Hexen : Curse of the demon lord. (A spiritual sequel)
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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.
The Projects forums are only for 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.
Hexen : Curse of the demon lord. (A spiritual sequel)
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Map01
Map03
This is a thread for my Hexen wad that is to be a spiritual sequel to Curse of d'sparil.
Check out the thread on DW for more information:
http://www.doomworld.com/vb/wads-mods/4 ... -a-sequel/
Map status:
Map01: 98%
Map02: 98%
Map03: 98%
Map04: 30%
Map05: 30%
Map06: 30%
Map07: 20%
Map08: 0%
That's it for now.
Last edited by Kristus on Thu Jul 10, 2014 4:20 am, edited 5 times in total.
- Graf Zahl
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Re: Hexen : Curse of the lost gods. Looking for Zdoom help.
I have gotten level stats to work in Hexen for other mods without problems. It's probably just a small oversight. Can you PM me the project so that I can have a look at what's going on
Re: Hexen : Curse of the lost gods. Looking for Zdoom help.
Well. I didn't actually get anywhere with it. I tried a few things and compared mapinfo lumps between heretic, hexen and Doom2. One test I did was to run it with the Doom2 mapinfo lump. And while I got it to run with it, I didn't get any stats or intermission going from one level to another. Which made me wonder if I had to do something more than just fiddle with the mapinfo. Maybe the linetriggers moving you from one level to the next makes it skip it? But since you're saying it's easy. I'm thinking that I just suck a lot.
EDIT: The only thing I've spotted that seem to have to do with stats screens is this line "intermissioncounter = true"
EDIT2: Which I now learned that it's simply whether the numbers should count up to the stat or not... finding info on the Wiki, I've not really managed to find anything other than a few script capabilities in Zdoom to give the stats while still in the map.
EDIT3: I think I may have found what is necessary. ... maybe
I found this, ( http://zdoom.org/wiki/Intermission_script ) but I can't find anything like it in the Zdoom.pk3 resources.
EDIT: The only thing I've spotted that seem to have to do with stats screens is this line "intermissioncounter = true"
EDIT2: Which I now learned that it's simply whether the numbers should count up to the stat or not... finding info on the Wiki, I've not really managed to find anything other than a few script capabilities in Zdoom to give the stats while still in the map.
EDIT3: I think I may have found what is necessary. ... maybe
I found this, ( http://zdoom.org/wiki/Intermission_script ) but I can't find anything like it in the Zdoom.pk3 resources.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49073
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Hexen : Curse of the lost gods. Looking for Zdoom help.
There's a few things to look out for. Most importantly, you may not define your levels as part of a hub. But as I said, if you can't get it to work let me have a look.
No, that's just for the animated intermission screens of Doom 1.
Kristus wrote: EDIT3: I think I may have found what is necessary. ... maybe
I found this, ( http://zdoom.org/wiki/Intermission_script ) but I can't find anything like it in the Zdoom.pk3 resources.
No, that's just for the animated intermission screens of Doom 1.
Re: Hexen : Curse of the lost gods. Looking for Zdoom help.
I don't THINK the maps are set up as hubs. At least they are all in separate clusters so I get intermission text between each one. But even yet, when I tried with the Doom2 mapinfo. I shouldn't have gotten hubs anyway...
Anyway. I can't seem to figure this out so I am sending you a PM with the download URL. Thanks for taking your time.
Anyway. I can't seem to figure this out so I am sending you a PM with the download URL. Thanks for taking your time.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49073
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Hexen : Curse of the lost gods. Looking for Zdoom help.
First, use full map names. Having it work with map numbers instead of map names is an accident and not really supported.
So instead of 'Map 30 "blabla"' use 'Map MAP30 "blabla"'.
The main problem is that you need to reset Hexen's gamedefaults so that they don't contain the 'nointermission'. Just add this at the top of your MAPINFO:
That will set everything that's a Hexen default except the no intermission thing.
So instead of 'Map 30 "blabla"' use 'Map MAP30 "blabla"'.
The main problem is that you need to reset Hexen's gamedefaults so that they don't contain the 'nointermission'. Just add this at the top of your MAPINFO:
Code: Select all
gamedefaults
{
activateowndeathspecials
infiniteflightpowerup
fallingdamage
noautosequences
missilesactivateimpactlines
monsterfallingdamage
}
Re: Hexen : Curse of the lost gods. Looking for Zdoom help.
Done, but that was how the Mapinfoconverter did it, so I have really no part in that.Graf Zahl wrote:First, use full map names. Having it work with map numbers instead of map names is an accident and not really supported.
So instead of 'Map 30 "blabla"' use 'Map MAP30 "blabla"'.
Thanks. it's working now.Graf Zahl wrote:Just add this at the top of your MAPINFO:
- Graf Zahl
- Lead GZDoom+Raze Developer
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- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Hexen : Curse of the lost gods. Looking for Zdoom help.
Kristus wrote:Done, but that was how the Mapinfoconverter did it, so I have really no part in that.Graf Zahl wrote:First, use full map names. Having it work with map numbers instead of map names is an accident and not really supported.
So instead of 'Map 30 "blabla"' use 'Map MAP30 "blabla"'.
It converted something it wasn't supposed to convert.
Re: Hexen : Curse of the lost gods. Looking for Zdoom help.
Ah, that explains it.
Re: Hexen : Curse of the demon god. Looking for Zdoom help.
Hi boys and girls. Long time no see.
This project has been changed since my last posts. It's now only for Zdoom and compatible ports. (Partially because it's less of a hassle for me, but mostly because it won't run well with any of the other Hexen supported ports anyway).
Anyway. I am looking to add two new enemies to the roster. But I am looking for sprites. I know there are a ton of good Hexen style spritesheets out there. But most image sheet links are dead and I wonder if anyone got any to share.
I've looked at Demon Eclipse, which got a Heresiarch mod called the Avatar. Which is decent. But not much more than a recolor. I want the sprites to really fit into the canon. But not be simple mods either.
One demon is regal, and will fill a role similar to the Arch Vile in Doom. This is a key monster that I feel is missing in Hexen, (and Heretic) that would help a lot with organising the game play.
Second is a monster based off of the Medusa from Hexen 2. I have the monster found in a Hexen 2 for Hexen convo pack I found. But the sprites are pretty awful so I am looking to replace them. But the monster itself I feel would be a welcome addition to the roster.
Anyway. If anyone could help by posting links to sprites. I would appreciate it.
This project has been changed since my last posts. It's now only for Zdoom and compatible ports. (Partially because it's less of a hassle for me, but mostly because it won't run well with any of the other Hexen supported ports anyway).
Anyway. I am looking to add two new enemies to the roster. But I am looking for sprites. I know there are a ton of good Hexen style spritesheets out there. But most image sheet links are dead and I wonder if anyone got any to share.
I've looked at Demon Eclipse, which got a Heresiarch mod called the Avatar. Which is decent. But not much more than a recolor. I want the sprites to really fit into the canon. But not be simple mods either.
One demon is regal, and will fill a role similar to the Arch Vile in Doom. This is a key monster that I feel is missing in Hexen, (and Heretic) that would help a lot with organising the game play.
Second is a monster based off of the Medusa from Hexen 2. I have the monster found in a Hexen 2 for Hexen convo pack I found. But the sprites are pretty awful so I am looking to replace them. But the monster itself I feel would be a welcome addition to the roster.
Anyway. If anyone could help by posting links to sprites. I would appreciate it.
- Unholypimpin
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Re: Hexen : Curse of the demon god. Looking for Zdoom help.
I take it you havnt checked or wanted to use monsters from realm667? There are some pretty good hexen monster sprites there.
Re: Hexen : Curse of the demon god. Looking for Zdoom help.
That page won't load for me. It's dead in the water it seem.
- Unholypimpin
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Re: Hexen : Curse of the demon god. Looking for Zdoom help.
I have a few on my computer from that site if you want em.
Re: Hexen : Curse of the demon god. Looking for Zdoom help.
That would be helpful. If you don't got a place to upload them, perhaps you can just mail them to me at kristustf -at- gmail.com
- Unholypimpin
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Re: Hexen : Curse of the demon god. Looking for Zdoom help.
You wouldnt happen to have skype or anything like that? because I would have to do some digging around for this stuff and also this project looks pretty cool. You looking for someone to contribute maps for this or are you just doing this alone?