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

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

Post by neoworm »

I already tried it. It was too bright so I had to darken it a little. I feared that the animation will look weird, but it looks good on a first try.
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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 »

Pretty neat. I'd still have to put my homemade magical animation on top of it though.
neoworm wrote: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.
The aim of that weapon was to give the fighter a limited-range weapon that was difficult to aim. Trident to a lesser extent but still limited range (can't be giving away easy ranged capability for a melee character, which is also why weapon 7 burns mana quickly). The fire elementals can be killed by the axe, it's just a case of juggling the weapons when fire/ice based enemies are around.
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.
Hmm yeah, seems a bit weird.
oODemonologistOo wrote: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.
That's because sorcery doesn't do that...it enables you to cast more out of the 10 spells and increase your capacity for magic later on. And the power spell only affects weapon 1.
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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 »

neoworm wrote:I made sprites of burning hammer for my Fighter plus mod, maybe you can consider using them.
Luckily I managed to find a working link to this, and yeah it could be useful if I can figure out how the hammer works in that. Maybe I can add a blue glow to the new trident sprites also, then I won't need to use the original homemade effect.
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oODemonologistOo
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by oODemonologistOo »

Thanks for reply. So there's no way for me to enhance their power in any way ? Firestorm gets really useless later on. (except for some icey enemies)
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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 »

Nope, as even if I did know how to make projectiles scale with an attribute it'd be way too OP...as projectiles don't carry the same risk as melee attacks. Firestorm fails a bit in general due to the way it works, but it is more effective against wider enemies (eg. giant imps, chaos serpents).
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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 »

Update as of May 11:
-------------------------

Added a changelog to page 1, so fixes & other changes are visible. (having started fixing things again after taking time out to fix my other wads up and play other wads while allowing feedback & bug reports to come in)
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perfectpitchrob
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by perfectpitchrob »

I finished the game finally a couple of days ago, and have started again as a cleric rather than the warrior. Seeing how finals week is approaching at my college and it seems that a new beta will be out at one point, I've had to take a break. Anyways, here's what I really liked, what I didn't like, and what should be fixed (mostly bug-wise) for the next betta. Overall, I consider this one of my favorite wads I've played.

LIKES (I'll chose my top 3)- One thing I admire about your wads is the feeling of progression and feeling like you actually are moving forward as you enter a new area. Having to return back to the beginning of the game at the end made this even better in my opinion and it was nice to re-encounter areas I visited early on once I was done with the game

- Secrets - This game has some of the hardest secrets I have ever encountered. Several levels I have searched top to bottom and have not found one secret (map 3 is one). However, I feel a sense of great accomplishment once I find one.

- realism - I like how you chose to make the environments seem like real locations and how these locations are very detailed. From menus in the kitchens of the large buildings, to the haze of the swamp levels. It gave the game a great feel to it.

DISLIKES - The amount of enemies in map 18. The two headed dogs are one of the more difficult enemies I've had to face, and playing as a warrior and had to encounter dozens of them over and over again, it was very hard and I ran out of mana, (and soon I ran out of gold for buying mana batteries) very quickly. I can't imagine how it will be playing as a cleric. IMO, I think their number has to be trimmed.

- The jumping distance - I know you eventually build up your jumping, but I still thought that having to always use jumping boots was not something I favored

BUGS/ERRORS - When I use the 'puke 800' cheat, sometimes the dialogue overlaps. I was excited to discover this as I am interested in the history of the wad, but when I entered level 4, I couldn't make out what it said as the words overlapped completely.

- I found on maps 2 and 23 that if I minimized the automap too far, it won't maximize back, even if I press "0". During the game, even if I loaded that map up from the 'changemap' cheat, it still didn't work. My only option was to delete/re-download the game after I finished it.

- Sometimes when opening a door or picking up an item, the sound comes much later than the event occurs


Other than those minor issues I had, I had too many things I enjoyed about the game to list them all here. The final large section of the game has to be one of my favorite groups of maps I have ever played. In some ways, I consider this game superior to the original hexen.
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RaVeN-05
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by RaVeN-05 »

Nice work =) :wub:
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neoworm
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by neoworm »

Spoiler:
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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 »

Spoiler:
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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 »

For those who have finished it, can you post the time it took to complete the last bit (the on-screen timer that stopped when you finished the game is what I'm after). I need those times in order to help balance it.
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neoworm
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by neoworm »

Another upgraded sprite for you:
Image
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ZDG
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Re: [Hexen] Serpent: Resurrection (Beta download on p1 & p4)

Post by ZDG »

S-U-P-E-R-B.
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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 »

Wow, another cool one...added already :P
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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 »

So I was playing around with GetPlayerInput today in an attempt to make a menu that works with move/fire keys...and the result tbh doesn't really work. Mainly because it involves freezing the player to the spot (so the keys can be used for menu) and making him invulnerable (so he's not a sitting duck)...and as well as being inconvenient (eg. quick checks while running a long distance can't be done) it's also open to abuse (eg. running towards a mob, dropping a timebomb then hitting menu before detonation, or hitting menu to nullify incoming projectiles).

I could use other keys such as look up/down (unused in today's mouse configs) but that's no different really from defining new ones (as aforementioned mouse configs probably have them undefined), plus there might still be some ppl who use keyboard only. Using a time freezer won't work either due to all other scripts still running during them. The only other option is to remove the invulnerable part, but we all know what ppl think of being frozen and vulnerable...

Has anyone got any better ideas to make GetPlayerInput work for this? If not I'll be sticking with the current method as it's by far the least troublesome. (and tbh 3 extra keys isn't much, especially if you're using hotkeys as well)

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