HexenHanced (v1.4c / Patch) - Discontinued
- ShadesMaster
- Posts: 657
- Joined: Thu Jun 12, 2008 2:05 am
Re: HexenHanced: Hexen Gameplay Remix (v1.0 for now)
Everyone likes it when the Tome of Power appears in games that u don't expect.
- NeuralStunner
-
- Posts: 12325
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: HexenHanced: Hexen Gameplay Remix (v1.1)
Woo! I think you're going to be happy with Baratus now.
Updates and Changes in v1.1:
- Added a custom Status Bar. (See the end of Info.txt for more about that.)
- Starting Weapons now use 1-5 SM per attack instead of a full 5.
- Starting Alt Attacks now require 20 SM instead of 25, and have less "penalty" for missed attacks.
- Characters now start with much more Stamina, and I doubled the rate at which it replenishes.
- Sped up the Fist a bit, changed the knockback to normal thrust, so it won't move trees and the like.
- Powered Fist's normal punches don't knock foes back now. More trouble than good IMO.
- You can now go right into a super punch during regular punching. Whop whop POW!
- Axe damage type restored to Electric. (Go ahead and take out some aggression on a few Centaurs.)
- Powered Axe now uses no Mana for hitting a wall with the zap attack only.
- The Mace has lower minimum damage, but is now faster.
- The Mace, like the Fist, can be transitioned easily between Fire and AltFire modes while swinging.
- Powered Mace now does some Ice damage. (Slightly bugged.) It can still break frozen enemies.
- Tweaked Firestorm to only create a ring of fire on damagable actors.
- More animation changes, modified some other items.
- Replaced the Dark Servant with the Tome of Power.
- Added the Stamina Ring Artifact. (This and the next two items are not placable in a map yet.)
- Added the Satchel of the Sidhe (25 BM & GM, 1 SM Ring, 1 Flask, 1 Torch, 2 Discs, and 2 Flechettes).
- Added the Cloak of Resistance. (Reduces damage by half, and resists Fire, Electric, and Ice.)
(Version 1.1 download removed, please get v1.2 from the first post.)
Edit: Re-uploaded. Not empty this time, I promise.
Updates and Changes in v1.1:
- Added a custom Status Bar. (See the end of Info.txt for more about that.)
- Starting Weapons now use 1-5 SM per attack instead of a full 5.
- Starting Alt Attacks now require 20 SM instead of 25, and have less "penalty" for missed attacks.
- Characters now start with much more Stamina, and I doubled the rate at which it replenishes.
- Sped up the Fist a bit, changed the knockback to normal thrust, so it won't move trees and the like.
- Powered Fist's normal punches don't knock foes back now. More trouble than good IMO.
- You can now go right into a super punch during regular punching. Whop whop POW!
- Axe damage type restored to Electric. (Go ahead and take out some aggression on a few Centaurs.)
- Powered Axe now uses no Mana for hitting a wall with the zap attack only.
- The Mace has lower minimum damage, but is now faster.
- The Mace, like the Fist, can be transitioned easily between Fire and AltFire modes while swinging.
- Powered Mace now does some Ice damage. (Slightly bugged.) It can still break frozen enemies.
- Tweaked Firestorm to only create a ring of fire on damagable actors.
- More animation changes, modified some other items.
- Replaced the Dark Servant with the Tome of Power.
- Added the Stamina Ring Artifact. (This and the next two items are not placable in a map yet.)
- Added the Satchel of the Sidhe (25 BM & GM, 1 SM Ring, 1 Flask, 1 Torch, 2 Discs, and 2 Flechettes).
- Added the Cloak of Resistance. (Reduces damage by half, and resists Fire, Electric, and Ice.)
(Version 1.1 download removed, please get v1.2 from the first post.)
Edit: Re-uploaded. Not empty this time, I promise.
Last edited by NeuralStunner on Sun Jan 17, 2010 4:26 pm, edited 2 times in total.
- Marisa the Magician
- Posts: 3886
- Joined: Fri Feb 08, 2008 9:15 am
- Preferred Pronouns: She/Her
- Operating System Version (Optional): (btw I use) Arch
- Graphics Processor: nVidia with Vulkan support
- Location: Vigo, Galicia
- Contact:
Re: HexenHanced: Hexen Gameplay Remix (v1.1)
Uhm, file is either corrupt or you just uploaded an empty zip.
- NeuralStunner
-
- Posts: 12325
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: HexenHanced: Hexen Gameplay Remix (v1.1)
The latter. I added the new files to a new PK3, I just forgot to add that PK3 and Info.txt to the new zip. No wonder it uploaded so fast.UBX Master wrote:Uhm, file is either corrupt or you just uploaded an empty zip.
Sorry about that, should work now. Thanks for the heads up.
- ShadesMaster
- Posts: 657
- Joined: Thu Jun 12, 2008 2:05 am
Re: HexenHanced: Hexen Gameplay Remix (v1.1)
The Quietus doesn't leave behind that cool decal anymore....
- NeuralStunner
-
- Posts: 12325
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: HexenHanced: Hexen Gameplay Remix (v1.1)
I hadn't noticed, or even really thought about it, as I don't normally use decals. (Replacement projectiles don't leave them, even inherited objects won't.) The next version will have decals, in fact I am making some specifically for it.
It will also have some new weapon sprites, courtesy of the inimitable Neoworm.
It will also have some new weapon sprites, courtesy of the inimitable Neoworm.
Re: HexenHanced: Hexen Gameplay Remix (v1.1)
HeXen needs a "Beutiful" pack for it =D are you planning to effect more of the game play?
- NeuralStunner
-
- Posts: 12325
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: HexenHanced: Hexen Gameplay Remix (v1.1)
I hope to modify some of the the artifacts and monsters at some point.Godzilla wrote:HeXen needs a "Beutiful" pack for it =D are you planning to effect more of the game play?
Re: HexenHanced: Hexen Gameplay Remix (v1.1)
Nice, hope you can give some new gib states for enemies, with gore pieces that fly off. ? XDNeuralStunner wrote:I hope to modify some of the the artifacts and monsters at some point.Godzilla wrote:HeXen needs a "Beutiful" pack for it =D are you planning to effect more of the game play?
- ShadesMaster
- Posts: 657
- Joined: Thu Jun 12, 2008 2:05 am
Re: HexenHanced: Hexen Gameplay Remix (v1.1)
Sounds good!
- NeuralStunner
-
- Posts: 12325
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: HexenHanced: Hexen Gameplay Remix (v1.1)
Not that would look very good. (Me != superb artist)Godzilla wrote:Nice, hope you can give some new gib states for enemies, with gore pieces that fly off. ? XD
What do you all think of the new Stamina handling?
- DoomRater
- Posts: 8265
- Joined: Wed Jul 28, 2004 8:21 am
- Preferred Pronouns: He/Him
- Location: WATR HQ
- Contact:
Re: HexenHanced: Hexen Gameplay Remix (v1.1)
Well, now I actually get to use the mighty blow more often!
- NeuralStunner
-
- Posts: 12325
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: HexenHanced: Hexen Gameplay Remix (v1.1)
That's the idea. And have you tried pressing down AltFire before a standard punch finishes? I added similar funtionality for the Mace.
Any oddities with attacks? I'm also working on debugging the attacks a bit more, for instance I had the super punch perform two A_CustomPunches. While in the same tic, sometimes only one of those A_CustomPunches would hit, such as when turning quickly. Also, I had to remove the vertical kickback, as it was able to move objects like trees, that are intended to remain stationary at all times.
I even found a way to make (most of) the weapons respect infinite ammo. It basically fires a "missile" which does nothing, telling the engine to use ammo for it. (Unfortunately I can't do the Alt Attacks for the fourth weapons that way, unless this is added, and something like A_TakeAmmo would help immensely.)
Any oddities with attacks? I'm also working on debugging the attacks a bit more, for instance I had the super punch perform two A_CustomPunches. While in the same tic, sometimes only one of those A_CustomPunches would hit, such as when turning quickly. Also, I had to remove the vertical kickback, as it was able to move objects like trees, that are intended to remain stationary at all times.
I even found a way to make (most of) the weapons respect infinite ammo. It basically fires a "missile" which does nothing, telling the engine to use ammo for it. (Unfortunately I can't do the Alt Attacks for the fourth weapons that way, unless this is added, and something like A_TakeAmmo would help immensely.)
Re: HexenHanced: Hexen Gameplay Remix (v1.1)
Hi nice work, looks great!
http://forum.zdoom.org/viewtopic.php?f= ... 6&p=476231
I just started a project for HeXen too, mostly monster project though! Maybe I could borrow some stuff from you?
http://forum.zdoom.org/viewtopic.php?f= ... 6&p=476231
I just started a project for HeXen too, mostly monster project though! Maybe I could borrow some stuff from you?
- NeuralStunner
-
- Posts: 12325
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: HexenHanced: Hexen Gameplay Remix (v1.1)
I haven't really made any completely new weapons, but I suppose it wouldn't hurt. Make good use of the #Include function.