shot. Some of them will remixes from levels in Contra and Castlevania.

contra
A REMAKE OF THE FIRST LEVEL FROM CONTRA IS DEFIANTLY HAPPENING. THIS WON'T BE A STRAIGHT PORT, BUT WILL RETAIN THE SAME LEVEL DESIGN IN A DIFFERENT SETTING APPROPRIATE FOR DOOM.

Remember this is the tentative list of what is store for HQ. Plans could change at any time.

Hardqore dev diary: AI

Revility Blog

Work continues on the Dhewm3 HQ port. So far everything is still smooth.

The past week has been spent adjusting the enemies. Two new demons have been ported from the Rivensin mod. The Baron of Hell and Pain Elemental are in and working fine. Both are great to use as bosses. A few more enemies are planned to get added in a later date.

In HQ's 1.1.00 patch Fragging Free's bot code was supported. A few them are used in it's updated Demo level. The bots are far more intelligent and use all the Doom3 player weapons unlike zsec. The port will see it modifed a bit more and improved ease of use for mappers.

A new enemy type called soldiers will replace the use of bots for the mapper. While they behave the same, their models and stats are already set up for the mapper to use. Their armor is color coded, weapons set up and different head meshes already in. The goal was to fill in the gaps left open for 2d platformer solider enemy types.

shot00037

2 new keys have been added to enemies which will have an impact on gameplay. The first is for zsec and bots. The mapper now has the option to make them always crouch or never crouch when firing. This adds a bit more strategy for enemy placement when combined with enemy turrent and also the other new key added.

The noaim key is in for ALL enemies. A majority of enemies found in side scrollers only shoot in one direction... straight ahead. When this key is set, that is exactly what it does. This makes the use of ducking and jumping more useful for players to dodge enemy fire. This one of the many small changes coming that makes a big impact on gameplay.

More small changes to AI are coming. Same goes for almost everything else. building a platformer/sidescroller is a different beast than a fps or thirdperson shooter. It requires very heavy balancing. If something is off by even a little bit, it starts a domino effect and slows the pace to a crawl. Run n Gun!

HardQore 2 progress

Revility Blog

Work is going well on the update for HQ2. I wasn't sure how large the update would be for the Dhewm3 port. I can safely say it will be a heavy update. I just don't know how heavy yet. lol Eventually I will do a detailed post for the HQ2 moddb page.

HQ2 is a great base for a 2.5 sidescroller. However a couple basic features are missing. 2 of them have been added and testing well so far... The main missing ingredient was lack of damage feedback for the player. When playing many platformers such as Castlevania; the player is knocked back and immune to damage for a bit to prevent spam and give the player a chance to regroup. This has been added.

Most platformers have enemies who hurt the player by just touching them. HQ2 currently does not. This feature is now in and testing well. A new key for enemies called "touchofdeath" has been added. This allows for enemies to hurt the player or not by simply touching them.

The final basic feature needed is jump through platforms... hopefully this last bit goes well. If so everything beyond will be easy to add for the new version of HQ2 :)

run & Gun

Revility Blog

With Rivensin's latest release now done and available; I can start concentrating on updating Hardqore for Dhewm 3.

A very long document of what to update and change has been completed. I'm not sure how large the update will be. Some new essential gameplay features are needed before I even think about content. The mod desperately needs more levels. If the essential parts of the update go smooth, adding 1-4 more levels will happen.

HQ has always been a great source to create a 2.5 side scroller with. With the updated port for Dhewm 3 my goal is to make it better.

Jill

Revility Blog

Over the years I've seen countless models ripped from various games and ported to another. Garry's mod is loaded with them. So I started to tinker with porting someone over to Rivensin. Maybe it will work out, maybe it won't. If it does, it would be a pretty neat add on pack...

jill


Work has wrapped up for the Classic Doom guy player for Rivensin. It will be released when the Rivensin patch is released... which will be around the time Dhewm 3 1.5.00 goes final. So not too much longer folks!

The Doom guy will come with a Chainsaw gauntlet to replace the sword, the grabber to replace levitation and a flame thrower to replace the pyro spell. Other small changes will be present. This includes the shield spell. Now referred to as a plasma shield. The player can no longer charge the shield picking up essence from dead enemies. Instead the shield charges 25% faster.

A game play video will come soon for the Doom Guy.