My decision to use the Legend-9 test version instead of the demo for the remainder of the demo walkthrough videos has caused a delay in the uploading of those videos. I am not happy about it at all, but I do want to showcase the new effects and animations, yet these are not quite done. A few things are left to be polished. Gargoyle nonsense with animation glitches still persists. And some sound design work is needed here as well.
At the same time, i am doing some of the final polish on the Cleric mod. The released version is 0.91, and that's for a reason. There are a couple of small yet nice touches that are currently not in it. So, by the time a full version of Legend-9 is released, the more polished Cleric Mod will be right alongside it.
These last 2 weeks i spent entirely on Hexen, no Doom-3 work. But no worries, it is not being down-prioritized in any way. I just want to get rid of the "dirty work" with animations and Doomsday-engine script-grinding and its various related adjustments. I should be done with all that already this week.
On the other hand, Darkmere presents a serious challenge. I went so far with the 1st hub that it is not easy to come up with ideas for this one. But, i am working on it. So far it is my greatest challenge, cause i am all out of tricks and locked out with textures. Not easy by any stretch. But, a solution has to be found all the same.
* * * Just to elaborate on that last point, in case someone missed or overlooked my previous blog post, or is reading the blog only on occasion. To avoid any confusion: my mentioning of "Darkmere" and "the first hub" may create an impression that that's where i am, mod-wise. This impression is FALSE. And those who read my blog regularly - know it very well. To clarify things further: i have already remade all the levels for the entire game, (except Silent Refectory and its turn will come). What happened with Darkmere, - is that i greatly overestimated my leftover work on it from the obsolete version 8.33, and the first hub underlined this fact most prominently. So there you go. Different levels of the game were remade during different periods of my expertise and practice of Hexen-remaking. So there is some margin between them. A margin that i am trying to minimize as much as possible.
Stay tuned.
<3
With aesthetic fixes galore, running to the segment where Part 7 of the demo walkthrough had stopped. In a couple of days, Part 8 will be up. The long desired ascent to the polishing phase of the mod is almost within my reach.
Unfortunately, the Wrath of Magic mod will be pronounced dead by next week. Details will follow.