jute Posted April 4, 2012 Blasphemer aims to create a free content package for the Heretic engine, with a theme of metal-inspired dark fantasy. Blasphemer 0.14 has been released. You can get it here: https://code.google.com/p/blasphemer/ It features graphics for another weapon as well as for a monster, as you can see in the screenshot below: Want to contribute? Here are the contribution guidelines: https://code.google.com/p/blasphemer/wiki/ContributionGuidelines Here is our roadmap: https://code.google.com/p/blasphemer/wiki/Roadmap And you can check the wiki to see what resources still need to be completed: https://code.google.com/p/blasphemer/w/list The project could really use some resources, especially player sprites and HUD weapon sprites, but any maps, sounds, or other sprites would also be greatly appreciated. Make sure you read the contribution guidelines linked above before contributing. 0 Share this post Link to post
Death Egg Posted April 5, 2012 Damn, that's one fine looking new monster! I really like the Blasphemer project. Freedoom kind of just accepted any style for all of its assets and now it's showing. Blasphemer on the other hand is making sure everything matches, and boy does it show! Also, I like the metal-themed fantasy better than the more vibrant magical fantasy seen in the original Heretic. 0 Share this post Link to post
Avoozl Posted April 5, 2012 Well blasphemer sure looks nice, hell I'd even go as far as saying it looks better than Heretic with its much darker theme, even the weapons look much more appealing than Heretics. As for the new monster it kind of looks out of place like something you would see in Metroid, also I feel it should use a better HUD graphic than what's already present. 0 Share this post Link to post
Udderdude Posted April 5, 2012 So this is like Freedoom for Heretic? Nice artwork. 0 Share this post Link to post
Fletcher` Posted April 5, 2012 You know, I think I'd love to make sprites or maps for this! I'd like to make some of the effects sprites, especially. (My ocd drives me nuts when I see the 'null' sprites flying around :P) 0 Share this post Link to post
ellmo Posted April 5, 2012 Wow, this kicks so much ass. It actually looks better than anything Heretic could throw at me! 0 Share this post Link to post
jute Posted April 5, 2012 Thanks for the support, everyone. Please feel free to check out the contribution guidelines linked above if you'd like to contribute! 0 Share this post Link to post
printz Posted April 8, 2012 Just what is the target executable? A hypothetical limit-removing vanilla-like engine that allows custom text strings? What should the maps be geared towards? Would it help to listen to some black metal (one of my favourite genres of such) while editing for Blasphemer? (don't count on anything). 0 Share this post Link to post
Gez Posted April 8, 2012 printz said:Just what is the target executable? A hypothetical limit-removing vanilla-like engine that allows custom text strings? What should the maps be geared towards? See this. 0 Share this post Link to post
printz Posted April 8, 2012 Yes but ZDoom, VaVoom and plain old Heretic+ all offer different capabilities. Maps need to be standard to one choice. 0 Share this post Link to post
Gez Posted April 8, 2012 That one choice is "the subset of features that will work as intended in ZDoom, Vavoom, and Heretic+". You'll notice that the problems listed for these three ports are unrelated to maps themselves -- color effects and message strings are unrelated data. 0 Share this post Link to post
Stilgar Posted April 8, 2012 Maps should target "any limit removing port", they can break visplane limits etc. but shouldn't use any port specific features. Clarified this in the guidelines. 0 Share this post Link to post
Tormentor667 Posted April 11, 2012 Cire said:Congrats on the new release! That :) 0 Share this post Link to post
pming Posted April 12, 2012 Hiya. I guess the next thing...is anyone making a .cfg file for Doombuilder 2 for this? Or is it still too early in the development for anything meaningful? (yes, I'm a born-again newb...haven't really done any wad editing in YEARS and have forgotten so-o much!....sigh...damn old age kicking in I guess... ;) ). 0 Share this post Link to post
Darkman 4 Posted April 12, 2012 pming said:Hiya. I guess the next thing...is anyone making a .cfg file for Doombuilder 2 for this? Or is it still too early in the development for anything meaningful? (yes, I'm a born-again newb...haven't really done any wad editing in YEARS and have forgotten so-o much!....sigh...damn old age kicking in I guess... ;) ). I think the default Heretic .cfg should work fine since it's basically the Heretic IWAD with free graphics and levels. 0 Share this post Link to post
GreyGhost Posted April 13, 2012 pming said:I guess the next thing...is anyone making a .cfg file for Doombuilder 2 for this? Did one a few years ago for Doom Builder 1.68, though it's basically the Heretic config with some sprites renamed. If there's any interest I'll update it for DB2. 0 Share this post Link to post
printz Posted April 13, 2012 Hi, here's my attempt at sprites for the regular bloodshots. FX00A0: , FX00B0: Of course, any modification of these is accepted. 0 Share this post Link to post
Nordevai Posted April 13, 2012 GreyGhost said:Did one a few years ago for Doom Builder 1.68, though it's basically the Heretic config with some sprites renamed. If there's any interest I'll update it for DB2. I'd be interested in that, hell I'd be interested in the Doom Builder 1 cfg. 0 Share this post Link to post
pming Posted April 14, 2012 Hiya. I'd love a .cfg for DB2. I popped open the various .cfg's and it's pretty simple...but time consuming I'm sure. And, being a full time employee and a family, I don't relish spending what little free time I have doing it. So...if you have it partly done and are willing to do it that would be super-hawt awesome-on-awesome action! :) 0 Share this post Link to post
GreyGhost Posted April 14, 2012 I'll get started then, first a quick update to the old config. Looks like "Soul Essense" is now "Grail of Lifeblood" and for monster names I'll use what's in the Language lump. 0 Share this post Link to post
GreyGhost Posted April 14, 2012 Try these - I've unofficially re-labelled the monster's ghost forms as "spectral" monsters. 0 Share this post Link to post
printz Posted April 18, 2012 Sprites for the projectiles fired by the new monster by NMN (flying blob): FX11A0 FX11B0 FX11C0 FX11D0 FX11E0 FX11F0 FX11G0 EDIT: Also posting improvements to my uploaded FX00A0 and FX00B0 FX00A0 FX00B0 0 Share this post Link to post
hex11 Posted April 26, 2012 I guess it would be possible to compile a custom version of chocolate-heretic for "limit removing" and that also displays custom messages correctly (unlike heretic+). Does that sound like a reasonable target port? Oh and congrats on the new release! I'll try to convert one of the Doom castle-style maps I've been working on and submit it. Don't expect anything too quickly though, I'm quite slow at mapping and my Internet access is unreliable these days. 0 Share this post Link to post
Lila Feuer Posted April 26, 2012 Everything about this looks awesome, like a throwback to a 90s FPS. I am not a fan of Freedoom whatsoever, but Blasphemer? Color me interested. Gives me fond memories of discovering Hexen. In fact, if you're going for the Hexen look but the Heretic gameplay that would be perfect. 0 Share this post Link to post
Kira Posted April 26, 2012 I second that. Awesome project so far. Keep the strong artistic direction! 0 Share this post Link to post
Stilgar Posted April 29, 2012 printz said: Sprites for the projectiles fired by the new monster by NMN (flying blob): EDIT: Also posting improvements to my uploaded FX00A0 and FX00B0 Added. Thanks! Edit: Put up a new version revision. hex11 said: I guess it would be possible to compile a custom version of chocolate-heretic for "limit removing" and that also displays custom messages correctly (unlike heretic+). Does that sound like a reasonable target port? Yes, but who would edit/maintain it? The messages are subject to change but at least they're a trivial fix; limit removal requires more than hacking a few lines of code though if I'm not mistaken (it's been a long time since I've looked at any of the engine innards). I'm not much of a coder and futzing about with something as archaic as Doom's renderer doesn't exactly appeal to me. 0 Share this post Link to post
_bruce_ Posted April 29, 2012 Artwork seems great - props because that's a tough job. 0 Share this post Link to post