Re: HeXen: Tower of Chaos Special Edition Version 1.2 C
Posted: Sun Jul 06, 2014 2:28 pm
by ArgonianLord
Bug fix 1.2 C released today.
Fixed bugs and glitches from map01 to map05. Most of said issues were texture related, and one in map04 which prevented progress completely. Said bug could be found near the Castle key locked door, where another stone door was supposed to have the Steel key to open it with, but alas I forgot to add that special. Fear not though as this issue is 100% fixed now.
Re: HeXen: Tower of Chaos Special Edition Version 1.2 C
Posted: Mon Jul 07, 2014 12:55 pm
by Dancso
Thank you for an entertaining afternoon, I had lots of fun blasting through this rare gem.
I really liked most of the level aesthetics, it very much resembled the mapping style of the original hexen maps (so i thought, at least), aside from a few hiccups it was fun to play. Some of the artifact / switch hunting felt very redundant, like the fire mask.
Here's a few notes I recorded while playing:
Spoiler:
I got stuck on the temple of water map, after filling the water up to reach the star switch i get teleported into a (rather redundant looking) room with two teleporters, a red and a blue one but neither will take me anywhere, so i had to noclip out. The script didn't trigger to initiate the traductus fight so i had to skip it entirely :/
Also one of the switches on the same map is missing a camera shot of the door that opens to the outdoors area, it was straightforward but felt out of place for not having a cutscene.
It has also come to my attention that after pressing a switch that changes the camera, you aren't protected from damage which can be very upsetting if you happen to pull one and something sneaks up on you that you were not aware of.
In Castle gryphon i couldn't get the cog after the heresiarch fight, the door to it doesn't open, do i have to do something to open it or is the fight supposed to be enough?
I'd like to add myself to the group of people that hated the instakill switches, they're infuriating if you forget to save right before, and what's the point anyway.
I eventually got used to the idea of instakill lava, but not this...
As for switch hunting, it's okay in my book as long as the switches you absolutely have to press in order to finish the game aren't hidden. It was partly why the original hexen maps annoyed people. It costed me an hour of running back and forth in the first hub mistakenly looking for a swamp key when i was simply missing a switch in the tower of solitude
Oddly enough, Korax was completely immobilized for his second phase, he stayed on top of the central stage making for a very easy final bossfight :/
The bickering of the two serpent brothers cracked me up by the way
All in all, it's always nice to see some big hexen projects
Re: HeXen: Tower of Chaos Special Edition Version 1.3 D
Posted: Thu Jul 10, 2014 4:34 pm
by ArgonianLord
EDIT: 2014-07-11 00:17 Fixed some issues in map07 (Still have a few others to fix however) and a really game breaking issue in map09 The Temple of Water (It involved you not being able to go to Traductus after raising the water level and entering the portal. Then the portal right infront of you would be a dud as I forgot to give it the correct tag back when I first released the Special Editio)
Re: HeXen: Tower of Chaos Special Edition Version 1.2 C
Posted: Thu Jul 10, 2014 4:44 pm
by ArgonianLord
Dancso wrote:Thank you for an entertaining afternoon, I had lots of fun blasting through this rare gem.
I really liked most of the level aesthetics, it very much resembled the mapping style of the original hexen maps (so i thought, at least), aside from a few hiccups it was fun to play. Some of the artifact / switch hunting felt very redundant, like the fire mask.
Here's a few notes I recorded while playing:
Spoiler:
I got stuck on the temple of water map, after filling the water up to reach the star switch i get teleported into a (rather redundant looking) room with two teleporters, a red and a blue one but neither will take me anywhere, so i had to noclip out. The script didn't trigger to initiate the traductus fight so i had to skip it entirely :/
Also one of the switches on the same map is missing a camera shot of the door that opens to the outdoors area, it was straightforward but felt out of place for not having a cutscene.
It has also come to my attention that after pressing a switch that changes the camera, you aren't protected from damage which can be very upsetting if you happen to pull one and something sneaks up on you that you were not aware of.
In Castle gryphon i couldn't get the cog after the heresiarch fight, the door to it doesn't open, do i have to do something to open it or is the fight supposed to be enough?
I'd like to add myself to the group of people that hated the instakill switches, they're infuriating if you forget to save right before, and what's the point anyway.
I eventually got used to the idea of instakill lava, but not this...
As for switch hunting, it's okay in my book as long as the switches you absolutely have to press in order to finish the game aren't hidden. It was partly why the original hexen maps annoyed people. It costed me an hour of running back and forth in the first hub mistakenly looking for a swamp key when i was simply missing a switch in the tower of solitude
Oddly enough, Korax was completely immobilized for his second phase, he stayed on top of the central stage making for a very easy final bossfight :/
The bickering of the two serpent brothers cracked me up by the way
All in all, it's always nice to see some big hexen projects
Thank you Dansco for the positive feedback.
Though that's odd, the cog gear in that room behind the Heresiarch should be obtainable. Whenever I test it it works fine. Are you sure you used the cog gear from one of the other levels on the clock-panel-thingy right next to the door hiding the cog gear? If simply pressing use doesn't work, then you'll have to go to the inventory and then press the use item key on the cog gear.
Hope that clears things up
EDIT:
Ah I believe I know why you weren't able to get to that cog gear now. You didn't get to visit map13 Twilight Cathedral am I right? If yes, then the reason why you weren't able to lower the door to that level is because of a small bug I just fixed, no idea why I didn't properly test this at first, so sorry everyone for having at least two game breaking bugs in this release, I promise I'll more properly test my crap next time.
Re: HeXen: Tower of Chaos Special Edition Version 1.4 E
Posted: Thu Jul 10, 2014 6:21 pm
by ArgonianLord
EDIT: 2014-07-11 02:18 Fixed yet another game breaking issue related to the entrance to Map13 Twilight Cathedral not opening in Map11. I also fixed some door frames with missing textures in some levels. If more bugs pop up I will fix them
Re: HeXen: Tower of Chaos Special Edition Version 1.5 F
Posted: Fri Jul 11, 2014 3:34 pm
by ArgonianLord
EDIT: 2014-07-11 22:32 Fixed some issues in map10. Issues at hand were the missing textures on the pillars in front of the doors in the starting room, in addition to changing the textures in the other cavern to the HeXen 2 Portal of Praevus rock textures, to make it match up way more with the rest of the level. I also removed the Mage and Cleric tag for the Quietus segment, so now that won't pop up for the other classes. I also decided to finally add in a redo of a certain voice acted line, which I previously found to sound way too unserious and as if I hadn't put any effort into it.
Re: HeXen: Tower of Chaos Special Edition Version 1.7 H
Posted: Mon Jul 14, 2014 10:22 pm
by ravage
This is what I'm greeted to on 'Drathi Marshes'
running zdoom 2.8pre-472-g261bc77
Re: HeXen: Tower of Chaos Special Edition Version 1.7 H
Posted: Wed Jul 16, 2014 9:52 am
by ArgonianLord
ravage wrote:This is what I'm greeted to on 'Drathi Marshes'
running zdoom 2.8pre-472-g261bc77
That's an issue with ZDoom and can not be bypassed as far as my knowledge goes. I'd jump over to GZDoom for this WAD to avoid issues like that.
And what freaking mod are those rune-mana-grenade like things from? Looks really damn interesting.
Re: HeXen: Tower of Chaos Special Edition Version 1.7 H
Posted: Wed Jul 16, 2014 12:13 pm
by ravage
ArgonianLord wrote:
That's an issue with ZDoom and can not be bypassed as far as my knowledge goes. I'd jump over to GZDoom for this WAD to avoid issues like that.
And what freaking mod are those rune-mana-grenade like things from? Looks really damn interesting.
Yeah Zdoom does not like your abuse of fog sectors at all.
The weapon is from a mod I'm working on.
Re: HeXen: Tower of Chaos Special Edition Version 1.7 H
Posted: Sat Jan 24, 2015 3:13 pm
by The Ultimate DooMer
I've made a patch that allows this mod to be played with the Serpent RPG mod. (latest version of the mod required, as I made changes specifically to make this possible)
Main changes are the custom monster's health pools have been upped to Serpent levels and the new weapon is now in slot 8.
Works pretty well too, and gets quite tough later on. Even reached level 20 due to the high number of bosses/minibosses. (some of which can be a pain if unprepared)
Edit: see post below for new version link.
Re: HeXen: Tower of Chaos Special Edition Version 1.7 H
Posted: Sun Jan 25, 2015 12:57 am
by PWAD Pete
The Ultimate DooMer wrote:I've made a patch that allows this mod to be played with the Serpent RPG mod
What should the .bat for it look like?
Re: HeXen: Tower of Chaos Special Edition Version 1.7 H
Posted: Sun Jan 25, 2015 7:05 am
by The Ultimate DooMer
Just load the patch at the end of it.
Re: HeXen: Tower of Chaos Special Edition Version 1.7 H
Posted: Fri May 01, 2015 3:36 pm
by The Ultimate DooMer
New version released, to go with the new version of the RPG mod.
Also fixes the chaos wyvern's flame breath, so it doesn't freeze you to the spot all the time.
Re: HeXen: Tower of Chaos Special Edition Version 1.9 J
Posted: Fri Oct 30, 2015 2:10 am
by Drake Raider
So, I think I borked a script on MAP10, not sure. I've been playing on it, and I'm beyond thoroughly certain that I found all the switches, but the ice barrier in the entrance Just... Won't... Lower. I wanna say I have memories of it lowering correctly at one point, but I died before I could continue the map. I've completely explored the left and right rooms, and all the houses and caves thereof, but none of the switches are doing anything anymore. I'm gonna go back and see if I missed something once more, but I was wondering if there was any help to be had. It's a shame, Tuklu really was my favorite hub in HeXen 2.
EDIT: Nvm, found the switch. I was being blind...
Re: HeXen: Tower of Chaos Special Edition Version 1.9 J
Posted: Sat Nov 21, 2015 2:35 pm
by ArgonianLord
Way to resurrect the thread, but I merely wanted to make everyone aware of an upcoming hotfix for TOC.
In map 13, The Twilight Cathedral, there is currently a bug that starts you off in behind a door you're not supposed to reach immediately when you start the level. I am currently downloading the latest build of TOC to fix this, and it should be fixed in the coming minutes, thank you for your patience if you were suffering from this bug