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Fletcher`

Hocusdoom RELEASED (in /idgames)

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Hey, question!

 

Where is the fourth orb in the map 21? I've found the one on the north after using two keys, second on the very south on the platform above. The third in the dungeon on the platform... and the fourth is missing there!

 

Thanks

 

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8 hours ago, scifista42 said:

Why don't you look for it in a map editor?

I have no idea how... it's pk3 file.

 

Also I think it could be a bug.

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9 hours ago, Matthias said:

Hey, question!

 

Where is the fourth orb in the map 21? I've found the one on the north after using two keys, second on the very south on the platform above. The third in the dungeon on the platform... and the fourth is missing there!

 

Thanks

 

There's a instead of turning to get the south crystal, keep going straight across the magic bridges to the western side of the main outdoor room.

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1 hour ago, rf` said:

There's a instead of turning to get the south crystal, keep going straight across the magic bridges to the western side of the main outdoor room.

There I have so far :)

Screenshot_Doom_20170813_094905.jpg

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5 hours ago, Matthias said:

I have no idea how... it's pk3 file.

Change the file suffix from pk3 to zip and open it in a file browser, or alternatively open the pk3 in SLADE3. In the "maps" folder, find the respective map's wad. Either extract the wad and open it in Doom Builder, or open it in SLADE3 and open the map in SLADE3's own map editor.

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Despite rumors that don't exist, I am not dead! I feel like I should have been posting more updates over the months, but you know how things go. Hope you guys have a spooky Halloween soon!

Current playable version for 10-03-2017
https://www.dropbox.com/s/0fsggin43fiydnr/hocusdoom-10-03-17.pk3?dl=1
Ogg versions of music (updated)
https://www.dropbox.com/s/h4wlfocvkewtmrj/hocusogg.pk3?dl=1


changelog for - 10-02-2017

  • finished map22
  • finished map24
  • finished map25
  • finished map26
  • finished map27
  • finished map28
  • finished map29
  • finished map30
  • finished map31
  • fixed particle bridges moving up if you're underneath it.
  • particle bridge inherits from a zscript actor that lets you jump onto it from underneath. Thanks To Gutawer for zscript help!
  • changed automap strings for kills,treasures,crystals (now that its available)
  • teleport particles only activate when teleporting, freeing up memory otherwise used by it
  • rewrote script for Power Wand, and may actually use it. Its a bit weird so I'll need more feedback on it.
  • added handling for if your time is greater than 999.
  • lowered chance for ghosts to fade to 1/4
  • dragon boss done, added dinos (John Hammond would be so proud)
  • picking up new special weapons doesn't remove other weapons (You still lose them at the end of a level though)
  • returning from a teleport sets your last used weapon back (due to change above) (nevermind still need to fix)
  • IDFA cheat no longer breaks weapons (good news for you cheaters!)
  • lowered tree demon boss's health to 175
  • made fireball much more destructive
  • fixed a bug where some scripts were still using setammocapacity when no longer needed.
  • fixed minor texturing & scrpting in map01
  • renamed Gargoyle to Devil to avoid conflicts with another enemy
  • added several E4 enemies
  • added laser trap for E4
  • fixed bug where explosive shots were throwing decorations in map20 around like crazy. WHUT
  • added stuff for secret level
  • new alternate hud sprites for powered shots
  • new powerup - flamethrower!
  • made the eastern crystal a bit more visible on map21 and tweaked bridges to it some.
  • more small changes to early levels
  • added small hints for multi-switch puzzles
  • made jump and teleport potions fullbright to match other potions (and to make more visible)
  • tweaked all 3d models to be gzdb friendly (most of them at least)
  • lowered lava damage from 2 to 1.
  • rewrote script for Power Wand again. (This is version six or so. I guess I don't know what I want)
  • added secret weapon
  • new weapon powerups for E3 secret level
  • cookies!
Edited by rf`

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On 10/3/2017 at 4:06 AM, Matthias said:

So it' done? When you release it?

I am not done yet. I still have another full episode to do.

Edited by rf`

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Yes, there will be 40 maps total. (and a possible fifth episode later down the road, but next to no work is done on that)

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I tried to run the new version on GZDoom and it gives me this error:

 

Execution could not continue.

Script error, "hocusdoom-10-03-17.pk3:menudef" line 87:
Unknown keyword 'AddOptionMenu'

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1 hour ago, Lingyan203 said:

Unknown keyword 'AddOptionMenu'

What version of GZDoom do you use? It seems to be too old.

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1 hour ago, Megalyth said:

I want to play this so bad, but I'm saving myself for the final version.

 

Take me rf!

Maybe another year without help, maybe a year with?

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I really love this mod. It's awesome! But I think should be called Hocus Pocus 3D, not Hocus Pocus Doom. In my version I have modified all the titles of the mod to that one. It looks more professional and I love it (I'm gonna make a DVD box for it). I attach the new Tittle screen on the message. Rf' what do you think about this change for the official version?

TITLEPI2.png

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Again, apologies for being so rare between updates. I just don't post often, but I try to get a lot done. Inching ever closer to finishing this monster! As usual, I'd still love for some playtesters to run through this to see if there's any bugs or things that could use work--especially the power wand which has undergone more changes yet again.

 

Current playable version for 04-08-2018
https://www.dropbox.com/s/00j37oqnqw0tq8k/hocusdoom-04-07-18.pk3?dl=1
Ogg versions of music (updated)
https://www.dropbox.com/s/h4wlfocvkewtmrj/hocusogg.pk3?dl=1

 

changelog for - 04-08-18

  • more work on map30
  • bees now die on their own (and die faster, and give off no particles)
  • added +NODAMAGETHRUST to player shots (maybe it'll stop enemies from spazzing out when you hit them) (it doesn't)
  • completely reworked secret ore vein actors/treasure they drop
  • cleaning up scripts
  • treasure and crystal tracking uses levelinfo, rather than each actor adding to a variable (this could be broken easily if you collected items before it added to the total)
  • changed flash color for crystals (The red was too simililar to the pain flash)
  • changed flash color for secret gem to be opposite of crystals (....so now its red. fuck)
  • made most numbered global scripts into named scripts, and altered actors that use them accordingly
  • forgot to add ammo flash icon for active flamethrower powerup
  • ammo number on full hud had the wrong color. should be UNTRANSLATED
  • more progress on transferring all strings to LANGUAGE, so maybe someone in the future can translate them to other languages.
  • give +WEAPON.CHEATNOTWEAPON to secret weapons
  • changed damage for LightningPowerShot from 1 to 4
  • Supercharge will now refill your power wand ammo if you still have it
  • teleporting retains your current weapon again
  • added invulnerability powerup
  • health icon for when invulnerable
  • split skill definitons to a separate file
  • animated ammo icons when you have flamethrower or rapid fire active
  • used the wrong torches on map24
  • changed power wand again (and again and again)
  • power wand no longer self destructs upon depletion. instead, now you keep it, but it has very slow recharge
  • hitting enemies with regular shots replenishes power wand ammo faster
  • changed LaserShot damage from 1 to 2
  • changed death for skeletons. instead of spawning a new enemy (which I admit was annoying), now they explode and spawn a ring of bone shots
  • all key switches now use 'Actor Hits Floor' sector activator
  • small change to liquid flat glowing
  • moved all ednums to a separate file to keep better track of them
  • added sand jet particles
  • updated flamethrower shots to be more useful
  • secret weapon/super weapons now are affected by rapid fire and flamethrower powerups
  • I just discovered sector special 195. Time to hide all those skyboxes
  • finished map32
  • finished map33
  • finished map35
  • new textures and models for flags
  • fixed a bug in map28 that caused a crash entering map29
  • minor fixes in LANGUAGE
  • new enemies for final realm
  • replaced Twin Shot with Ricochet Shot
  • Floaters from the Night levels now occasionally shoot to the side to catch you off guard (eventually more enemies will have different variations)
  • cleaning up ceiling portals, hopefully making some levels run a little faster.
  • changed color of secret level gem to green, and made the flashes less intense.
  • made the key pickup sprites thicker so they stand out more
  • added throwable bombs for altfire. because I got bored.
  • added bombs to most levels. You start finding them after map13
  • raised y offset for weapons on the main status bar up by 8
  • weird bug found, but no idea why it happens. bomb projectiles are also affected by player palette translations.
  • made the sludgy projectiles in maps 13 and 14 faster. This way they don't linger too far and make the hallway hard to traverse.
  • updated many player projectiles (ROLLSPRITE is so cool)
  • changed order of weapon powerups. basically put split shot on the bottom below ricochet
  • various fixes to previous maps. Lots of changes.

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I am looking forward to seeing the final version of this in the future. I have been having a nice time on the regular levels so far. I know that this is suppose to run with the Doom 2 iwad but I have been playing it with freedoom and I have been having issues with the first secret level freezing all the time. I don't know if it is my computer or if it is because I have been running it with freedoom but the freezing is getting quite annoying. I have been using the latest stable version of Gzdoom so I don't really know what the problem is.

 

Is there any plans in the future to turn this into its own stand-alone game? I think that it would be better to not need Doom to run it. I think more people should like the first post. This is amazing keep up the great work rf'.

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5 hours ago, Halfblind said:

I am looking forward to seeing the final version of this in the future. I have been having a nice time on the regular levels so far. I know that this is suppose to run with the Doom 2 iwad but I have been playing it with freedoom and I have been having issues with the first secret level freezing all the time. I don't know if it is my computer or if it is because I have been running it with freedoom but the freezing is getting quite annoying. I have been using the latest stable version of Gzdoom so I don't really know what the problem is.

 

Is there any plans in the future to turn this into its own stand-alone game? I think that it would be better to not need Doom to run it. I think more people should like the first post. This is amazing keep up the great work rf'.

I haven't put much thought into making it fully standalone, though it shouldn't take an inordinate amount of work to do? Right now I'm just focusing on finishing the damned thing. Its been nearly 10 years now.

 

As it stands, more feedback like that is helpful--I haven't been getting much.

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I noticed that in the original Hocus Pocus that Episode 4, Levels 5 and 6's music is different than the one used here.

 

I downloaded this wad and I must say it's really amazing! I would suspect that based on Episode 4's secret level name has something to do with Diamondus, which I firmly believe is going to be Jazz Jackrabbit Themed.

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