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Yep, the project is currently standalone!
It is not. Our next release will be on the GPL engine though so you won't need any version of Doom 3 to play.
Thanks for the support! We continue to work and recently added a new programmer to the team. The Hexen IP is actually owned by Activision.
Yes, because we haven't released anything since our first release. The next release will change that.
We would certainly love it to be. We'd need more developers to join and help pick up development speed. As it is we are shooting for the end of this year for our next release though.
Yes it is.
Yes. Just download the .zip file from any mirror and unzip it into your /doom3 directory.
The Tome was in the first release. However we have expanded it's effects since then and it is now functional with the firestorm.
Aha! Thanks for that. IRC web link is fixed. As for the witch, we've discussed some general things regarding her and have some story made up for her. However there is nothing specific yet as she is the third episode of the overall plan. The fighter will be the next episode so we have a bit more details regarding his story right now.
There is a fix for that crash that you will find on our forums, only some people have had it, all have had NVidia cards. Try the patch, it should work.
All you need to map is in the build. For technical support you can visit Hexenmod.com.
Good luck and we're anxious to see your results! :)
We have begun uploading to mirrors and sites.
Not, yet. It will though, in the official release.
We wanted to have bodyparts as well, but the engine just can't handle that many entities at once. If each Ettin spawns say 5 bodyparts and you kill 20 Ettins. You have 100 entities on the screen, Doom 3 just doesn't like that very much. So we've had to compromise some of our own ideas for the game to keep it playable on lower end hardware.
Keeping the game playable on lower end hardware means more to us than throwing in fancy effects that are fun, but don't add to the core-gameplay of the game.
A bit late, but the fix is actually very simple, turn off ATI AI Catalyst, if you're using ATI.
Well, you can play it this year. :)
Not making any promises on the video other than one should be arriving soon(ish).
But it is not a sequal as in Hexen 2 would be. It ties in to the entire storyline, including what happens in Heretic and Hexen 2.
The Demo will take until the end of the year. You'll know when we release. :)
It would be almost impossible to port everything from Doom 3 to the wolvenstein engine without causing further delays. That's why we've decided to stick with the Doom 3 engine.
We are working on enhanced shaders and stuff like parralax mapping. But we want to keep thing subtle.
It's called the 'Firestorm' and it was wielded by Parias, the original Cleric.
'Use this and you'll cause a streak of fire to shoot out from your hands at the intended victim, scorching anything along the way (including the ground). This weapon inflicts fairly heavy damage, the downside is that it has a slow rate of fire.'
Hard to be precise. The 'release' will be an Alpha release, meaning only the first three maps of the game. This will help us get community feedback and test bugs etc..etc..
We are actually finishing up on that, it'll be up coming week! :)
Thanks for the support. :)
Can you contact us again? We've had some messages lost and we are still looking for mappers!
The EULA of Doom3 and Hexen states very clearly that we cannot make any money out of this project, including advertising or otherwise. We do not make any money out of this, we are just fans who like both games and want to create something for other fans out there to enjoy.
With the way how the industry is gearing toward consoles more and more I suggest everybody to be happy as long as there are still teams out there like us who enjoy making things and are willing to stand up for them out of an ideal instead of plain greed, and also be happy that there are companies out there like Raven and ID who support the modding scenes and open up parts of their source code to them.
It's a by the fans, for the fans sort of thing.
The current build weighs in at about 3.2GB. We are contemplating on releasing 2 versions, a hi-res version and a lo-res version. But this creates issues with MP.
Indeed, we are still very much alive.
The mod has been in development for over 3.5 years.
We will not quit, and if we would then it would be announced as big news. No such news will come, we are very, very, dedicated and there is no reason on earth to quit development when we are so far ahead.
We do not update regularly because we live with a motto: Show stuff when you've got stuff to show and when the timing is right (e.g. before a pending release). Show stuff when you have time to show stuff. Media releases and updates take precious time, which we would rather put into actually developing the game.
To all who support us and are fans, thanks so much!
Making this game has ups and downs. An up is seeing it developing further and further.. a down is the long wait for all of us. I'm going to let you in on a little secret, if you keep it quiet..
We are working towards a December 2007 release.
Cause I'm that guy.. ;) hehe.
Latest version has been released already. Will upgrade this page as soon as I get around to it!
We've been pretty quiet so far regarding the release of news but we're proud to say that we're at 80% of development. We're really not leaving any assets untouched in the TC and everything from the new playercharacter and animations/sounds to weapons, enemies and environment will be custom content.