[UPDATE] Hexen redux Seven Portals WIP DL up

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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

It's difficult to get the combo system down, but it's rather satisfying once you manage to.

You mean integrating the maps (Caves, etc) into the main hub?
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

yeah, without ethereal travels or anything, just music changes and autosaves entering the map
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

Ah I see. Well as far as I understand that's what you've been trying to do, integrating the transitions and making them smooth, that's why the exit to the Wasteland and Cave and so on is shaped like its entrance and viceversa.
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

i suppose so yeah, but isnt a megawad where the hub and the maps are just connected to the hub without transition ?maybe thats what youre saying lol
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

That is how I understood it, but yes. A hub where the maps are connected without a transition screen such as the "Ethereal Travel" one, making it so it seems like all of the maps are part of a bigger whole.
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

i really want to do it..but then again remaking the maps would take very long and i have to consider the switches and everything, if i was working with someone else id probably do it without a doubt but im doing all of this by myself, well other than ideas from you and a few other people of course.
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

True, it would take very long, need perhaps a load of scripting and other such amenities. While admittedly the progress would be much faster and smoother with a crew of mappers, there is no denying that the progress achieved on your own is impressive.
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

if i were to do it though...id have to start all over, cause i cant view the scripts already set up on the maps for some reason, so everytime i try to make colored swimmable water, it breaks everything on the map, even doors. and thankyou
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

Hmm, I see, that is strange. Perhaps looking for further assistance on the forums may help, because said scripts should be visible, as far as I understand.
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

i might...it would make everything a lotttttttt easier.
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

Most likely, yes.

Problem with coding and scripting is that failing on something as minimal as a single symbol might mess everything up terribly.
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

yeah, as far as im concerned scripting is easy, its just this issue im stuck with at the moment, with not being able to see the games scripts
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

Again, that is very strange; perhaps it is an issue with the editor you're using, or something like that. I'm afraid I have no knowledge regarding script editors and other such elements of modding.
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

its fine, im not really sure, my friend is pretty good with editing doom and doom 2 and he can view the scripts with no problem, but when it came to hexen i guess there wasnt a option to view them ? idk, i havent edited doom before so i wouldnt know what to look for but he woudlve told me if he found what i needed
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

I see. Well, hopefully it is an issue that can be solved without much trouble.
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