HeXen: Descent Into the Abyss
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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.
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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- Posts: 11
- Joined: Mon Aug 08, 2022 3:05 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: HeXen: Descent Into the Abyss
Hah, seems to be fixed now.
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- Posts: 105
- Joined: Tue Apr 02, 2013 4:05 pm
- Location: Out of this world!
Re: HeXen: Descent Into the Abyss
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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- Posts: 105
- Joined: Tue Apr 02, 2013 4:05 pm
- Location: Out of this world!
Re: HeXen: Descent Into the Abyss
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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- Posts: 105
- Joined: Tue Apr 02, 2013 4:05 pm
- Location: Out of this world!
Re: HeXen: Descent Into the Abyss
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.
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.