Doom Heretic Cheats Zdoom
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doom heretic cheats ZDoom. Forum rules The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead. Got a cool project idea but nothing else ? Put it in the project ideas thread instead! Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too. Please read the full rules for more details. Brightmaps Plus v1.8. by NightFright » Mon Apr 15, 2019 3:54 am. It was suggested that I create a separate thread for this, so here it is. Since GZDoom's brightmaps.pk3 is not fully compatible with Revenant100's Sprite Fixing Project, new brightmaps were needed. This package does not only provide that but also adds many more brightmaps than the original file delivers, e.g. glowing eyes for Doom monsters, weapon pickups or (optional) texture brightmaps. This package builds upon the work of previous brightmaps releases, but many entries have been edited, changed or added for more subtle effects which do not interfere too much with actual gameplay (e.g. monster eyes usually don't glow THAT brightly in the dark any more to avoid revealing monster presence too early). Glowing eyes effect for Soulsphere/Megasphere and slightly sparkling health bonus are all new-additions created by myself. Last update: Version 1.8 (May 25, 2021) Example screenshots (MAP30): Info: - Doom, Heretic, Hexen and Strife supported - Spritefixes supported (depending on which mod file you use) - More (and better) brightmaps than default brightmaps.pk3 with additional features (e.g. monster eyes glow in the dark, texture brightmaps) - Completely replaces brightmaps.pk3 that comes with GZDoom. You don't need to load both files at the same time - It is assumed you use the spritefixes for Doom and Heretic made by Revenant100 (d1spfx19.wad, d2spfx19.wad, hrspfx10.wad) - As long as you use the spritefix version, avoid loading these brightmaps with Doom/Heretic addons that come with customized sprites. Credits: Based on original graphics by - id Software (Doom/Doom II) - Raven Software (Heretic/Hexen) - Rogue Entertainment (Strife) - TeamTNT (Final Doom) Brightmaps provided by - Acidhoes (Hexen sprites) - DrVenom8 (Doom/Heretic sprites and Heretic/Hexen textures) - NightFright (Doom spritefix sprites & various edits) - TheUnbeholden (Doom/Final Doom textures) - Virtue (Doom/Hexen/Strife sprites) Version 1.61 released. by NightFright » Wed Apr 17, 2019 8:06 am. A bit of love for Heretic. Iron Lich was at least partially improperly defined (brightmaps are called LICH in GZDoom instead of HEAD, probably to avoid conflicts with Doom's Cacodemon) - it should work as intended now. A few pickups were tweaked as well. CHANGELOG v1.61 [HERETIC] Improved: Quiver of Ethereal Arrows (AMC2 B/C), Crystal Vial (PTN1), Quartz Flask (PTN2) [HERETIC] Fixed: Iron Lich (HEAD/LICH) Re: Brightmaps Plus (spritefix compatible) by Caligari87 » Wed Apr 17, 2019 9:54 am. Just curious, how does this compare and contrast with sbrightmaps.pk3? That's what I've been using for a while and I really like it, but I'm not sure if this builds on it or not. Re: Brightmaps Plus (spritefix compatible) by NightFright » Wed Apr 17, 2019 12:00 pm. Among other sources, this project is based on sbrightmaps - sort of, since Z86 most likely got his brightmaps basically from the same sources I did (not sure how much he made by himself). I have applied a lot of changes and adjustments, but you shouldn't lose any significant functionality/effects when using this instead. After I converted all brightmaps to greyscale, some brightmaps have their brightnesses reduced, but that's also due to feedback from people who complained that gameplay changes too much if you see glowing monster eyes in the dark. It's still like that, but in some cases (zombie, sergeant, imp) you may need to pay a bit more attention to spot them. Main advantage is that it unites all brightmaps, for Doom 1+2, TNT, Plutonia, Heretic, Hexen and Strife in one single file. And it works with spritefixes, but also without if needed. Re: Brightmaps Plus (spritefix compatible) by Caligari87 » Wed Apr 17, 2019 12:57 pm. Alright, awesome! Looks like I'll probably be adding this to my autoload then. Re: Brightmaps Plus (spritefix compatible) by Nash » Thu Apr 18, 2019 1:46 pm. Re: Brightmaps Plus (spritefix compatible) by NightFright » Thu Apr 18, 2019 2:05 pm. I would also like to have that option. And while we are at it, make texture brightmaps switchable, too. Hell, I could even make glowing monster eyes optional. I haven't seen this anywhere so far though, therefore I am sceptical. Coding team input may be needed for this one. If GLDEFS is only loaded on startup and cannot be updated dynamically ingame, I guess we are out of luck, though. In the worst case you may need to create a seperate zipfile without spritefixes enabled, but I'd also prefer a single-file solution. Version 1.62 released. by NightFright » Wed May 01, 2019 2:58 am. Maintenance release in order to adapt to lump filtering changes with GZDoom 4.1.0. Please do NOT use this version with GZDoom 4.0.0 or earlier. For convenience, I will keep a link to v1.61 in the OP for the time being, but I assume that eventually everybody will update to latest GZDoom version. CHANGELOG v1.62 [DOOM] Adjusted lump filtering for DOOM 1+2 according to latest GZDoom 4.1.0 syntax. Re: Brightmaps Plus (spritefix compatible) by Hipnotic Rogue » Wed May 01, 2019 5:01 am. Re: Brightmaps Plus (spritefix compatible) by mgtroyas » Mon May 06, 2019 6:10 am. Re: Brightmaps Plus (spritefix compatible) by Grizzly » Fri May 24, 2019 4:48 pm. Re: Brightmaps Plus (spritefix compatible) by Grizzly » Fri May 31, 2019 2:23 pm. Re: Brightmaps Plus (spritefix compatible) by NightFright » Sat Jun 01, 2019 2:50 am. That's the catch. It was actually a lot worse before my edits since all brightmaps were pretty much fullbright. I'd like to add ingame switches for textures and glowing eyes, but I think GZDoom isn't capable of dynamically switching brightmap definitions. Maybe one day. Hexen cheat codes. To use a cheat code in most versions of Hexen, one simply types the code while playing (this also applies while in automap mode). After the last letter has been entered, a message of acknowledgement will appear at the top of the screen. The status bar and ingame view may also change, depending on the effects of the code. All of the codes for the original game work in all source ports, unless otherwise noted. All cheat codes are disabled in multiplayer games and in the Titan/Pope/Archimage (level 5) skill level; however, some cheats (such as mapsco) are not disabled when entering this difficulty level. Full version. Second time: full automap with items and enemies. Third time: back to normal. Shareware version. bgokey Makes the player immune to all damage excluding teleport frags, spikes, and fall damage from extreme heights ("God mode"). sgurno Sets health to 100%. rjohnson No clipping (the player can walk through walls, characters, and obstacles, climb high ledges instantly, and pass through items and across all tagged linedefs with no effect). cstika Carnage; Kills all monsters on the current level. crhinehart Gives all weapons, full mana and full armor. braffel Full Inventory; Gives the maximum amount of each artifact. mraymondjudy Gives all keys. tmoore Gives all puzzle items. plipo# Change player class to #: 0 = Fighter, 1 = Cleric, 2 = Mage. bpelletier## Warps to level ## [01-04] (does not deactivate '-nomonsters' command line option). init Restarts level, removes everything the player is carrying and disables cheats. mwagabaza## Run script ## [01-99]. reveal First time: full automap (reveals unexplored areas). Second time: full automap with items and enemies. Third time: back to normal. Note: Almost all of the cheat codes for the shareware version of the game are taken from the first initial and full last name of the game designers from Raven Software. For example: kschilder comes from Kevin Schilder, bgokey is Ben Gokey, and mraymondjudy is Michael Raymond-Judy. Two (or more) cheat codes with overlapping letters can be activated without typing the overlapping part(s) twice. A useful example is "satan" and "nra" which can both be activated by typing "satanra" for both "god mode" and full weapons/ammo in the full version. Another example is "sherlocksmith" to activate both "sherlock" and "locksmith" (all puzzle items and all keys). ZDoom. Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trailer] Forum rules The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead. Got a cool project idea but nothing else ? Put it in the project ideas thread instead! Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too. Please read the full rules for more details. Walpurgis 0.93 (For Doom/Heretic/Hexen) [HOTFIX/New Trailer] by eharper256 » Sun Jan 19, 2020 5:17 pm. A gameplay mod that works with Doom and Heretic, straight out of the Box! Focused on giving everything three fire-modes without needing any extra resources, just balancing them around standard blue and green mana/ammo consumption. Will have upgrades for each of those afformentioned fire-modes (think Trailblazer) ----------------------------------------------- Don't forget to bind yourself a 'Reload' key. In Walpurgis, this key is your third fire mode. Various inventory items can also be assigned hotkeys.