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HacX 1.2

Posted: Fri Oct 08, 2010 5:56 pm
by Xaser
- HacX 1.2 -
--An official update to the classic TC.--


HacX IWAD 1.2: DOWNLOAD from /idgames, updated 10-10-10

My apologies for the delay to the three or four of you who were eagerly awaiting this, but the HacX 1.2 IWAD release is done. Note that this is NOT the super-updated version that's been promised -- that's actually in the works and will be accepting new members very soon. This is an interim release to get a few things working... think of it as a consolation prize if nothing else.

Don't expect anything super-new, though. Most of the gameplay is identical to HacX v1.1, and while a few improvements are present (maps work in co-op, a couple of the weapons animate better, etc.) it is largely the same game. The primary purpose behind this release is not to provide new content but to get a stable, standalone version of HacX out there. There was some version discrepancy between previous HacX releases (1.0 had screwy textures and 1.1 introduced a couple of DeHackEd bugs) and neither one of them was a standalone IWAD. Note that this version is an official HacX release (under Nostromo's authority), and older versions can be considered obsolete. ;)

At any rate, co-op works, so gather up some friends and get HacXing!


P.S. -- Just for the sake of letting everyone know that there is real work being done on a full 2.0 update, or if you're looking for something new, check out Protean Cybex (MAP16), a (rather large) HacX map I've done for the new version. It's based on the original HacX design docs and is set in a massive chemical plant that you get to blow up. Gameplay's still a bit rough, but that'll be worked on as soon as people start complaining. I mean commenting.

Major huge thanks to Nostromo for help n' support for starting this crazy project, Blzut3 for donating his DECORATE work and co-leading the project (go go SVN!), and Quasar for putting up with our constant support bothering. ;)

Re: HacX 1.2

Posted: Fri Oct 08, 2010 6:40 pm
by NeuralStunner
There is Win here, can you feel it? Can you taste it? Can you see all the pretty colors?

Re: HacX 1.2

Posted: Fri Oct 08, 2010 7:14 pm
by Trooper 077
NeuralStunner wrote:There is Win here, can you feel it? Can you taste it? Can you see all the pretty colors?

No,There is no win here NeuralStunner



Just an orgasm of awesome

Re: HacX 1.2

Posted: Fri Oct 08, 2010 7:21 pm
by Ethril
[Mr. Burns voice] Excellent.

Re: HacX 1.2

Posted: Fri Oct 08, 2010 7:21 pm
by Grymmette
This reminds me I need to get back to work on this...

PM me with any things that still need doing, and I'll see what I can do.

Re: HacX 1.2

Posted: Fri Oct 08, 2010 7:22 pm
by NeuralStunner
Trooper 077 wrote:No,There is no win here
There's the door. Bye.

Re: HacX 1.2

Posted: Fri Oct 08, 2010 7:25 pm
by Trooper 077
NeuralStunner wrote:
Trooper 077 wrote:No,There is no win here
There's the door. Bye.


Read lower

Re: HacX 1.2

Posted: Fri Oct 08, 2010 7:27 pm
by NeuralStunner
Trooper 077 wrote:Read lower
Think higher.

Re: HacX 1.2

Posted: Fri Oct 08, 2010 7:38 pm
by Trooper 077
NeuralStunner wrote:
Trooper 077 wrote:Read lower
Think higher.

Not Nessisary?

Re: HacX 1.2

Posted: Fri Oct 08, 2010 7:45 pm
by Xaser
Now, now. Not in the announcement thread. We don't want to have everything split on the first day, now do we? :P

For the record, I plan on making an announcement regarding HacX 2.0 soon, but it will probably wait until sometime tomorrow. Time got away from me today and I got all tired out early. Yay laziness!

Re: HacX 1.2

Posted: Fri Oct 08, 2010 7:46 pm
by Ghastly
Trooper 077 wrote:Nessisary?
Necessary* :P

Looks good, by the way. I remember the original TC had a few problems. :)

Re: HacX 1.2

Posted: Fri Oct 08, 2010 8:37 pm
by Salad Viking
Hey, this is actually good... fun, in fact. Unlike a certain version of this I played in which monsters turned into computers while walking around.... But why do I kick so fast?

Anyways, ZDoom needs IWAD support for this.

Re: HacX 1.2

Posted: Fri Oct 08, 2010 9:46 pm
by NeuralStunner
Salad Viking wrote:Unlike a certain version of this I played in which monsters turned into computers while walking around....
You were probably playing without the accompanying DeHackEd patch.
Salad Viking wrote:Anyways, ZDoom needs IWAD support for this.
http://zdoom.org/Changelog/2925/files :D

Re: HacX 1.2

Posted: Fri Oct 08, 2010 10:26 pm
by SamVision
Xaser, I HAVE been waiting for this! I thought it was dead :cry:

Re: HacX 1.2

Posted: Fri Oct 08, 2010 11:06 pm
by TheDoomGuy
Frankly, I'm rather surprised to see this resurface. I remember discovering it on the MJ Doom Page EONS ago... must've been 12 years ago or so that I first saw that there. :shock:

I think it definitely has further potential as a standalone game. Some of the weapons were hideous (shotgun, I'm looking at you :P ), and the DeHackEd patching can only go so far, so it will be nice to see the pretty graphics and textures be able to spread its wings and give us something new and interesting.