Hectic X 1.2 My First Mod!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Gaia74
 
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Hectic X 1.2 My First Mod!

#1

Post by Gaia74 » Thu Oct 26, 2017 11:58 pm

Another update!!!!

Greetings From Mexico!

here is my first mod Hectic X, of a 13 year old boy

yes i have 13 years

Now I Rebalanced and new enemies , now with more difficulty and enhanced belphegor from skulltag

and what I said earlier

Hectic X is a mod with new enemies, new weapons, new powerups, Some enemies has new attacks with decorate made for me, and yes ........ new traps, for example a baron can be a bruiser demon

Is hard some replaces of cyberdemon is very strong

can played with every map why the mod use vanilla

and i give credits for the sprites which are not mine

This all files need

The Replacer and Enhanced Classic Weapons
http://www.mediafire.com/file/b6zhfqpbl ... od+1.2.wad
The monsters
http://www.mediafire.com/file/1w7evz5gp ... c+V3.3.wad
and new weapons
http://www.mediafire.com/file/d7337u49v ... od+1.1.wad

can use weapons mods with my mod only charge all but the weapons file no

need skulltag content of course and some weapons the secondary fire

some items can spawn allies :D

have a good day and sorry for my bad english D:

i accept construtive critics :D and any question say it

some images
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Last edited by Gaia74 on Sun Nov 26, 2017 10:51 pm, edited 1 time in total.

Catastrophe
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Re: Hectic X 1.1 My First Mod!

#2

Post by Catastrophe » Fri Oct 27, 2017 8:54 am

https://zandronum.com/forum/viewtopic.p ... 34#p108534 You should use just one thread don't make a new one for the same mod.

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Gaia74
 
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Re: Hectic X 1.1 My First Mod!

#3

Post by Gaia74 » Fri Oct 27, 2017 3:12 pm

Catastrophe wrote:
Fri Oct 27, 2017 8:54 am
https://zandronum.com/forum/viewtopic.p ... 34#p108534 You should use just one thread don't make a new one for the same mod.
ups

my error :U

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Empyre
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Re: Hectic X 1.1 My First Mod!

#4

Post by Empyre » Fri Oct 27, 2017 11:44 pm

So, I use all three files to replace both monsters and weapons? It is not clear exactly what each file does.
Also, in what order should I load them?
"For the world is hollow, and I have touched the sky."

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Gaia74
 
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Re: Hectic X 1.1 My First Mod!

#5

Post by Gaia74 » Sat Oct 28, 2017 12:39 am

Empyre wrote:
Fri Oct 27, 2017 11:44 pm
So, I use all three files to replace both monsters and weapons? It is not clear exactly what each file does.
Also, in what order should I load them?
Hectic x 1.1 is the replacer of weapons and monsters, and is the original weapons smoothed

the hectic 3.2 is all monsters.

and weapons mod is the weapons

the order is no important but use this order

is you want only the weapons only charge the weapons mod

and same of the monsters

weapons mod
Hectic 3.2
hectic x 1.1

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Re: Hectic X 1.2 My First Mod!

#6

Post by Gaia74 » Sun Nov 26, 2017 10:52 pm

Another Update Read The First Post!!

marco75
 
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Re: Hectic X 1.2 My First Mod!

#7

Post by marco75 » Tue Nov 28, 2017 12:01 pm

Doesn't work for me. What am I doing wrong?

Code: Select all

OS: Windows 7 (NT 6.1) Build 7601
    Service Pack 1
M_LoadDefaults: Load system defaults.
Using program directory for storage
Gameinfo scan took 1 ms
W_Init: Init WADfiles.
 adding D:/Doom/zandronum/zandronum.pk3, 689 lumps
 adding D:/Doom/doom2.wad, 2919 lumps
 adding D:/Doom/zandronum/announcer/ZanACG.pk3, 104 lumps
 adding D:/Doom/zandronum/announcer/ZanGeneric.pk3, 105 lumps
 adding D:/Doom/wads/weapons mod 1.1.wad, 1083 lumps
 adding D:/Doom/wads/hectic v3.3.wad, 7985 lumps
WARNING: duplicate S_END marker found.
 adding D:/Doom/wads/hectic x mod 1.2.wad, 1 lumps
I_Init: Setting up machine state.
CPU Speed: 3300 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz
  Family 6, Model 42, Stepping 7
  Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.24.16
V_Init: allocate screen.
Using in-memory database. The database will not be saved on exit.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
Invalid data encountered for texture hectic v3.3.wad:HWARN0
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Tried to register class 'ArchvileFire' more than once.
Tried to register class 'Gas' more than once.
Tried to register class 'BigGas' more than once.
Tried to register class 'DropFire' more than once.
Tried to register class 'Thamuz' more than once.
Tried to register class 'BDS' more than once.
Tried to register class 'DarkCyberGhostA' more than once.
Tried to register class 'DarkCyberGhostB' more than once.
Tried to register class 'DarkCyberGhostC' more than once.
Tried to register class 'DarkCyberGhostD' more than once.
Tried to register class 'DCBM1Trail' more than once.
Tried to register class 'DCBMiss2' more than once.
Tried to register class 'DCBMiss2Trail' more than once.
Tried to register class 'DCBMiss3' more than once.
Tried to register class 'DCBMiss3M' more than once.
Tried to register class 'DCBMiss3MG' more than once.
Tried to register class 'BruiserFireSpawner' more than once.
Tried to register class 'BruiserBallTrail' more than once.
Tried to register class 'BruiserFire' more than once.
Tried to register class 'Vile2' more than once.
Tried to register class 'VileFireSpawner' more than once.
Tried to register class 'VileFireD3' more than once.
Tried to register class 'FireBall' more than once.
Tried to register class 'IOSFireballTrail' more than once.
Tried to register class 'IOSFirebalExploder' more than once.
Tried to register class 'IOSDeathSFX1' more than once.
Tried to register class 'FTFire' more than once.
Script error, "hectic x mod 1.2.wad:DECORATE" line 666:
Parent type 'SuperShotgunGuy' not found in NewSsgGuy

Execution could not continue.

1 errors while parsing DECORATE scripts

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Empyre
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Re: Hectic X 1.2 My First Mod!

#8

Post by Empyre » Tue Nov 28, 2017 5:21 pm

NewSsgGuy inherits from SuperShotgunGuy, which is defined in Skulltag_Content.pk3. That means that you need to load Skulltag_Content even though Gaia74 didn't say that you need to.

I also see some errors that Gaia74 needs to look at:
WARNING: duplicate S_END marker found.
Invalid data encountered for texture hectic v3.3.wad:HWARN0
... and a whole lot of classes that are tried to register more than once.
"For the world is hollow, and I have touched the sky."

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Gaia74
 
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Re: Hectic X 1.2 My First Mod!

#9

Post by Gaia74 » Tue Nov 28, 2017 8:22 pm

i said this need skulltag content :u

and i gonna to look these errors thanks empyre

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Empyre
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Re: Hectic X 1.2 My First Mod!

#10

Post by Empyre » Tue Nov 28, 2017 9:32 pm

Before I said that you didn't say to load Skulltag_Content, I carefully searched the first post looking for it. I looked again just now. It isn't there.
"For the world is hollow, and I have touched the sky."

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Gaia74
 
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Re: Hectic X 1.2 My First Mod!

#11

Post by Gaia74 » Tue Nov 28, 2017 9:44 pm

here? xD
Gaia74 wrote:
Thu Oct 26, 2017 11:58 pm
can use weapons mods with my mod only charge all but the weapons file no

need skulltag content of course and some weapons the secondary fire

some items can spawn allies :D

have a good day and sorry for my bad english D:

i accept construtive critics :D and any question say it

some images

User avatar
Empyre
Zandrone
Posts: 1316
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

Re: Hectic X 1.2 My First Mod!

#12

Post by Empyre » Wed Nov 29, 2017 4:03 am

So it is there, but is hard to see it in the middle of all that other text. That is important information. If you capitalize it like this: Skulltag_Content, it will be easier to see.
"For the world is hollow, and I have touched the sky."

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Gaia74
 
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Location: Mexico
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Re: Hectic X 1.2 My First Mod!

#13

Post by Gaia74 » Wed Nov 29, 2017 7:56 pm

lel

ok xD

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