Classic Hexen Gibbet Glitch

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49230
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Classic Hexen Gibbet Glitch

Post by Graf Zahl »

I only have the source of my fixed version available, so I cannot say what part of it was my fix and which was not, but if script 13 is originally OPEN, the fix is to change the '==' to '<=', make script 13 a void script and ACS_Execute it in script 14, right after spawning the serpents it's supposed to check.
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: Classic Hexen Gibbet Glitch

Post by NeuralStunner »

I still have my pastebin notes on this. For my fixpack I believe I took the same approach as Graf. (I.E. possibility 1.)

This reminds me that I should work on reviving the IWMPP...
User avatar
Frozenwolf150
Posts: 324
Joined: Thu Apr 11, 2013 10:49 pm

Re: Classic Hexen Gibbet Glitch

Post by Frozenwolf150 »

I know this is an old thread, but like the previous poster who bumped it earlier this year, I have additional information on how to get around the glitch. In ZDoom and GZDoom, the console script to lower the wall and expose the Heresiarch is PUKE 16. The script to open the axe door leading back out is PUKE 20. (Also, the script to spawn additional chaos serpents is PUKE 12.) Unfortunately, there is no command to lower the walls with the Dark Bishops, but you only need to do this if you're aiming for 100% kills.

I had to do this because I'm using a spawn increasing mod, making it next to impossible to spare exactly 3 chaos serpents.
Locked

Return to “Editing (Archive)”