HexenHanced (v1.4c / Patch) - Discontinued

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ShadesMaster
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Re: HexenHanced: Hexen Gameplay Remix (v1.0 for now)

Post by ShadesMaster »

Everyone likes it when the Tome of Power appears in games that u don't expect.

;)
;)
;)
;)
;)
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NeuralStunner
 
 
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)

Post by NeuralStunner »

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. ;)
Last edited by NeuralStunner on Sun Jan 17, 2010 4:26 pm, edited 2 times in total.
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Marisa the Magician
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)

Post by Marisa the Magician »

Uhm, file is either corrupt or you just uploaded an empty zip. :roll:
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NeuralStunner
 
 
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)

Post by NeuralStunner »

UBX Master wrote:Uhm, file is either corrupt or you just uploaded an empty zip. :roll:
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. :lol:

Sorry about that, should work now. Thanks for the heads up.
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ShadesMaster
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)

Post by ShadesMaster »

The Quietus doesn't leave behind that cool decal anymore.... :(
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NeuralStunner
 
 
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)

Post by NeuralStunner »

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. :)
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Godzilla
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)

Post by Godzilla »

HeXen needs a "Beutiful" pack for it =D are you planning to effect more of the game play?
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NeuralStunner
 
 
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)

Post by NeuralStunner »

Godzilla wrote:HeXen needs a "Beutiful" pack for it =D are you planning to effect more of the game play?
I hope to modify some of the the artifacts and monsters at some point.
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Godzilla
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)

Post by Godzilla »

NeuralStunner wrote:
Godzilla wrote:HeXen needs a "Beutiful" pack for it =D are you planning to effect more of the game play?
I hope to modify some of the the artifacts and monsters at some point.
Nice, hope you can give some new gib states for enemies, with gore pieces that fly off. ? XD
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ShadesMaster
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)

Post by ShadesMaster »

Sounds good! :D
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NeuralStunner
 
 
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)

Post by NeuralStunner »

Godzilla wrote:Nice, hope you can give some new gib states for enemies, with gore pieces that fly off. ? XD
Not that would look very good. (Me != superb artist) :lol:

What do you all think of the new Stamina handling?
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)

Post by DoomRater »

Well, now I actually get to use the mighty blow more often!
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NeuralStunner
 
 
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)

Post by NeuralStunner »

That's the idea. :D 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.)
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Godzilla
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)

Post by Godzilla »

Hi :P 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?
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NeuralStunner
 
 
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Re: HexenHanced: Hexen Gameplay Remix (v1.1)

Post by NeuralStunner »

I haven't really made any completely new weapons, but I suppose it wouldn't hurt. Make good use of the #Include function. :)
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