HACX Twitch 'N' Kill v1.2 Improved Edition (2021)

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HACX Twitch 'N' Kill v1.2 Improved Edition (2021)

Postby MAGNETIC » Mon Nov 01, 2021 12:31 pm

HACX Twitch 'N' Kill v1.2 Improved Edition (2021).

1.png


This is my custom symbiosis of HACX v1.0 Commercial CD Release and HACX v1.2.

The goal of this project was to bring the missing elements from HACX v1.0 Commercial CD Release to HACX v1.2 and therefore create a proper, complete version with available genuine assets, eliminate almost every single bug and enhance/tweak some aspects. I enjoyed doing playtesting through all the 22 levels of this game and I felt that it didn't get the attention it actually deserves. Based on my research of majority of the details I composed this Improved Edition which definitely gives a huge credit to the product, the potential of which was not fully revealed under difficult circumstances it encountered while being released back in 1997.

The changelog is as follows:

//=============================================================================================================================================//

THE MAPS (CHANGES IN MAPINFO.txt).

-All the maps from HACX v1.2 were replaced with the ones from HACX v1.0 Commercial CD Release and it was made sure that no bugs related to textures exist. TEXTURE1 & PNAMES lumps take responsibility for that.

-Almost every map from HACX v1.0 Commercial CD Release has changes starting from a different enemy count, their types and ending with a more complete transition to cyberspace through the special terminal in every appropriate & corresponding map.

-MAP21 "THE DARKNESS" from HACX v1.0 is now included and serves as the final game map. It uses D_HACX04.mid as a soundtrack like it was in HACX v1.0 Commercial CD Release.

-MAP11 "NOTUS US!", MAP16 "PROTEAN CYBEX", MAP17 "RIVER OF BLOOD" AND MAP19 "THE WAR ROOMS" had their skies changed in order to match the ones in HACX v1.0 Commercial CD Release. To be precise: Skies were swapped from Brown to Red & Red to Brown accordingly.

-Intermission screen of all 4 so called "episodes" now has a corresponding music (D_HACX19.mid) from HACX v1.0 Commercial CD Release.

//=============================================================================================================================================//

THE ENEMIES (CHANGES IN DECORATE.txt).

#1. Android.

-Multiple "death" sounds are now utilized like it was in HACX v1.0 Commercial CD Release.

#2 Buzzer.

-Multiple "sight" sounds are now utilized like it was in HACX v1.0 Commerсial CD Release.

#3 D-Man.

-Added a specific shade of a green blood color (indicated as RGB Palette Сode) in accordance with actor's pain sprite color. Initially there was a red blood color which is considered as incorrect.

#4. ICE.

-Multiple "sight", "attack" and "death" sounds are now utilized like it was in HACX v1.0 Commercial CD Release.
-Added a corresponding "mass" parameter into DECORATE.txt to match the one from DEHACKED of HACX v1.0 Commercial CD Release.

#5. Majong 7.

-Multiple "sight", "pain" and "death" sounds are now utilized like it was in HACX v1.0 Commercial CD Release.

#6. Mechamaniac.

-Added corresponding "health", "painchance", "mass" and "speed" parameters into DECORATE.txt to match the ones from DEHACKED of HACX v1.0 Commercial CD Release.
-Multiple "sight" and "death" sounds are now utilized like it was in HACX v1.0 Commercial CD Release.
-An amendment related to "projectile death" sprites was made (see Photon 'zooka clause in "THE WEAPONS" section).

#7. Monstruct.

-Added and activated "pain" and "raise guns" sounds in accordance with HACX v1.0 Commercial CD Release.
-Photon 'zooka "projectile death" sprites were copied and set for "HacxMonstructShot" actor. Additionally, those sprites obtained new names.

#8. Phage.

-Changed algorithm of "raise guns" sound in DECORATE.txt in order to avoid a clash with Monstruct actor.
-Walking animation sequence was changed to less smoothed in order to match the one in HACX v1.0 Commercial CD Release.
-Added a specific shade of a pink blood color (indicated as RGB Palette Code) in accordance with actor's pain sprite color. Initially there was a red blood color which is considered as incorrect.

#9. Roaming Mine.

-Nothing was changed.

#10. Stealth.

-Changed "alpha" parameter in accordance with Spectre actor from Doom.

#11. Terminatrix.

-The values of "health" and "mass" parameters were set in accordance with the ones in HACX v1.0 Commercial CD Release.
-Increased moving speed in accordance with HACX v1.0 Commercial CD Release.
-Added a corresponding "fastspeed" parameter into DECORATE.txt to match the one from DEHACKED of HACX v1.0 Commercial CD Release.
-Phage's "projectile death" sprites were copied and set for "HacxTerminatrixBall" actor. Additionally, those sprites obtained new names and offsets alignments.

#12. Thorn Thing.

-Changed "projectile launch" sound to the one utilized in HACX v1.0 Commercial CD Release.
-Added a specific shade of green blood color (indicated as RGB Palette Code) in accordance with actor's pain sprite color. Initially there was a red blood color which considered as incorrect.
-Offsets alignments were made for "projectile death" sprites

#13. Thug.

-Multiple "sight" and "death" sounds are now utilized like it was in HACX v1.0 Commercial CD Release.

#14. Samurai Statue.

-A fully correct algorithm has been implemented to make this actor operating as intended. Now you have to shoot the Samurai Statue couple of times until it devastates and releases Monstruct. Statue and Monstruct are separate actors.

#15. Mummy.

-A fully correct algorithm has been implemented to make this actor operating as intended. Now you have to shoot the Mummy couple of times until it evaporates and releases Phage. Mummy and Phage are separate actors.

#16. Skeleton.

-A fully correct algorithm has been implemented to make this actor operating as intended. Now you have to shoot the Skeleton couple of times until it evaporates and releases Phage. Skeleton and Phage are separate actors.

//=============================================================================================================================================//

THE WEAPONS (CHANGES IN DECORATE.txt).

#1. Kick.

-The rate of "kick" animation was decreased in order to match the one in HACX v1.0 Commercial CD Release.

#2. Hoig Reznator.

-The rate of "idle" and "fire" animations was decreased in order to match the one in HACX v1.0 Commercial CD Release.
-Added "GunFlash" effect while firing in accordance with HACX v1.0 Commercial CD Release.

#3. Pistol.

-Added several missing bottom pixels to PISGB0 texture.

#4. Uzi.

-Added "GunFlash" effect while firing in accordance with HACX v1.0 Commercial CD Release.

#5. Photon 'zooka.

-Offsets alignments were made for "projectile death" sprites in order to match the projectile trajectory. This amendment also relates to "Mechamaniac" actor as he uses the same weapon and the same projectiles.

#6. Stick.

-Added a missing bottom line of pixels to PLSGB0 texture.

#7. Nuker.

-Speed of projectile was decreased in order to match the one in HACX v1.0 Commercial CD Release.
-Offsets alignments were made for "projectile" sprites in order to match the offsets of "projectile death" ones.

//=============================================================================================================================================//

SOUND.

-New sound assignments have been made for Phage, Monstruct and Thorn Thing actors in SNDINFO.txt.

//=============================================================================================================================================//

GRAPHICS.

-Added a missing right side line of pixels to STCFN053 (Digit "5" in game symbols) texture.

//=============================================================================================================================================//

ADDONS TO USE FOR COMPLETE EXPERIENCE (OBLIGATORY).

#1. D2_HACX_v1.2_Original_HACX_v1.0_Cryogun_(Widescreen).wad

-Original Cryogun with a holographic sight from HACX v1.0 Commercial CD Release adjusted for widescreen. All the offsets (x, y) are in a strict accordance with original 4:3 aspect ratio version.

#2. D2_HACX_v1.2_Original_HACX_v1.0_Title_And_Credits_Screens.wad
D2_HACX_v1.2_Original_HACX_v1.1_Title_And_Credits_Screens.wad

-Original HACX v1.0 Commercial CD Release and HACX v1.1 Freeware TITLEPIC, CREDITS and ENDOOM screens. Choose the package in accordance with your preferences, but I would stick to v1.0.

#3. D2_HACX_v1.2_Widescreen_Photon_'zooka_Fix_v1.wad

-Widescreen version of the Photon 'zooka taken from HACX v2.0. All the offsets (x, y) were adjusted in order to be in a strict accordance with original 4:3 aspect ratio version. I give my preference to this version as it looks more genuine and finished for me.

#4. D2_HACX_v1.2_Widescreen_Photon_'zooka_Fix_v2.wad

-Widescreen version of the Photon 'zooka made by Rijam. All the offsets (x, y) were adjusted in order to be in a strict accordance with original 4:3 aspect ratio version.

#5. D2_HACX_v1.2_Widescreen_HUD_v1.wad

-A really good-looking Widescreen HUD done by NightFright (my personal preference).

#6. D2_HACX_v1.2_Widescreen_HUD_v2.wad

-A nice Widescreen HUD done by Rijam.

#7. D2_HACX_vx.x_Jump_Sound.wad

-A Player's jump sound taken from HACX v2.0. To use if you like jumping in Doom games.

#8. ANY_CAPS_(JSO).wad

-A Player's jump sound taken from Doom Legacy Source Port. To use if you like jumping in Doom games.

#9. ZDoom_Actors_Transparency_Removal+Actors_Blood_Color_Fix+Bullet_Hole_Decal_For_Fist.pk3

-Removes all transparency from all "Player Weapons Actors" and "Monsters Weapons Projectiles Actors".
-Sets correct blood colors for Hell Knight, Baron Of Hell and Cacodemon actors.
-Adds "Bullet Hole" decal for Fist when it punches a wall.

//=============================================================================================================================================//

MISCELLANEOUS TWEAKS AND NOTES.

-HACX v1.2 WAD type was changed from IWAD to PWAD because Slade vx.x.x Doom Resource Editor cannot save changes in IWAD types of WAD files.
The change was done by opening .wad file with NotePad++ and replacing letter "I" with "P" in Line #1.

-Transparency was completely removed from HACX Player Weapons Actors and from Monsters Weapons Projectiles Actors. All the changes were made in DECORATE.txt. Also there was transparency in ENK Blind item sprite, the item was changing it's state from normal to semi-transparent every second. Transparency was removed from that item either. As you remember DOOM did not have a transparency - it is ZDOOM which adds it.

-There were incorrect pain sprites in Samurai Statue, Mummy and Skeleton actors. These sprites are only intended to be used when Samurai Statue, Mummy or Skeleton transform into corresponding monsters once you shoot them but instead they also appear as pain sprites when you shoot those monsters after they have already transformed from Samurai Statue, Mummy or Skeleton states. Those issues were completely fixed - see clauses #14, #15, #16 in "THE ENEMIES" section.

-Status Bar used yellow digits and original doom font for ammo counter which was incorrect since HACX v1.0 Commercial CD Release uses black digits with it's own font. It was fixed by the change of font in SBARINFO.txt.

-Red C-Key and Blue C-Key were mixed up in HACX v1.2 and therefore a bug occured: when you picked up a Blue C-Key the HUD showed you that you've got a Red C-Key instead. A solution was implemented in form of swapping Lock 4 and Lock 5 definitions in LOCKDEFS.txt.

-Added a specific GAMEINFO.txt which sets the new header and it's color at the launch of the game. Additionally, there was a new startup text written in LANGUAGE.txt.

-It was, unfortunately, impossible to get 100% kills at MAP07 "THE GREAT WALL" and MAP17 "RIVER OF BLOOD". At MAP07 there was an unreachable Monstruct that did not teleport into the "library" area. You had to use noclip in order to reach the area where he was and shoot him once, then he would move and teleport into proper area. That problematic Monstruct has been removed from the map and thus it is now possible to reach 100% of kills.
At MAP17 there was a Mechamaniac who was being elevated to the hole in the ceiling as you tried to come closer to him. He was staying there and did not teleport to anywhere. You had to use noclip and Nuker to kill it fast and almost safe. That problematic Mechamaniac has been removed from the map and thus it is now possible to reach 100% of kills. Additionally, 100% of items and secrets are possible in both maps.

-At MAP21 "The Darkness" you could only get 50% of items as the "Body Armor" item was located inside the exit area which was surrounded by exit trigger lines and once you crossed one of these lines you would immediately finish the level. That problematic "Body Armor" item has been removed from the map and thus it is now possible to reach 100% of items.

-It is now possible to get 100% of kills, items and secrets in all the maps without cheating, jumping and using mouse vertical look.

-It was a correct decision by the developers to swap MAP14 ("'TRODE WARS") and MAP15 ("TWILIGHT OF ENK's") in HACX v1.0 Commercial CD Release as MAP15 has a computer room which sends player to MAP14 which represents the cyberspace. Previously (in v1.1 or v1.2) you started in the cyberspace without having an obvious clue from the previous level how did you end up here.

-At MAP03 "LAVA ANNEX" you may wonder how to get the "tiny hole" secret unless using mouse vertical look. Select your Cryogun and come closer to a tiny hole with a white glow in the wall near the stairs, shoot the hole and here you go - a platform raises and allows you to get this unusual secret. You will only be able to get that secret once you make your way back to that area after destruction of lava reactor, as up until that point you would surely have a Cryogun in your possession.

-At MAP08 "GARDEN OF DELIGHTS" there is a secret in the following form (You may wonder how to get it unless using mouse vertical look): At the pillar stands a pot, behind a pot is a button. Select your Cryogun and come to the opposite end of the hall and place yourself behind the parapet where you see another button. From this position, start shooting at the pot with your Cryogun until you hit the button which is behind the pot. If you succeed, the wall on your right opens and here you go: a secret stash with Cryogun ammo and other goodies for you to resupply.

//=============================================================================================================================================//

REQUIREMENTS, RECOMMENDATIONS AND INSTALLATION.

#1. Source Port.

-The whole game was tested on ZDoom v2.8.1 (still remains my preference) but I would assume that it would work just fine with GZDoom, ZDoom32 or LZDoom.

#2. The Launch Order.

-You have to use Doom2.wad as an IWAD now and the rest of the contents run with "-file" parameter. This is the correct order indicated in the

"Doom 2-HACX Twitch 'N' Kill v1.2 (Custom).bat" you will find in the archive:

Start ZDoom.exe -iwad Doom2.wad -file D2_HACX_v1.2_Custom.wad D2_HACX_v1.2_Widescreen_HUD_v1.wad
D2_HACX_v1.2_Widescreen_Photon_'zooka_Fix_v1.wad D2_HACX_v1.2_Original_HACX_v1.0_Cryogun_(Widescreen).wad
D2_HACX_v1.2_Original_HACX_v1.0_Title_And_Credits_Screens.wad D2_HACX_vx.x_Jump_Sound.wad

#3. Global Transparency Removal (Optional, but recommended).

-Put ZDoom_Actors_Transparency_Removal+Actors_Blood_Color_Fix+Bullet_Hole_Decal_For_Fist.pk3 alongside ZDoom.exe
-Open your ZDoom-USERNAME.ini and add the following line into [Global.Autoload] section:

Path=ZDoom_Actors_Transparency_Removal+Actors_Blood_Color_Fix+Bullet_Hole_Decal_For_Fist.pk3

-Have fun!

//=============================================================================================================================================//

CREDITS.

Copyright (C) 1997 by Banjo Software.
Copyright (C) 2010 by Xaser, Blzut3, Nostromo, Quasar, Cage, JustinC.
Copyright (C) 2021 by 0V3RDR!VE (aka MAGNETIC at ZDoom Forums).

//=============================================================================================================================================//

SCREENSHOTS & PHOTOS.

https://static.doomworld.com/monthly_2021_10/Screenshot_Doom_20210320_153106.png.f76780b5bcee52085449da523091de51.png

https://static.doomworld.com/monthly_2021_10/Screenshot_Doom_20211002_235031.png.55d592fc9d364341c6b65dc84bffc2b4.png

https://static.doomworld.com/monthly_2021_10/Screenshot_Doom_20211030_233509.png.513e8aebc54772c1521845f0c7242ef8.png

https://static.doomworld.com/monthly_2021_10/Screenshot_Doom_20211030_234236.png.4ececb64845b1da3ca327d21cc9a075e.png

https://static.doomworld.com/monthly_2021_10/Screenshot_Doom_20211030_234605.png.579bf3fbe85cd85a038fe792ecd443f2.png

https://static.doomworld.com/monthly_2021_10/Screenshot_Doom_20211030_235441.png.44ffa62ecd96ba176cf9355d00e1e402.png

https://static.doomworld.com/monthly_2021_10/1.jpg.415a37544b6aff733c2ddff2a85c2b29.jpg

https://static.doomworld.com/monthly_2021_10/2.jpg.efdf43c49695ec2e3d88d8740e6d9b38.jpg

https://static.doomworld.com/monthly_2021_10/3.jpg.bdbf605c9ca6886a13b2edcd24db8d06.jpg

https://static.doomworld.com/monthly_2021_10/4.jpg.e6ae935207a65bbff1ebf2388cea2520.jpg

https://static.doomworld.com/monthly_2021_10/5.jpg.8f38a5f3a8ce058fb784c4ce2ae29648.jpg

https://static.doomworld.com/monthly_2021_10/99.jpg.39e868808610a2c11f4c4b58285394a4.jpg

https://static.doomworld.com/monthly_2021_10/100.jpg.6026f0877b244f8f49b93cb6bb29f75d.jpg

//=============================================================================================================================================//

HACX Twitch 'N' Kill v1.2 Improved Edition (2021) Download Link:

https://disk.yandex.ru/d/Tu1fXCeBE0sGoQ

P.S.

In russian language "скачать" means "download"

There are also 2 custom icons included (to use with game's shortcut) and a scan of the story, the unfolded pages of which you may see on the photo.

You may find it all in the "_Docs" folder inside the archive.

Note (08.01.2022):

An update was made the the package.


You may download the updated package using the same download link above.

//=============================================================================================================================================//
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Last edited by MAGNETIC on Sat Jan 08, 2022 10:08 am, edited 11 times in total.
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Re: HACX Twitch 'N' Kill v1.2 Improved Edition (2021)

Postby MAGNETIC » Mon Nov 01, 2021 2:47 pm

Here is my demonstration run of HACX Twitch 'N' Kill v1.2 Improved Edition (2021) in ZDoom v2.8.1.

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Re: HACX Twitch 'N' Kill v1.2 Improved Edition (2021)

Postby Ashat Maself » Thu Nov 04, 2021 8:57 am

Can you please upload this on a more trusted website such as dropbox or google drive? This is a good update of the original but I'm worried a lot of people won't want to download from an unknown Russian website.
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Re: HACX Twitch 'N' Kill v1.2 Improved Edition (2021)

Postby MAGNETIC » Thu Nov 04, 2021 9:20 am

There is absolutely nothing to worry about as Yandex.Disk is a safe & well known (at least in Russia) file storage.
It is Russian analogue to google drive and from my point of view it has far better functionality and interface.
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Re: HACX Twitch 'N' Kill v1.2 Improved Edition (2021)

Postby JohnnyTheWolf » Thu Nov 04, 2021 10:44 am

I am not very familiar with HACX, so I am confused as to why the 1.2 version would be such a regression from the original release.

And does it mean that I should ditch HACX 2.0 in favour of this if I want the best experience?
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Re: HACX Twitch 'N' Kill v1.2 Improved Edition (2021)

Postby Dynamo » Thu Nov 04, 2021 10:48 am

Interesting, though I also am unsure on the differences between 1.0 and 1.2. Also, I personally disapprove of the way this is set up, with a .bat file and multiple wads, it would be much more convenient to have a central .wad or .pk3 file with everything else in an optional addons folder.

Still, looking forward to play with this in the coming days.
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Re: HACX Twitch 'N' Kill v1.2 Improved Edition (2021)

Postby MAGNETIC » Thu Nov 04, 2021 11:51 am

JohnnyTheWolf wrote:I am not very familiar with HACX, so I am confused as to why the 1.2 version would be such a regression from the original release.

And does it mean that I should ditch HACX 2.0 in favour of this if I want the best experience?


1) Starting from maps:

HACX v1.2 uses maps from HACX v1.1 Freeware (v1.2 is actually based on v1.1 which is, in it's own right, a throwback from v1.0 Commercial CD Release), some of them have design flaws and seem incomplete. HACX v1.0 Commercial CD Release had the latest versions of the maps and they are much appealing. You seem not to know the entire story.

Read these articles:

https://tcrf.net/Hacx:_Twitch_'n'_Kill

https://doomwadstation.net/hacx/GetHacx.html

The changes (the firing rate) made to weapons in v1.2 (Kick, Hoig Reznator, Nuker) I don't consider genuine as they shatter the balance.
In HACX v1.0 Commercial CD Release they were slower but not until the point you would consider them weak and useless.

As for enemies - In HACX v1.0 Commercial CD Release there were some bad points for sure (like one sound used too much by a range of enemies),
but they are not included in my release. The changes did not make them weaker, that's for certain, but more historically accurate (towards v1.0) and genuine.

2) HACX v2.0 is a product of another level. It goes extremely deep into "distinctive" & "expansive" directions. It is good on it's own but it's already too far away from original, genuine HACX released back in 1997. If you want an experence as much as close to the original - stick with my release.
Last edited by MAGNETIC on Thu Nov 04, 2021 12:04 pm, edited 1 time in total.
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Re: HACX Twitch 'N' Kill v1.2 Improved Edition (2021)

Postby MAGNETIC » Thu Nov 04, 2021 12:01 pm

Dynamo wrote:Interesting, though I also am unsure on the differences between 1.0 and 1.2. Also, I personally disapprove of the way this is set up, with a .bat file and multiple wads, it would be much more convenient to have a central .wad or .pk3 file with everything else in an optional addons folder.

Still, looking forward to play with this in the coming days.


1) There are differences, that's for sure. I made my best to list them here.

2) I don't tend to stick with easy ways, so my entire ZDoom directory is set with .BAT and multiple .WAD files.
In this case your primary WAD is Doom2.wad (-iwad command) and the second in priority is D2_HACX_v1.2_Custom.wad (-file command).
You just have to "attach" (-file command) the addons I recommended to use for complete experience.
Multiple addons (WADs) are given to you in order to allow you to choose - like between "HUD_v1" vs "HUD_v2" etc.
The .BAT file was included with the only purpose - to serve as example of how this should be launched.

BTW, .BAT files are extremely convenient to use - you set them up once and go along with it all the way just fine.
Click on the .BAT file with your MOUSE2 button, then press "Edit" and write/copy the names of the contents accordingly.
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Re: HACX Twitch 'N' Kill v1.2 Improved Edition (2021)

Postby Korell » Sat Apr 09, 2022 9:12 am

Just found out about this yesterday and gave it try a moment ago. I found that the "ZDoom_Actors_Transparency_Removal+Actors_Blood_Color_Fix+Bullet_Hole_Decal_For_Fist.pk3" file would cause an issue, however, in that in the first map, once you get in through the main doors and up the elevator, one of the offices has an invisible cacodemon that leaves broken glass sprites when it fires at you, and this is not present in the original game or when you use this 1.2 Improved Edition mod without this PK3 file (which seems to work just fine). I tried adjusting the load order, too, and it made no difference if the pk3 was loaded first, immediately after the main D2_HACX_v1.2_Custom.wad, or last. I'm using GZDoom 4.7.1.
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Re: HACX Twitch 'N' Kill v1.2 Improved Edition (2021)

Postby MAGNETIC » Tue Apr 19, 2022 2:48 pm

Korell wrote:Just found out about this yesterday and gave it try a moment ago. I found that the "ZDoom_Actors_Transparency_Removal+Actors_Blood_Color_Fix+Bullet_Hole_Decal_For_Fist.pk3" file would cause an issue, however, in that in the first map, once you get in through the main doors and up the elevator, one of the offices has an invisible cacodemon that leaves broken glass sprites when it fires at you, and this is not present in the original game or when you use this 1.2 Improved Edition mod without this PK3 file (which seems to work just fine). I tried adjusting the load order, too, and it made no difference if the pk3 was loaded first, immediately after the main D2_HACX_v1.2_Custom.wad, or last. I'm using GZDoom 4.7.1.


Hello there, I've just tested the case you've described (using GZDoom v3.5.9999) and I can assure that it is quite bugged in terms of visuals when using my
"ZDoom_Actors_Transparency_Removal+Actors_Blood_Color_Fix+Bullet_Hole_Decal_For_Fist.pk3" package.

It is relevant to say that I composed that PK3 for ZDoom only as I've been using that source port since 2013 to play anything* Doom related (*which,
of course, can run correctly with ZDoom). That PK3 works just as intended there and used for Doom, official expansions and some other classic Doom addons mostly.

GZDoom seemingly uses another approach to actors' definitions structure within GZDoom.pk3 and therefore visual glitches occur.

So it is correct to pull down this optional PK3 when using GZDoom to play this edition of the game and avoid those visual artifacts.

I also noticed (for the first time!) that in GZDoom D2_HACX_v1.2_Custom.wad actors transparency aspects disabled anyway even without that optional PK3, so everything else should be fine. As far as I remember I could have duplicated some transparency removal "tweaks" within D2_HACX_v1.2_Custom.wad itself, which is definitely good for such a case :).
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MAGNETIC
 
Joined: 07 Aug 2021
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: Intel (Legacy GZDoom)


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