HexenHanced (v1.4c / Patch) - Discontinued
- DoomRater
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)
I keep forgetting to mention this: The Hexen cast's jumping ability is SERIOUSLY NERFED now.
- NeuralStunner
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)
I really don't see how.DoomRater wrote:The Hexen cast's jumping ability is SERIOUSLY NERFED now.
ZDoom.pk3, actors/hexen/*player.txt:
Code: Select all
Player.JumpZ 9
Code: Select all
Player.JumpZ 9
- DoomRater
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)
Well I am having the most incredible time jumping up and nabbing the helmet as the fighter. I noticed I was not jumping as high.
Edit: Let me make sure I am trying this with an up to date version first, and I'll get back to you on this.
Edit 2: Yeah, could have been an old version of GZDoom causing the problem.
Edit: Let me make sure I am trying this with an up to date version first, and I'll get back to you on this.
Edit 2: Yeah, could have been an old version of GZDoom causing the problem.
- NeuralStunner
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)
You know what? I just compared the two in-game, even with the newest GZDoom, and I noticed the same thing. Although the jump velocity is the same, it acts like the amount is about half a "point" lower. The default Hexen classes almost seem to ignore the Decorate properties.
So, I've increased the JumpZ to 9.5, which brings it a little over the usual. Jumping will be a little improved now instead.
So, I've increased the JumpZ to 9.5, which brings it a little over the usual. Jumping will be a little improved now instead.
Re: HexenHanced: Hexen Gameplay Remix (v1.1)
Maybe that is what he was trying to say just in his own little way!NeuralStunner wrote:You know what? I just compared the two in-game, even with the newest GZDoom, and I noticed the same thing. Although the jump velocity is the same, it acts like the amount is about half a "point" lower. The default Hexen classes almost seem to ignore the Decorate properties.
So, I've increased the JumpZ to 9.5, which brings it a little over the usual. Jumping will be a little improved now instead.
- DoomRater
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)
What's weird is that ZDoom didn't seem to have that problem.NeuralStunner wrote:You know what? I just compared the two in-game, even with the newest GZDoom, and I noticed the same thing. Although the jump velocity is the same, it acts like the amount is about half a "point" lower. The default Hexen classes almost seem to ignore the Decorate properties.
So, I've increased the JumpZ to 9.5, which brings it a little over the usual. Jumping will be a little improved now instead.
- NeuralStunner
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)
Hmm, you're right. I'm inclined to think that the physics are handled differently in GZDoom. When in fly mode, I don't seem to ascend as fast either.
So what do you think I should do? Return JumpZ to 9, and file a bug report at the GZDoom forum?
So what do you think I should do? Return JumpZ to 9, and file a bug report at the GZDoom forum?
- DoomRater
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)
Daaaaafinitely file a bug report. They should act the same in both ports.
- NeuralStunner
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)
Hmm, this is strange. After a few tests, it seems to be acting the same now.
Re: HexenHanced: Hexen Gameplay Remix (v1.1)
.... Could it possibly be quantum physics have started running in Gzdoom?!
- NeuralStunner
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Re: HexenHanced: Hexen Gameplay Remix (v1.2)
New update!
Updates and Changes in v1.2:
- Added sprites by Neoworm! Much cooler electrified Axe, and the Hammer with red flame.
- Added some new frames for Bloodscourge's AltFire.
- Added custom Decals for the weapons.
- Some damage tweaks.
- Decreased the flying speed of the powered thrown Hammer just a little, tweaked the sound a bit.
- Increased the time to charge the Axe up, changed the animation to hold the axe up.
- Rotated the Powered Arc's ring of orbs by 11.25 degrees, so one doesn't come straight back at you.
- Made some missiles and attacks bloodless.
- Added a few new sounds, changed sound usage for swung weapons.
- All Mana weapons except the ultimates now respect Infinite Ammo Powerups/Cheats.
- Some bugfixes, particularly with ammo usage.
- Optimized some of the files, rearranged some things.
- Added "dummy weapons" to help with a few things in the future...
Download the new version here.
BTW, if you'd like to see the Multi-part weapons affected by Infinite Ammo, please support this feature suggestion.
Updates and Changes in v1.2:
- Added sprites by Neoworm! Much cooler electrified Axe, and the Hammer with red flame.
- Added some new frames for Bloodscourge's AltFire.
- Added custom Decals for the weapons.
- Some damage tweaks.
- Decreased the flying speed of the powered thrown Hammer just a little, tweaked the sound a bit.
- Increased the time to charge the Axe up, changed the animation to hold the axe up.
- Rotated the Powered Arc's ring of orbs by 11.25 degrees, so one doesn't come straight back at you.
- Made some missiles and attacks bloodless.
- Added a few new sounds, changed sound usage for swung weapons.
- All Mana weapons except the ultimates now respect Infinite Ammo Powerups/Cheats.
- Some bugfixes, particularly with ammo usage.
- Optimized some of the files, rearranged some things.
- Added "dummy weapons" to help with a few things in the future...
Download the new version here.
BTW, if you'd like to see the Multi-part weapons affected by Infinite Ammo, please support this feature suggestion.
Re: HexenHanced: Hexen Gameplay Remix (v1.2)
Once I made alternative mace attack sprites. You may be interested.
- Serious Cacodemon
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Re: HexenHanced: Hexen Gameplay Remix (v1.2)
The jumping thing has to do with the jumping height being at "9" instead of "9.75". I think it's also like this when playing Hexen through the latest versions of ZDoom and/or GZDoom. The Wiki definitions for the Hexen classes has the jump height set to "9.75", even though the decorate definitions in (G)Zdoom's PK3 have the jump height set to "9".
I tried this out a bit, and I'm surprised, but I notice that the Krater of Might does absolutely nothing now. I mean, it does work once, but you can't use subsequent Kraters of Might anymore after that.
I tried this out a bit, and I'm surprised, but I notice that the Krater of Might does absolutely nothing now. I mean, it does work once, but you can't use subsequent Kraters of Might anymore after that.
- NeuralStunner
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Re: HexenHanced: Hexen Gameplay Remix (v1.2)
Hmm, well I just compared to vanilla, and the jumping there is obviously the equivalent of 9.75. I hadn't noticed as I use the contents of (G)ZDoom.pk3 for reference, so this looks like a "PK3 bug". Will report, thank you.Serious Cacodemon wrote:The jumping thing has to do with the jumping height being at "9" instead of "9.75". I think it's also like this when playing Hexen through the latest versions of ZDoom and/or GZDoom. The Wiki definitions for the Hexen classes has the jump height set to "9.75", even though the decorate definitions in (G)Zdoom's PK3 have the jump height set to "9".
This raises another question: Should jump height vary slightly between the different classes?
Thank you. I did find this already, and a fix is included for the next release.Serious Cacodemon wrote:I tried this out a bit, and I'm surprised, but I notice that the Krater of Might does absolutely nothing now. I mean, it does work once, but you can't use subsequent Kraters of Might anymore after that.
Re: HexenHanced: Hexen Gameplay Remix (v1.2)
It would be a nice detail to have different classes have different jump heights. Do you really think a warrior with heavy armor would be able to jump as well as a wizard in a robe? I think the Mage should jump higher then normal, the Cleric should be normal, and the Warrior should have a lower jump height.