HeXen: Descent Into the Abyss

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Opus132
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Joined: Mon Aug 08, 2022 3:05 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: HeXen: Descent Into the Abyss

Post by Opus132 »

Hah, seems to be fixed now.
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ArgonianLord
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Location: Out of this world!

Re: HeXen: Descent Into the Abyss

Post by ArgonianLord »

Some weird situation with the upload of the DITA mediafire link caused it to infinitely generate download keys. Issue should be fixed now, so you can now download just fine. In addition I uploaded an update round the same time the issue was fixed where I upped the mana usage of the raven staff so it can't be spammed as easily.
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ArgonianLord
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Re: HeXen: Descent Into the Abyss

Post by ArgonianLord »

Discovered a bug with one of the cutscenes in map3 that prevented it from showing the player what was happening in the cutscene. This is fixed now, sorry for any inconvenience it may have caused you!
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ArgonianLord
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Re: HeXen: Descent Into the Abyss

Post by ArgonianLord »

New update as I recently had a report of enemies (seemingly reivers) not being easily findable during the mountainside combat encounter. Offending enemies have been caged in, as it seemed to be flying enemies that are the culprit.

Additionally, the moving camera during the Daedolon and Medrike cutscene has been changed to a static camera that jumpcuts immediately to the scene. This decision was made because the camera was inconstently working. For me it worked fine, for most it worked fine. But sometimes for other people it would just not work at all, so hence this decision was made.

Hopefully map3 won't have any further problems moving forward, this is hardly the first time I've had to fix stuff in it.
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ArgonianLord
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Re: HeXen: Descent Into the Abyss

Post by ArgonianLord »

New update after a year more or less, turns out the camera related issues on map3 hadn't been resolved all this time, so that is primarily what this update is addressing, in addition to other small hotfixes for cutscene inconsistencies.

Additionally, the weapons in Mage Specializations and DITA itself should be consistent with one another, I had neglected to add the "PlayerCharacters" species tag to the new classes, so in DITA the Ice Wand could not fire through its ice barriers, while in Mage Specializations it could as it should've.

There is another upcoming update for this, but not until much later, I apologize in advance for those who have put up with the camera issues for all these years since DITAs initial release, but this should hopefully sort it out once and for all. The error weren't anything regarding GZDOOM updates or not, it was simply me forgetting to check that the cameras themselves showed up on every Skill and for ever Class. That was the big blunder on my side, which was why it was missed for so long, I simply weren't playing the classes where this issue manifested at the time.

The next update for this and Mage Specializations will fix up the Raven Staff a bit, as it is currently the clunkiest to use of all the super weapons in the mods. It'll also see a new voice over for the character Pierre.
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ArgonianLord
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Re: HeXen: Descent Into the Abyss

Post by ArgonianLord »

Minor update to the gameplay mod portion of this as well as Mists of Mauristen's Cleric Domains gameplay mod.

Very basic fix: Now instead of the super weapon always being found fully assembled at the 3rd super weapon piece placements in HeXen maps, you now have to find 3 pieces of the super weapons to complete them like in standard HeXen gameplay. I felt this was needed as some mappacks add the 3rd and usually final segment as the first piece from my experience, so this should prevent early obtaining of the super weapon in other mappacks.

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