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

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Rise of Corvus

Re: [Hexen] Serpent: Resurrection [Released]

Post by Rise of Corvus »

The Ultimate DooMer wrote:The reason for hitting the level cap at that point is so that you can use the benefits of it for something more than just Eidolon ;) (assuming you don't leave loads of mobs behind as you play through the maps)
TheAdmantArchvile wrote:it's either Puke 408 or Puke 808. I don't remember which.
It's neither :P
Spoiler:
Is it just me or did you use the Jungle theme from Massmouth 2 for the Sky Sanctuary? Did you also use the theme to Popcap's Alchemy for the Daruthi Mountain pass? Just wondering...
Massmouth 2 gave me the inspiration to use mod music (not the only one either, pcorf's Bella 2 also used the forest track plus the pipe tunnel one), so 2 tracks came from there (the other being the ice map's tune, the name of which inspired the map's open area as well as the map name) and the rest came from a search of the Mod Archive at the start of 2004.[/quote]

I hope you don't mind me asking but: What's the name of the song that plays as Caldera eastern shore's theme?.

It's one of the best tunes I've ever heard, I mean first time I got off of the thunder child the music sent epic chills down my spine!.

If I had the track I would play it for hours lol.

Amazing mod by the way!.
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Frozenwolf150
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Re: [Hexen] Serpent: Resurrection [New version 11/2012]

Post by Frozenwolf150 »

I don't mean to carp on this, but I still want to be able to play the rest of this mod, and the performance issues are weighing it down. I was reading over this thread and noticed Graf Zahl's comment several posts down about the trouble GZDoom has with wide open spaces. When I reach the 3rd map, changing the texture modes helps somewhat, but not enough to keep most of the monsters from killing me before I can react. Standing inside a building or facing a wall doesn't seem to make a difference, as the engine still keeps trying to see what's behind it.

My questions from before still stand. Are there any good ways to boost performance in GZDoom? Is there a way to set minimum desired framerate, or maximum rendering distance? I know a lot of effort was put into both this mod and the GZDoom engine, but when I mix the two together, my graphics card implodes. :(
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Ichor
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Re: [Hexen] Serpent: Resurrection [New version 11/2012]

Post by Ichor »

The Ultimate DooMer wrote:The reason why weapon speed isn't affected is because the duration of each frame is what determines the speed (this is true for all weapons in Doom engine games), meaning there's only a small range of speeds available - in fact for the dagger there's only one speed increase available because the frames are already set at 2 tics each. Korax Mod does improve weapon speed with dexterity, but you only get a speed increase every few points you put in (due to this limitation) which isn't a good way to improve a skill IMO, so I didn't include it in Serpent. (I designed it so that every skill point is worth something, instead of every 5th or 10th point being worth a lot and the rest being worthless)
When I came up with the Stone of Quickening for AEoD, I ran into this very problem. Some weapon attack sequences were made up of almost entirely 1 tic frames, so I decided to skip a few of those frames to speed it up. It may not have been as smooth, but then when killing things with a big shotgun or chaingun at double speed, you really don't care all too much about how smooth it looks. In a couple of extreme cases where I couldn't change the speed at all, usually with flamethrower or chainsaw type weapons where it's already at max speed, I'd just increase the damage and ammo usage if it used any.
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Sofia
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Re: [Hexen] Serpent: Resurrection [New version 11/2012]

Post by Sofia »

Okay I don't know how much of a bump this is but I can't find anything on this that says one way or another if I'm doing something wrong or not.

Whenever I just straight up attack at all after the intro, skipping it or not. I get a script error. Now I saw this was a problem on the weapon mod version but I didn't see anything at all on having a script error on the full version.

I'm pretty damn sure I have the most up to date version of GZdoom I can have. But I'm unsure about the main .pk3 since I had to grab it from idgames since DRD file hosting is still DRDead. Just curious if it's something I've done wrong or if I have something out of date I couldn't reach or missed. Since I'd really like to give this a try.

Edit: Tested a bit more, turns out it just appears to be the assassins dagger that returns the script error. Tried on both the current release and newest git of GZdoom.

Edit 2.2: The editing: I found the problem. The daggers strength check acs side was a bit messed up and was refrencing script 974, which is the strength checker in the standalone RPG version. The proper script in the full version is 607. UD if you're still around you may wanna update this and get it fixed up, unless I had an old prepatched version or something considering the DRDead situation.
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Ed the Bat
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Re: [Hexen] Serpent: Resurrection [New version 11/2012]

Post by Ed the Bat »

A couple of years ago, I spent some time working on some revisions for this mod, mostly because the scripting was so unbelievably sloppy... then, when the new version came out last summer, I pretty much gave up, since all the work I'd done was then obsolete, as I'd basically have to start from scratch. However, a few nights ago, I decided to take another shot (which went considerably faster, given that my skills have grown over time), and I've also made efforts to provide some sorely-needed extra features, such as the ability to scale the ridiculously tiny messages/dialogue. Were it not for what you just mentioned, Sofia, I doubt I would have been able to fix the assassin dagger issue, but thanks to you, I can add that to the list of revisions I've got so far. So, thank you. :)
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Sofia
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Re: [Hexen] Serpent: Resurrection [New version 11/2012]

Post by Sofia »

Oh cool. I helped!

I doubt it's something that can be done without dealing with the mapping. Though, I'm curious Ed. Do items on tables and in cabinets in the Eastern shore hub areas seem to float way up in the ceiling for you too? That made finding my first weapons reeeaaallly akward. I actually passed up the first set of ice grenades I saw for like, 4 hours until I decided to go looking around the eastern shore for weapons again. I ended up getting the keys from the Village of Prometheus and the Village of Gaea with just the dagger because of that.

The default music for the Village of Gaea is also just... The worst thing. The worst.
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Ed the Bat
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Re: [Hexen] Serpent: Resurrection [New version 11/2012]

Post by Ed the Bat »

Yes, some items float. The way the engine handles item placement in regards to 3D architecture got changed a bit since UD made these maps. I can probably add it to the to-do list, since fixing the scripting already required making new versions of each map. In for a penny, in for a pound, right?
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Shadez12
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Re: [Hexen] Serpent: Resurrection [New version 11/2012]

Post by Shadez12 »

how do i use ranged version of fighters weapons? i dont get "toggle the appropriate weapon slot" in the readme
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Ed the Bat
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Re: [Hexen] Serpent: Resurrection [New version 11/2012]

Post by Ed the Bat »

Shadez12 wrote:how do i use ranged version of fighters weapons? i dont get "toggle the appropriate weapon slot" in the readme
Press the weapon key it's on. Ranged versions require mana to function.
mal08
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Re: [Hexen] Serpent: Resurrection [New version 11/2012]

Post by mal08 »

I'm encountering a rather unusual problem. I beat D'Sparil, go into the room after his, go down the stairs into map09, and then the thing crashes. No message or anything, it just crashes, says it has had a fatal error, and offers NO information. Is this a common occurrence? I put a good deal of time into the file, and I love this mod, so I'd rather not have to end it this quickly.
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Ed the Bat
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Re: [Hexen] Serpent: Resurrection [New version 11/2012]

Post by Ed the Bat »

mal08 wrote:I'm encountering a rather unusual problem. I beat D'Sparil, go into the room after his, go down the stairs into map09, and then the thing crashes. No message or anything, it just crashes, says it has had a fatal error, and offers NO information. Is this a common occurrence? I put a good deal of time into the file, and I love this mod, so I'd rather not have to end it this quickly.
I'll check into trying to recreate this error later, and if I figure anything out about it, I'll put it on my to-do list for my revised version. But please clarify for me... you say it has no messages and no information, yet you also say it declares a fatal error?
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Shadez12
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Re: [Hexen] Serpent: Resurrection [New version 11/2012]

Post by Shadez12 »

Ed the Bat wrote:
Shadez12 wrote:how do i use ranged version of fighters weapons? i dont get "toggle the appropriate weapon slot" in the readme
Press the weapon key it's on. Ranged versions require mana to function.
i still cant use the ranged versions even do im doing what you say (and i have mana)
mal08
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Re: [Hexen] Serpent: Resurrection [New version 11/2012]

Post by mal08 »

Ed the Bat wrote:
mal08 wrote:I'm encountering a rather unusual problem. I beat D'Sparil, go into the room after his, go down the stairs into map09, and then the thing crashes. No message or anything, it just crashes, says it has had a fatal error, and offers NO information. Is this a common occurrence? I put a good deal of time into the file, and I love this mod, so I'd rather not have to end it this quickly.
I'll check into trying to recreate this error later, and if I figure anything out about it, I'll put it on my to-do list for my revised version. But please clarify for me... you say it has no messages and no information, yet you also say it declares a fatal error?
Having gone into the game and created the error again, I have discovered that the text does give a summary for the problem, which I of course noticed immediately after I had already posted here. Summary: Code: C0000005 (Access Violation-tried to read address 0000000) Address: 0000000
I have no idea what any of this means, but figured the problem wasn't with gzdoom, as I have the current version, and have never experienced problems with it, or any other mods before. On the plus side, what parts of the game I could play were excellent, so I hope a solution to the problem can be found.
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Ed the Bat
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Re: [Hexen] Serpent: Resurrection [New version 11/2012]

Post by Ed the Bat »

I'm unable to reproduce the error. Would you be willing to share your save file for investigation? Also, it always bothers me when someone says they have "the current version", as that couldn't be more ambiguous (not to mention time-sensitive), and more often than not, it turns out not to be true.
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Shadez12
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Re: [Hexen] Serpent: Resurrection [New version 11/2012]

Post by Shadez12 »

Ed the Bat wrote:I'm unable to reproduce the error. Would you be willing to share your save file for investigation? Also, it always bothers me when someone says they have "the current version", as that couldn't be more ambiguous (not to mention time-sensitive), and more often than not, it turns out not to be true.
How?

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