HexenHanced (v1.4c / Patch) - Discontinued

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.

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

Postby DoomRater » Mon Jan 11, 2010 3:29 pm

I keep forgetting to mention this: The Hexen cast's jumping ability is SERIOUSLY NERFED now.
User avatar
DoomRater
Hi, I'm bob.
 
Joined: 28 Jul 2004
Location: WATR HQ
Discord: DoomRater#6308

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

Postby NeuralStunner » Mon Jan 11, 2010 4:28 pm

DoomRater wrote:The Hexen cast's jumping ability is SERIOUSLY NERFED now.

I really don't see how. :shrug:

ZDoom.pk3, actors/hexen/*player.txt:
Code: Select allExpand view
Player.JumpZ 9

HexenHanced.pk3, DPlayers.txt:
Code: Select allExpand view
Player.JumpZ 9


Also, most of the move and run speeds have been slightly increased across the board.
User avatar
NeuralStunner
An Exercise in Self-Indulgence
 
 
 
Joined: 21 Jul 2009
Location: Indiana, USA
Discord: NeuralStunner#1293
Operating System: Windows Vista/7/2008 64-bit

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

Postby DoomRater » Mon Jan 11, 2010 5:06 pm

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.
User avatar
DoomRater
Hi, I'm bob.
 
Joined: 28 Jul 2004
Location: WATR HQ
Discord: DoomRater#6308

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

Postby NeuralStunner » Mon Jan 11, 2010 5:24 pm

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. :)
User avatar
NeuralStunner
An Exercise in Self-Indulgence
 
 
 
Joined: 21 Jul 2009
Location: Indiana, USA
Discord: NeuralStunner#1293
Operating System: Windows Vista/7/2008 64-bit

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

Postby Godzilla » Mon Jan 11, 2010 5:29 pm

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. :)

Maybe that is what he was trying to say :wink: just in his own little way!
User avatar
Godzilla
Gojira
Banned User
 
Joined: 02 Jan 2010
Location: Mexico

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

Postby DoomRater » Mon Jan 11, 2010 7:24 pm

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. :)


What's weird is that ZDoom didn't seem to have that problem.
User avatar
DoomRater
Hi, I'm bob.
 
Joined: 28 Jul 2004
Location: WATR HQ
Discord: DoomRater#6308

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

Postby NeuralStunner » Mon Jan 11, 2010 8:01 pm

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?
User avatar
NeuralStunner
An Exercise in Self-Indulgence
 
 
 
Joined: 21 Jul 2009
Location: Indiana, USA
Discord: NeuralStunner#1293
Operating System: Windows Vista/7/2008 64-bit

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

Postby DoomRater » Mon Jan 11, 2010 8:29 pm

Daaaaafinitely file a bug report. They should act the same in both ports.
User avatar
DoomRater
Hi, I'm bob.
 
Joined: 28 Jul 2004
Location: WATR HQ
Discord: DoomRater#6308

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

Postby NeuralStunner » Mon Jan 11, 2010 8:57 pm

Hmm, this is strange. After a few tests, it seems to be acting the same now. :?
User avatar
NeuralStunner
An Exercise in Self-Indulgence
 
 
 
Joined: 21 Jul 2009
Location: Indiana, USA
Discord: NeuralStunner#1293
Operating System: Windows Vista/7/2008 64-bit

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

Postby Davidos » Tue Jan 12, 2010 2:52 am

.... Could it possibly be quantum physics have started running in Gzdoom?!
User avatar
Davidos
The one and only D-ellsing Marine
 
Joined: 29 Aug 2005

Re: HexenHanced: Hexen Gameplay Remix (v1.2)

Postby NeuralStunner » Sun Jan 17, 2010 4:27 pm

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. ;)
User avatar
NeuralStunner
An Exercise in Self-Indulgence
 
 
 
Joined: 21 Jul 2009
Location: Indiana, USA
Discord: NeuralStunner#1293
Operating System: Windows Vista/7/2008 64-bit

Re: HexenHanced: Hexen Gameplay Remix (v1.2)

Postby neoworm » Sun Jan 17, 2010 4:43 pm

Once I made alternative mace attack sprites. You may be interested.
Image
User avatar
neoworm
 
Joined: 23 Sep 2005
Location: Czech Republic

Re: HexenHanced: Hexen Gameplay Remix (v1.2)

Postby Serious Cacodemon » Sat Jan 23, 2010 6:10 pm

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.
User avatar
Serious Cacodemon
Don't you dare harm Senpai, Demons!
 
Joined: 10 Jan 2007
Location: Canada

Re: HexenHanced: Hexen Gameplay Remix (v1.2)

Postby NeuralStunner » Sat Jan 23, 2010 6:46 pm

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".

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.

This raises another question: Should jump height vary slightly between the different classes?

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.

Thank you. I did find this already, and a fix is included for the next release.
User avatar
NeuralStunner
An Exercise in Self-Indulgence
 
 
 
Joined: 21 Jul 2009
Location: Indiana, USA
Discord: NeuralStunner#1293
Operating System: Windows Vista/7/2008 64-bit

Re: HexenHanced: Hexen Gameplay Remix (v1.2)

Postby Chase » Sun Jan 31, 2010 11:12 pm

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.
Chase
 
Joined: 30 Jun 2009

PreviousNext

Return to Abandoned/Dead Projects

Who is online

Users browsing this forum: No registered users and 1 guest