ZHeXen: V 1.0 RELEASED!!! Contributions?

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Drake Raider
Posts: 474
Joined: Fri Jul 18, 2008 12:27 pm

Re: ZHeXen: Insert appropriate subtitle here! first release.

Post by Drake Raider »

Good point. I'll add that to the todo.
Drake Raider
Posts: 474
Joined: Fri Jul 18, 2008 12:27 pm

Re: ZHeXen: Insert appropriate subtitle here! first release.

Post by Drake Raider »

BTW, anybody willing to help w/mapping? if you are, just open the "ZHeXen-Maps.pk3" file, and choose to update one of the existing maps.
Just detail increases, deep water, traps, and things like that. email the updated maps to jingodrake@gmail.com. If you choose MAPs 2,13, 22, or 35, make sure that you add a script 666 that cancels the Korax Intro("Greetings, mortal. Are you ready to die?") and executes any additional scripts that would be normally called from the intro script.e.g. MAP27 had a lift that started at the end of the taunt. I made 666 start it as well.

NeuralStunner- on the serpent staff, ranged attacks are a secondary fire. Primary is melee only.

OFF: Sorry about the double post.
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Davidos
Posts: 329
Joined: Mon Aug 29, 2005 2:52 am

Re: ZHeXen: Second version released! Mappers requested for v3+

Post by Davidos »

btw
when I enter wid- Halls it says 'error puke script can't find line 13' or something...
Drake Raider
Posts: 474
Joined: Fri Jul 18, 2008 12:27 pm

Re: ZHeXen: Second version released! Mappers requested for v3+

Post by Drake Raider »

Yeah, know about that. Used to be a script 17 I put in to change the music. Took out the script, never changed the lindef. Sorry.

I am working on an xpack compatible with zhexen only.
New class-Exorcist-a combination of all 3 characters.
New weapons-Machete,Firewand,Skullstaff, and Frostfang balanced out for hexen weapon progression.
New hub-Exorcism-Labratories, Chapels and Graveyards. Boss is a Hellsmith from T667 Beastiary.
New enemies-beasts,wizards,and undead. Arranged in their unique levels.

Should be up with ZHeXenv3 and Xpackv1 tonight or tomorrow, but don't expect anything else new for 2-3 weeks.
Drake Raider
Posts: 474
Joined: Fri Jul 18, 2008 12:27 pm

Re: ZHeXen: Second version released! Mappers requested for v3+

Post by Drake Raider »

XPack version 1 finished. 5 hardish levels, 1 player class, 4 weapons, and 7 enemies. NOTE- I built this in two days, so the levels are playable, but veeery poor quality. NOTE2: THIS MOD *REQUIRES* THAT YOU HAVE ZHEXEN TO RUN IT!!!! Versions 1+ should work.

http://www.mediafire.com/?sharekey=5c9f ... f6e8ebb871
Drake Raider
Posts: 474
Joined: Fri Jul 18, 2008 12:27 pm

Re: ZHeXen: Second version released! Xpack released!!

Post by Drake Raider »

Version 3 is out, with bugfixes.

Fixes: Wraithverge now has powered mode
Bloodscourge now has powered mode
Secondary fires balanced out
Winnowing Hall map fixes

http://www.mediafire.com/?sharekey=5c9f ... f6e8ebb871

Now I will be gone for 2-3 weeks, so no updates until then, should have v4 ready, and xpack v2.

Keep playing, and please keep giving feedback.
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Davidos
Posts: 329
Joined: Mon Aug 29, 2005 2:52 am

Re: ZHeXen: Third version released! Xpack v1 released!!

Post by Davidos »

From now on I'll 'test' this mod with both the xpack and zhexen v3 >.>; I'll write down a list untill you return.
Drake Raider
Posts: 474
Joined: Fri Jul 18, 2008 12:27 pm

Re: ZHeXen: Third version released! Xpack v1 released!!

Post by Drake Raider »

Thanks a lot, Davidos.

Remember, in episode select, "hexen" is the main game, "exorcism" is the xpack.

Now signing off indefinably until I can get to a computer w/internet.
Drake Raider
Posts: 474
Joined: Fri Jul 18, 2008 12:27 pm

Re: ZHeXen: Third version released! Xpack v1 released!!

Post by Drake Raider »

I'm back. I haven't had as much time to finish the version as I thought I would have, so no new one yet.

Iam having some problems with the jump and crouch code for the friendlies. If anyone has any ideas, on how to make it work, please say.

Code for Baratus:
Spoiler:
He just sort of disappears.
Drake Raider
Posts: 474
Joined: Fri Jul 18, 2008 12:27 pm

Re: ZHeXen: Third version released! Xpack v1 released!!

Post by Drake Raider »

I think the weapons are fine, but the code for them is here:

Standerd Weapons:
Spoiler:
Powered Weapons:
Spoiler:
Drake Raider
Posts: 474
Joined: Fri Jul 18, 2008 12:27 pm

Re: ZHeXen: Third version released! Xpack v1 released!!

Post by Drake Raider »

New weapons:
Spoiler:
Davidos, do you have that list yet?

Sorry about the triple post. Character Amount Limit of 600000.
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Davidos
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Re: ZHeXen: V.3 and Xpack v.1 out. Mappers needed.

Post by Davidos »

No actually I've been too busy burying relatives on short notice.
Drake Raider
Posts: 474
Joined: Fri Jul 18, 2008 12:27 pm

Re: ZHeXen: V.3 and Xpack v.1 out. Mappers needed.

Post by Drake Raider »

Ah.
Drake Raider
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Re: ZHeXen: V.3 and Xpack v.1 out. Mappers needed.

Post by Drake Raider »

Any help on the code bugs I posted or anybody willing to help with the levels?







Please?
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DBThanatos
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Location: in "the darkness that lurks in our mind"

Re: ZHeXen: V.3 and Xpack v.1 out. Mappers needed.

Post by DBThanatos »

Drake Raider wrote:anybody willing to help with the levels?
Saddly, hexen projects are basically ignored.
Ok, not ignored, but I would dare to say that 90% of the whole comunity doesnt like, doesnt have or arent interested in hexen. Good luck :)
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