ZHeXen: V 1.0 RELEASED!!! Contributions?
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: ZHeXen: Exorcism 2 RELEASED! Mappers would be appreciated.
Sorry. Don't know why. Wait until the next version comes out, it replaces the old version, so you won't need the old links.
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Re: ZHeXen: Exorcism 2 RELEASED! Mappers would be appreciated.
Good news Drake! I saved a load of money on... Uh, anyways, I almost have the powered modes for the original Hexen weapons all worked out. I've hit a bit of a bump deciding several of them, but it's coming a little at a time.
In the meantime, I can work out the fifth weapon for each class. I have some interesting ideas for them.
In the meantime, I can work out the fifth weapon for each class. I have some interesting ideas for them.

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Re: ZHeXen: Exorcism 2 RELEASED! Mappers would be appreciated.
That's good. I will finish the AI changes. I am still trying to implement the basis for some new features that will be included in the next installment, (1.x onwards, after we finish this one,) such as large-scale battles, mini-dungeons, and a journal, though no idea how that last will work.
EDIT:
Though if anyone has any ideas for the journal, please PM me. I was thinking an TES 3 style one. TES 4's was too organized.
EDIT:
Though if anyone has any ideas for the journal, please PM me. I was thinking an TES 3 style one. TES 4's was too organized.
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Re: ZHeXen: Exorcism 2 RELEASED! Mappers would be appreciated.
Okay. Finished Version 0.5. WIll upload as soon as possible. Having problems w/IE. Includes a modified version of NeuralStunner's weapons mod. Also: A burn death state for all minor monsters exept wendigo, reavers, and stalkers (No, this time I did NOT use the KMod sprites; I scripted a pallete translation,). Four new death sequences for the Ettin tree for various melee attacks: Slash, Slice, Stab, and Smash. Intend to finish the idea by V. 0.6 or 0.7.
The next 5 versions are all map redeux. Six maps per version. I reset Winnowing hall to fix the exit bug. Added a multiplayer script for Exorcist Compatability. Exorcist II will be included in the download, no upgrades to that yet.
There will be no text file in the download, as I accidently deleted my original and must retype the changelog and todo. Sorry. Will fix that as soon as possible.
EDIT: Download Here:
http://www.mediafire.com/file/mei4mkmgn ... %20V.5.zip
The next 5 versions are all map redeux. Six maps per version. I reset Winnowing hall to fix the exit bug. Added a multiplayer script for Exorcist Compatability. Exorcist II will be included in the download, no upgrades to that yet.
There will be no text file in the download, as I accidently deleted my original and must retype the changelog and todo. Sorry. Will fix that as soon as possible.
EDIT: Download Here:
http://www.mediafire.com/file/mei4mkmgn ... %20V.5.zip
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Re: ZHeXen: V.5 NOW OUT! Mappers Needed more than ever.
I drag all of the files into GZdooM and I get this warning:
Script error, "ZHeXen-Weapons.pk3:sbarinfo.txt" line 17:
Unkown PlayerClass 'Fighter'.
What gives?
Script error, "ZHeXen-Weapons.pk3:sbarinfo.txt" line 17:
Unkown PlayerClass 'Fighter'.
What gives?

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Re: ZHeXen: V.5 NOW OUT! Mappers Needed more than ever.
Play with:
-iwad hexen.wad -file "ZHeXen-ExorcistExpansion.pk3" "ZHeXen.pk3" "ZHeXen-BaseStuff.pk3" "ZHeXen-Bosses.pk3" "ZHeXen-Maps.pk3" "ZHeXen-Sprites.pk3" "ZHeXen-UniqueStuff.pk3" "ZHeXen-Weapons.pk3"
The problem is that ZHeXen-ExorcistExpansion.pk3 must be loaded first
Alternate way:
You can rename "ZHeXen-ExorcistExpansion.pk3" to "_ZHeXen-ExorcistExpansion.pk3" (in other words putting a "_" in front of the filename)
Then you can play with:
-iwad hexen.wad -file "ZHeXen V.5\*.pk3"
assuming that you put all pk3 files in \ZHeXen V.5\ folder
Download mirror for ZHeXen V.5.zip :
http://www.mediafire.com/download.php?jgtcity4yna
-iwad hexen.wad -file "ZHeXen-ExorcistExpansion.pk3" "ZHeXen.pk3" "ZHeXen-BaseStuff.pk3" "ZHeXen-Bosses.pk3" "ZHeXen-Maps.pk3" "ZHeXen-Sprites.pk3" "ZHeXen-UniqueStuff.pk3" "ZHeXen-Weapons.pk3"
The problem is that ZHeXen-ExorcistExpansion.pk3 must be loaded first
Alternate way:
You can rename "ZHeXen-ExorcistExpansion.pk3" to "_ZHeXen-ExorcistExpansion.pk3" (in other words putting a "_" in front of the filename)
Then you can play with:
-iwad hexen.wad -file "ZHeXen V.5\*.pk3"
assuming that you put all pk3 files in \ZHeXen V.5\ folder
Download mirror for ZHeXen V.5.zip :
http://www.mediafire.com/download.php?jgtcity4yna
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Re: ZHeXen: V.5 NOW OUT! Mappers Needed more than ever.
I thought the exorcist was a seperate class and not a different episode...?
I can't select the exorcist class.
That said, the shield animations/sprite is still screwed up, no lower half and blocking will result in the first 2 frames of the sword slashing, then the shield blocking sprite. I take it you wrote the sprite order wrong?
I can't select the exorcist class.
That said, the shield animations/sprite is still screwed up, no lower half and blocking will result in the first 2 frames of the sword slashing, then the shield blocking sprite. I take it you wrote the sprite order wrong?
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Re: ZHeXen: V.5 NOW OUT! Mappers Needed more than ever.
As he said he used HexenHanced mod, modified to be compatible with ZHeXen. As I remember HexenHanced has weapons only for the 3 classes and not for Exorcist, which is a new/custom class. Maybe he removed Exorcist class, till he finds a way to fix any problems.
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Re: ZHeXen: V.5 NOW OUT! Mappers Needed more than ever.
Game crashes when saving and loading
(Quicksave / menu save / Death related?)
Code: C0000005 (Access Violation - tried to read address 000000E8)
Address: 005C74E6
Flags: 00000000
*Rare, only happened once*
I can hear/see stamina effects *Player grunts when officially out of energy* But afrit corpses and the likes don't do anything...
(Quicksave / menu save / Death related?)
Code: C0000005 (Access Violation - tried to read address 000000E8)
Address: 005C74E6
Flags: 00000000
*Rare, only happened once*
I can hear/see stamina effects *Player grunts when officially out of energy* But afrit corpses and the likes don't do anything...
Last edited by Davidos on Wed Jan 06, 2010 8:08 am, edited 1 time in total.
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Re: ZHeXen: V.5 NOW OUT! Mappers Needed more than ever.
Try to use the latest SVN builds of ZDoom and GZDoom
Code: Select all
http://svn.drdteam.org/gzdoom/gzdoom-r713(714).zip
Code: Select all
http://svn.drdteam.org/zdoom/zdoom-r2102.zip
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Re: ZHeXen: V.5 NOW OUT! Mappers Needed more than ever.
... I am.supergoofy wrote:Try to use the latest SVN builds of ZDoom and GZDoom
Code: Select all
http://svn.drdteam.org/gzdoom/gzdoom-r713(714).zip
Code: Select all
http://svn.drdteam.org/zdoom/zdoom-r2102.zip
In fact I just redownloaded it to be sure.
EDIT:
Map 2 (I don't know, it's that first hub thing, not the start map but after winnowing hall The FLAGS standing there are surrounded by black shades, a case of bad spriting.
The background collours used in that sprite aren't translucent, causing it to have a black box around itself.
Some of those... I don't know, knight things throwing poison clouds, have some very strange collours, pallet error?
I think it's supposed to be gold but now the entire things are yellow-creamy-weirdish.
BTW
Last time I checked
Serpents didn't insta own the flippin' player on the first map O.o;
I mean come on I hardly got into the game, got any weapons, and I get my ass blasted off either by those things or my ALLIES who keep shooting the wrong freakin' guy, ME! Guess that's my punishment for playing on Titan.
EDIT 3:
The winnowing hall teleport problem is still there, I just thought I'd remind ya, if you get to 7-portals once, then go back to the resistance camp and go back to 7-portals through winnowing hall the portal to 7-portals is broken.
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Re: ZHeXen: V.5 NOW OUT! Mappers Needed more than ever.
Yeah, I tried to hires the flags, didn't work too well. The winnowing hall is reset, as I said, and in the original version, where there was NO replaying it, the exit was not a repeatable trigger. I aim to fix that later. untill then, don't escape teleport untill 7 portals is done, or the game becomes unbeatable.
The serpents are RARE on winnowing hall. Bad luck with the randomizer. Nothing I can do about that, yet. Yes, the centaurs ARE supposed to be that color. They're centaur shamans.
And you don't HAVE to play/load exorcism with it. It is meant to be played afterwords, and I haven't checked compatability for the v.5 on it yet.
The serpents are RARE on winnowing hall. Bad luck with the randomizer. Nothing I can do about that, yet. Yes, the centaurs ARE supposed to be that color. They're centaur shamans.
And you don't HAVE to play/load exorcism with it. It is meant to be played afterwords, and I haven't checked compatability for the v.5 on it yet.
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Re: ZHeXen: V.5 NOW OUT! Mappers Needed more than ever.
Okelidokeli.Drake Raider wrote:"Blaaaaaaaaaaaaaaaaaaaaaah"
Can't find anything else yet so I guess you really rooted out alot of the bugs with this version...
I wonder what those eatable corpses are for though, seeing they don't work now O.o;
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Re: ZHeXen: V.5 NOW OUT! Mappers Needed more than ever.
Food hasn't been (re)implemented yet. While Stamina is essentially short-term energy which is only affected by exertion, your food supply has a longer term affect - I can see it wearing down over time, starting to affect the Stamina indirectly. Each kind of food would be worth a certain amount, Afrits don't seem too heathful to me. (Packed with carbon though.)Davidos wrote:I can hear/see stamina effects *Player grunts when officially out of energy* But afrit corpses and the likes don't do anything...
I also plan to add in the "fifth" weapons, each being a bit weaker than the standard starting weapons, but having the distinction of blocking (perhaps reflecting) attacks. I'll need (good) sprites for them, though.
That would probably be a naming mismatch between the Status Bar, and the mod's internals. The DisplayNames for Drake's modified players have been changed from the defaults. (Why SBarInfo uses the DisplayName, and not the ClassName, is beyond me.)CodenniumRed wrote:Script error, "ZHeXen-Weapons.pk3:sbarinfo.txt" line 17:
Unkown PlayerClass 'Fighter'.