[Release] Scattered Evil for Hexen 2.5 (Aug 28, 2024)

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Bigger C
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Re: [Release] Scattered Evil for Hexen (new video March 18)

Post by Bigger C »

Yeah, that was what happened. Curious.
rambo
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Re: [Release] Scattered Evil for Hexen (new video March 18)

Post by rambo »

Probably some invalid sectors, will check the map.
rambo
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Re: [Release] Scattered Evil for Hexen (new version April 22

Post by rambo »

Scattered Evil 1.3 has been released, get it at SourceForge or ModDB.
se13shot25.jpg
se13shot20.jpg
se13shot24.jpg
The highlight of this release are the 7 all-new dungeon maps plus a greatly extended one, replacing old third party maps. They introduce new 3D features to SE, including levers and wheels, as well as swimmable water and advanced lighting and shadows.
  • Aldir's Cave
  • Hedyntin Cave
  • Hedyntin Citadel
  • Nisisil Catacombs
  • Nisisil Cloister
  • Nisisil Sanctum
  • Pyramid of Krylu (now with a Sphinx)
  • Ruins of Nisisil
Other changes:
  • Ladders are now scaled in a more realistic manner
  • There is no need to hit the use key to open doors, just walk towards them
  • Further new music tracks have been added
  • Fixed a number of reported bugs
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Frozenwolf150
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Re: [Release] Scattered Evil for Hexen (new version April 22

Post by Frozenwolf150 »

Looks great, been eager to try the new version.

I have an issue with the bestiary, and I'm not sure if it's a glitch. In both 1.2 and 1.3, I could never find the NPC who is supposed to give you the bestiary entry for ettins. The journal says to check Thystes Fortress, and I searched high and low, but could only find the NPC who gives the entry for centaurs. Of course, I found the trainer and other quest-giver easily enough.

I usually prefer to run around to all the cities and fill up the journal entries so that I have all the stat bonuses before engaging in a serious fight. However, this one entry eludes me.
rambo
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Re: [Release] Scattered Evil for Hexen (new version April 22

Post by rambo »

Interesting, considering the other NPC is in the next tower along the same walkway, maybe it's too dark in there?
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Frozenwolf150
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Re: [Release] Scattered Evil for Hexen (new version April 22

Post by Frozenwolf150 »

I finally found him, so thanks.
rambo
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Re: [Release] Scattered Evil for Hexen (new version July 14)

Post by rambo »

Scattered Evil 1.4 has been released, get it at SourceForge or ModDB.
se14shot10a.jpg
se14shot03.jpg
se14shot11.jpg
New sounds:
  • The lonely male voice actor with the half dozen soundbites got some major help with 20 additional voice actors and hundreds of new soundbites. Now not every guy in Charybdea sounds the same.
  • New music tracks, including the remix of a Raven original and more variety for the travel map.
New maps:
This release removes all old third party dungeon maps. New features include walking on tightropes, moving objects in 3 dimensions to solve puzzles and exotic environments including floating rocks and really big statues.
All-new dungeons:
  • Donas Monument
  • Iarmusc Dungeons
  • Lernal Cave
  • The Excavation
  • Thryas Reservoir
  • Yerdel Cave
Visual improvements:
  • A few important NPCs now have custom sprites. This also allowed us to further "zoom in" on their faces during a conversation.
  • The quality of a number of commonly used textures has been improved.
  • New glass effect allowing for more realistic mirrors and vitrines.
Gameplay improvements:
  • The travel map now only uses the four primary directions so there is no more need to try and press two arrow keys at the same time.
  • The full screen HUD now shows the most relevant information neatly grouped into a corner of the screen.
Other changes:
  • Extensive attribution list included. Let us know if there is anything missing or in need of correction.
  • Fixed a number of reported bugs.
  • Added default bindings for pausing the game (F5) and zooming in/out (Z).
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Last edited by rambo on Mon Jul 30, 2018 10:10 am, edited 2 times in total.
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The Ultimate DooMer
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Re: [Release] Scattered Evil for Hexen (new version July 14)

Post by The Ultimate DooMer »

Error

Code: Select all

Game mode indeterminate.

Stack trace: ParseBase <- SetupGameDir <- FL_Init <- Host_Init
rambo
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Re: [Release] Scattered Evil for Hexen (new version July 14)

Post by rambo »

The Ultimate DooMer wrote:Game mode indeterminate.
That's because you don't have a hexen.wad in the game folder, see https://www.koraxheritage.com/korax-her ... leshooting
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The Ultimate DooMer
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Re: [Release] Scattered Evil for Hexen (new version July 14)

Post by The Ultimate DooMer »

That's because I deleted the 1.1 folder instead of just overwriting it with the new stuff...anyway, is there a list of bugfixes anywhere?
rambo
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Re: [Release] Scattered Evil for Hexen (new version July 14)

Post by rambo »

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The Ultimate DooMer
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Re: [Release] Scattered Evil for Hexen (new version July 14)

Post by The Ultimate DooMer »

no fix for charisma not affecting fighter/mage weapons then? :(
rambo
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Re: [Release] Scattered Evil for Hexen (new version July 14)

Post by rambo »

It's actually worse, some weapons like Mage #2 are not using any mana at all right now. We had a bunch of issues with the repository, and Firebrand didn't have much time this Spring/Summer.

OTOH a lot of other stuff has been fixed/improved. :)
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Emmanuelexe
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Re: [Release] Scattered Evil for Hexen (new version July 14)

Post by Emmanuelexe »

The mod is really cool, i continued to play with the Mage but it started to be a bit too easy with the mana problem so i switched for the Cleric class.
Actually, the only class who is not bugged is the Cleric then, right?
rambo
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Re: [Release] Scattered Evil for Hexen (new version July 14)

Post by rambo »

As far as weapons/spells go, none of the classes is yet finished. Since there is a bunch of mods out there that do that, I felt that was the last urgent area to focus on and instead went for the truly unique features you can't find in other mods.

What's planned long term is that all weapons/spells have balanced costs and damage, the fighter has two additional weapons and two additional spells, the quietus uses the unpowered melee version when out of mana, the morning star can't be used when you have no blue mana, the mage and the cleric have a few additional auxiliary spells, etc.

Right now, our focus is on something completely different that will be introduced in the next few weeks in a comprehensive overview.

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