[Hexen] Serpent: Resurrection [New version 09/2017]

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NeuralStunner
 
 
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by NeuralStunner »

perfectpitchrob wrote:Also, on map 23, for some reason, the automap got minimized as small as it can be, and I can't change it back by pressing - or +. That affects the entire map, even if I return there after visiting another one, or even just warping. I don't know if it's something I pressed or a bug.
Probably the zero key (the one right next to -). Try pressing that.
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Ichor
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by Ichor »

perfectpitchrob wrote:Anyways, I'm stuck in map 24
Spoiler:
Spoiler:
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Ichor
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by Ichor »

You might want to increase the scale of those Corvus type characters. At the end, they looked rather puny when standing next to the player character.
Gez
 
 
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by Gez »

NeoWorm made rescaled Corvus sprites for a "Corvus to Hexen" mod.
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neoworm
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by neoworm »

I also made this:
Image
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NeuralStunner
 
 
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by NeuralStunner »

:shock: That is too incredibly awesome for words.

I hope you can do yor other staff frames with Daedelon hands, too. =:)
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by Firebrand »

I've already said it before, but I'll say it again, it's really cool to see what you have done in this MOD, you have worked to create something similar to what we did with KMOD using source code purely with ACS scripts and it works pretty well too, the level of immersion of your project is very good, cogratulations for your work Ultimate Doomer 8-) .
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The Ultimate DooMer
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by The Ultimate DooMer »

Thanks for the input so far, plenty has been noted down. Hopefully you'll be reaching the end of the game soon (where I need input the most...particularly on the final encounter, try not to give away spoilers though)
1)not very important stuff:
-Weapon sprites for weapon 5 and 6 for mage look pretty bad;
-Skippable cutscenes would be nice.
The mage's weapon 6 was an attempt at a homebrew weapon sprite :P (and looks a lot more like a mashup than the others)

The intro and map 02 already have that built in, but the command isn't revealed until the end of the game. (they will be moved forward to the end of the cutscene instead though)
2)more important stuff:
-Player speed is way too slow,the action is sluggish and boring;
-The player can't jump without the boots,which is unrealistic and very,very lame.
You can jump without boots, but you need a Dexterity score of about 15+ before it really starts to be perceptible as a jump, rather than just a weird camera shift.
The practical amount of dex you need is a bit lower (7 or 8 will let you jump onto 32 unit high ledges) but I am thinking of making that the lowest jump height instead.
For some odd reason, some of the enemies (like centaurs and brown chaos serpents) seem to fire straight out instead of down towards the player.
I'm using the default centaur attack pointer too...strange if that's intended behaviour. Easy to replicate using CustomMissile though.
In certain areas where you need to use a gunpowder barrel to remove a barrier, if you destroy the barrel beforehand (like a stray shot around a group of enemies, or shooting the barrels to kill nearby enemies before you realize that you would need them later, etc.) and there's none left, you'll be stuck.
There's always that risk, which is why the room by the sewer has no mobs in...maybe I could add another empty room just to be sure. (there's a text file hint and in-game hint too but it's tricky to not give away the solution by making a special barrel)
I noticed that several maps later on seem to be designed for players that can jump a fair height.
Some areas require jump boots to get certain items etc. but the whole thing can be played with a dex of 1 without any vital areas being inaccessible otherwise. I am thinking of upping the base jump height so you can always jump 32 units, which should make things flow better (and I can remove all those crappy steps I put in to facilitate dex 1 play). Speed I'm not so sure about, as the inconvenience of slow movement is tempered by the different and trickier playstyle against projectiles in the more roomy maps...still I can probably increase it a little without harming the latter too much.
Another suggestion is for constitution to determine damage reduction. The higher the constitution, the less damage you take.
That's precisely what it already does. ;)
You might want to increase the scale of those Corvus type characters.
And while I was at it, all the peasants got enlarged a touch too so they're all similar now.
mage staff image
Very nice indeed, do you have a set for the powered version? (I can always do it if not, shouldn't be too hard)
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by oODemonologistOo »

So I played this mod and I loved it and all that but I'm certainly annoyed by something which I'm not sure if it's from my side or from the mod itself.

Some attack sounds get cut when I'm using the latest gzdoom available on the website of them (bin1-4-08). I tried to play with plain hexen and there are no sound problems but when I load the mod, there's the problem. How can I fix this ?
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by Gez »

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The Ultimate DooMer
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by The Ultimate DooMer »

Yes, grab the latest version from there (it needs a more recent version than 1.4.08) and something else that will help (which I clean forgot about in the text file heh) is to edit your .ini file and change the snd_channels value to 256.
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by oODemonologistOo »

It works flawlessly!! I'm confused with one thing though. I'm playing as Cleric, and I wonder if his weapons other than his melee weapon can get powered up ? To do so I've been pumping my points to sorcery but I haven't noticed a significant change.
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by neoworm »

Is it only my problem or do anyone else think that fighters granade is useless untill geting to monastery? That weapon seems like nerfed Hammer - same damage, worse range, incredibly annoying aim, passes through ghosts and hurts player. Not to mention that Hammer and granade both deal fire damage so killing those fire ghosts is really problematic.

But I am finally over it and I discovered a bug. Its more a ZDooM bug but its here - at Monastery, there is exit from sewers leading out, if I stand in water and than I walk over the ledge I wont fall, istead I will be stucked up floating above the abyss.

EDIT:I finaly discovered Fighters Red mana weapon and it have awful sprite. So I made this:
Image
I didnt tested it in game yet, so I dont know how does the animation looks.
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by darkerner »

Wow that staff neo it looks epic
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NeuralStunner
 
 
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by NeuralStunner »

neoworm wrote:I didnt tested it in game yet, so I dont know how does the animation looks.
It'll look incredible, of course. But then, your work pretty much always gets that response!

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