Limit-Removing Heretic Project
Apparently Crispy Heretic cannot load two different TEXTURE1 lumps. I've separated the scrolling linedef animation textures into a separate WAD and if textures from both WADs appear in the map then the game crashes. I want to keep it separated for easier mapping and then merge them at the end. An inconvenience but there's always testing in GZDoom, heh
joe-ilya last edited by
@Cuppykeks You can use a TEXTURE2 lump.
Thanks I'll try it! Also I've given up on HHE due to no results, probably because apparently it only works for (one version of??) vanilla/chocolate heretic
Also I've learned that Heretic doesn't have infinite height and how the gas bags can be pushed and moved around everywhere. I'll see if I can compile the notes I've read of how Heretic things work later with some of my own observations/ideas.
SilverMiner last edited by SilverMiner
I had set up hhe for 1.3 some weeks ago but didn't do anything just cuz I don't know what to come up with so that it'd make any sense.
I remember in like iwad e4 there was like a map or two, where I remember walking on barrels, moving pods in some water cave in order to reach some place by walking on them (edit: I mean finite heights is well noticeable in vanilla game)
about texture1 causing crashes:
Check if crispy heretic has a -merge parameter just like chocolate doom. It's like merging iwad and pwad with deutex, but on runtime.
I use -merge instead of -file when running vanilla doom wads. Try that, maybe it'd work for you
@SilverMiner Changing the display names of the levels should be fine enough for use of HHE. But I don't even think any of this HHE stuff matters anymore since I'm not using vanilla/chocolate Heretic.
I took what was in the base TEXTURE2 and removed it from HereticLRPv0a.wad, then put all of it in the HereticLRPzanim0a.wad's TEXTURE2 and deleted its base TEXTURE1. It works now with the only problem being that UDB brings it up as an error when entering 3D mode. The textures are errors when in the menu, invisible in 3D mode, but show up fine in-game.
I'll go ahead and upload the resources for y'all to check out
test map is e1m2
reupload slightly updated: HereticLRP_RSW0.zip
Feel free to try it out and tell me if I'm missing anything like more border/step textures or fixing this texture compromise
KUBA18i last edited by
.HHE patches will work with DSDA Doom if you rename the extension to .deh .
This seems awesome, I’d love to do a Heretic level!
joe-ilya last edited by
Thank you for adding the textures that I needed for my map.
to-do fix list:
- Banner1 and banner2 give HOM in game.
- maybe give a different/the original lava falling animation or have two of them
^posted the notes here btw! Heretic 101!
- Put all of HereticLRPzanim0a.wad into the main resource WAD under TEXTURE2. Every other texture is in TEXTURE1. I still don't know why or what I did in doing it previously that made banner1 and banner 2 into hom effects. The HOMs are fixed btw.
- HW_042 and HW_043 have been replaced with the former HW_078 and HW_079, and the original HW_042 and HW_043 have been made HM_041 and HM_042
- Replaced the lava fall animation with the water fall counterpart
kvsari last edited by kvsari
I'm getting errors in UDB (184.108.40.20625);
@kvsari You can ignore those. The sprites are from the Heretic sprite fixing project. I might actually remove those, at least for the time, since it is pretty annoying to see every time the editor is opened. The errors that show up is one of the reasons I went ahead and merged the resource WADs.
Does anyone want NPC textures? If you want to write a lot of text but don't want to align each letter then use c.eev.ee/doom-text-generator/ to generate your words as a single graphic and include it with your map when you need it. They'll be from here. Feel free to look for anything else you want from that pack as well.
Also MUSINFO works with Crispy Heretic so we can have more than 1 episode with unique music so problem solved there!