[Hexen] Serpent: Resurrection [New version 09/2017]

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Someone64
Posts: 419
Joined: Tue Feb 23, 2016 11:59 am

Re: [Hexen] Serpent: Resurrection [New version 03/2016]

Post by Someone64 »

You were right about the door thing but I still have the giant overlapping (thus unreadable) RPG menu problem.
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Viscra Maelstrom
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Re: [Hexen] Serpent: Resurrection [New version 03/2016]

Post by Viscra Maelstrom »

so... i found a pretty glaring bug when i accidentally cast a Summon spell against D'Sparil. Summon Chaos Serpent can kill anything the serpent spawns at, INCLUDING BOSSES. i haven't gotten too far yet, but it instantly killed D'Sparil and one of the mini-bosses at the monastery, so i think it's probably possible to kill Korax pre-emptively too.
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Frozenwolf150
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Re: [Hexen] Serpent: Resurrection [New version 03/2016]

Post by Frozenwolf150 »

Viscra Maelstrom wrote:so... i found a pretty glaring bug when i accidentally cast a Summon spell against D'Sparil. Summon Chaos Serpent can kill anything the serpent spawns at, INCLUDING BOSSES. i haven't gotten too far yet, but it instantly killed D'Sparil and one of the mini-bosses at the monastery, so i think it's probably possible to kill Korax pre-emptively too.
I think this is a known glitch. When I first played this, I was using the videos posted by SeriousCacodemon as a guide, and he mentioned that you can use Summon Chaos Serpent to telefrag enemies, including bosses. This is just something you have to avoid doing if you want a fair fight.
Friezus Christ
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Joined: Thu May 18, 2017 10:38 pm

Re: [Hexen] Serpent: Resurrection [New version 03/2016]

Post by Friezus Christ »

Hi, I was wondering if there is a way to play with the old music tracks? I noticed the first map no longer has the old music track playing. https://www.youtube.com/watch?v=0sAGAnc ... ouE0YivhNh

Is there somewhere I can get an older version?

Cheers!
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The Ultimate DooMer
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Location: Industrial Zone

Re: [Hexen] Serpent: Resurrection [New version 03/2016]

Post by The Ultimate DooMer »

You get a choice of soundtracks now, that's what the 3 bat files are for. ;) (0 is none, 1 is old, 2 is new)
Sooth
Posts: 1
Joined: Wed Sep 13, 2017 12:43 am

Re: [Hexen] Serpent: Resurrection [New version 03/2016]

Post by Sooth »

I discovered this mod last month, and made this account for the express purpose of thanking you for making this epic mod! I just completed my first playthrough on Hard as the Mage (though I've played most of the classes a little bit), and it was a truly epic adventure. Now to decide my next class... somebody who can take a hit, probably.
snowstorm
Posts: 5
Joined: Fri Feb 17, 2017 4:20 pm

Re: [Hexen] Serpent: Resurrection [New version 03/2016]

Post by snowstorm »

Great mod! It's already clocking a good 16 hours ingame time and I am really impressed with what i've seen. The starting town and boat are the weakest point in the game i'm afraid, but thankfully the author is generous and allows them to be skipped. I like it, i really like this mod.
Also, the leveling up screen's font is too big, making it almost unreadable. I had to use intuition to figure out what skill I'm improving. Couldn't find the options setting to fix this. Anyone know how to?

::Edit
I just want to say that the platforming sections during the Eidolon battle are absolutely wracking my nerves in the most negative way. Specifically any platform that goes forward and backward while NOT carrying the player. I'm pretty sure the GZDoom engine allows for actual platforms and not just "removing blocks at the end and spawning new ones in front, to make the illusion of a moving platform". It's a nightmare, I have to save after each jump and some jumps require at least 20 quickloads before you land them. Where is the fun in that?

No other criticisms. The castle totally rocked! I'm definitely going for another spin after I complete this run.
Last edited by snowstorm on Sun Oct 08, 2017 9:26 am, edited 1 time in total.
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The Ultimate DooMer
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Re: [Hexen] Serpent: Resurrection [New version 09/2017]

Post by The Ultimate DooMer »

Updated for compatibility with GZDoom 3.1 (including a couple of major issues in map 21/25) - only to find out that 3.2 was released in the meantime...ah well.
snowstorm wrote:the leveling up screen's font is too big, making it almost unreadable. I had to use intuition to figure out what skill I'm improving. Couldn't find the options setting to fix this. Anyone know how to?
If you're using GZDoom 3.0 or later, go to HUD options -> Scaling options and you'll see a brand-new slider at the top for UI scale.
Sooth wrote:Now to decide my next class... somebody who can take a hit, probably.
You have a nice choice of 6 other classes there :P
TheRhalf
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Joined: Tue Oct 24, 2017 2:21 pm

Re: [Hexen] Serpent: Resurrection [New version 09/2017]

Post by TheRhalf »

Hi, i'm having 2 problems with this mod, the first one is that the RPG menu is too tiny, even at lower resolutions and the scale options doesn't work for that, and the other one is that this mod lags in my pc A LOT, is there some fix for these? (Aside from upgrading my pc for the last one) i'm using GZDoom 3.2 (Since it runs a lot faster than 3.1)
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The Ultimate DooMer
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Re: [Hexen] Serpent: Resurrection [New version 03/2016]

Post by The Ultimate DooMer »

snowstorm wrote:I'm pretty sure the GZDoom engine allows for actual platforms and not just "removing blocks at the end and spawning new ones in front, to make the illusion of a moving platform"
Unfortunately not...I figured all this out back in Super Sonic Doom, where I had to use a group of things and a complex set of actor movers to make a platform (3D floors didn't exist back then and 2-sided polys would always throw you off when they moved). 3D floors in GZDoom don't move the player either, but as they look infinitely better than floating sprites I went with them.

I believe someone created a map that actually did move the player too, but it was a big hack IIRC.
Master_Nonesuch
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Re: [Hexen] Serpent: Resurrection [New version 09/2017]

Post by Master_Nonesuch »

So, we've got a question. Can we get a weapon list and quick description for the different classes? I'm thinking of mixing it up once I finish, so I'd like to have an idea of what I'm, aha, getting into. I'll start!
Heretic:
1: Spear- Low damage.
Outranges some melee monsters. Has ice effect with power scroll. You'll be happy to get rid of, but useful against light monsters if you're short on mana.
(3/10)

2: Dragon Claw- Low damage
Rapid fire hitscan weapon, useful against imps, spirits and any long range firefight. Waste of mana against tougher targets, but it'll chip away at them as long as you can keep your eye in.
(6/10)

3: Crossbow- Medium Damage
Think of it like a shotgun. Good general purpose weapon, solid damage for close/medium range. This and the hate hose are my standbys for exploring new areas. One shots wendigos. It does have a spread effect with the side shots, but they do too little damage to be really useful.
(8/10)

4: Phoenix Staff- High damage, blast effect.
Careful about using it up close, as you can blow yourself to giblits with it. With its solid rate of fire and AoE damage, it's great for mob clearance or a quick kill on That One Monster over there tossing shots your way. It's should be your first choice against boss-level monsters. Specific uses and mana gobbling keeps it a second-line choice in general.
(6/10)

5: Hellstaff- Medium damage
High rate of fire and good damage has it nicknames the 'hate hose.' Excellent general purpose weapon at medium range, but very mana hungry. My favorite against Reavers and Chaos Serpents, as it'll stunlock them.
(8/10)

6: Firemace - Medium/High damage
Basically a super hate hose. Easy to overuse, as it's just as much of a mana hog, but anything you get a lock on goes away in pretty short order. Best used against groups because of its weird spread effect. Less than awesome against bosses. Well, the Mauler, anyways.
(7/10)

[EDIT] Just got it last night.
7. Elvenwood - Medium/Low Damage
Basically a super dragon claw. Good fire rate, decent damage. Ice effect makes it iffy against elemental critters, so keep that in mind. Haven't used it too much yet, but am so far unimpressed. Then again, I might be missing it's true purpose.
(4/10)
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worldendDominator
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Joined: Sun May 17, 2015 9:39 am

Re: [Hexen] Serpent: Resurrection [New version 09/2017]

Post by worldendDominator »

I have finished my first playthrough of this mod (as Shaman, on Hard difficulty), and I want to share my thoughts.

First of all, in my opinion, this is an outstanding piece of work.
With that aside, here are the things that made me less than happy.

The major part of them is specific to my character. I found that the weapon selection is boring. All weapons look almost the same, and there's too much overlap in their function. Ice and fire totems are both single-target hitters, (although ice at least has splash damage), and earth and wind are both the "spray and pray" kind of weapons (and earth seems all-around better). Most importantly, there is no way to reliably hit enemies at a distance -- ice and fire are too slow, and earth and wind have terrible accuracy. Dual totems fix that somewhat, but there's nothing comparable to Firestorm.
On the other hand, melee is very fun, with several elemental effects to choose from. Playing became much more tedious after melee wasn't a safe option anymore. It suspect this is also related to having a Strength cap -- enemies keep getting tougher as I level up, while I can't increase my melee damage anymore.
Another minor thing that annoyed me was lack of friendly fireproofing for me and my summons.

Other problems (in case there's any ongoing work on the mod):
Both in the fire village and in the volcano caves, the sound of splashing lava balls just never stops. If it's possible, I'd really like to have it gone.
In several places in the palace, there are mirrors on opposite walls, creating an "infinite reflections" effect. This hurts FPS a lot, and I think it'd be better if those were changed or removed. I saw them in a few latrines, and in the 2nd floor bedrooms (if you open two bedrooms across a corridor).
On-screen text, such as books, dialogue and author notes, often had some lines deformed and hard to read. Although this might be just a problem with my resolution.
Boss life percentage was always covered by the frame around the boss name. I thought it may be a text scaling problem, but I had it set to default, and changing didn't help.
Escort missions are frustrating. I hoped there would at least be an option to make them stop and wait.

P.S. I liked that rickroll :P
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Outtagum
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Re: [Hexen] Serpent: Resurrection [New version 09/2017]

Post by Outtagum »

Hi. I'd love to try out your mod but the text and HUD are just too small for me to read. I'm using GZD 3.2.4 and I've put all the sliders in the HUD scaling options right up to 8 but nothing in-game seems to change scale. Is this a bug or am I missing something (most likely the latter!)?

My desktop is set at 1920x1080 - I feel that's probably a fairly standard resolution these days. :)
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The Ultimate DooMer
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Re: [Hexen] Serpent: Resurrection [New version 09/2017]

Post by The Ultimate DooMer »

This is probably due to all that code Ed the Bat provided to address text scaling before GZDoom did...maybe I need to try removing it and see what happens.
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Frozenwolf150
Posts: 324
Joined: Thu Apr 11, 2013 10:49 pm

Re: [Hexen] Serpent: Resurrection [New version 09/2017]

Post by Frozenwolf150 »

Outtagum wrote:Hi. I'd love to try out your mod but the text and HUD are just too small for me to read. I'm using GZD 3.2.4 and I've put all the sliders in the HUD scaling options right up to 8 but nothing in-game seems to change scale. Is this a bug or am I missing something (most likely the latter!)?

My desktop is set at 1920x1080 - I feel that's probably a fairly standard resolution these days. :)
I'm using GZDoom 3.2.5 for this, and was able to get a readable text size for the pop-up messages by setting the topmost slider to 2, and the messages slider to 2.


I've played this mod before and wanted to check out the new version and the new features, but I have a few nitpicks about the start of the game.

* I'd prefer if the shortcuts to skip the cutscenes and voyage were mentioned right away, not after the cutscene has already played.
* Is it necessary to disable the controls for when your character is thinking to themselves, i.e. when entering the pub for gambling? I know there's a class-specific message (e.g. the cleric doesn't gamble) but this shouldn't require locking the controls.
* There's no prompt for whether you want to depart on the ship that takes you to the island. If you accidentally step onto the ship, you're immediately forced to go, even if you didn't finish exploring the town and collecting everything. Maybe as your character nears the ship entrance, there could be a dialogue prompt, "Hmm, I'd better make sure I've gotten everything before I leave."
* There's a dialogue typo when approaching the Centurion for the job, "OK, I need all these barrels putting on board, and in the right pens."
* Health is displayed as a single number with no context. It would be better if it were displayed as a ratio, so that I know whether or not to use a quartz flask or collect a crystal vial.
* The stats menu is rather annoying to use. Enemies can walk up and hit you while you're distracted since it doesn't pause the game. There is no way to undo a choice if you accidentally raise the wrong stat (other than to save beforehand and reload). It would also help if there were some in-game text explaining the effect of raising a stat.

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