Thanks for the feedback, I'll think about the stats for the next version. For the menus, the keybinds were changed in this version. Using the next weapon/previous weapon keys changes your selection, and the attack button confirms.
Thanks for the feedback, I'll think about the stats for the next version. For the menus, the keybinds were changed in this version. Using the next weapon/previous weapon keys changes your selection, and the attack button confirms.
Is there a way to change the soundfont in this version of eduke32? Or can i use a newer version without it breaking? I usually play with an SC-88 soundfont and the default MIDI sounds horrible now haha.
Looks cool keep it up
The expansion version supports the Hexen II expansion pack (Portal Of Praevus)
The vanilla maps have some extra ambient effects added, but no gameplay changes
its just the gameplay, with my own fixes/changes/additions. the mod has a batch file that should launch the game. if not, create your own batch or shortcut to the engine with the command -game soc (-game just takes the name of the subfolder the mod is in). im not sure if UQE supports the mod. if not, try this engine: Hexenworld.org
Ive played the first two levels (to the point where the girl is asking for gems). Im a little confused, because Ive run across an abundance of ammo pickups, but havent actually seen a weapon to use them with. Have I missed it somewhere?
Oh, there's something else that affects the menu. For some reason, if you look up/down, it appears farther or closer respectively. So if you just look straight ahead, it should fit on the screen perfectly.
Actually, for the next update, I should make pressing the menu button also reset your view angle to avoid this.
Thanks. What is your FOV setting? I added an algorithm to scale the menu size based on FOV (because it's really just a flat model in front of your face), so ideally it would look good at any FOV. But the calculation must be off.
Thanks, I will look into this when I have a chance. But for now, the engine linked above (which is based on Hammer Of Thyrion) works.
Not sure. The mod originated in 2017, so it probably used the latest version at that time. But since then a lot has been changed and added on top of the GOT base. The way Quake engine mods work, you cant really mix & match mods, so if there is a new version of GOT, it cant easily be merged with this mod.
I use this engine: Hexenworld.org
Could you let me know the error message?
Yes, I use this engine: Hexenworld.org
I havent personally tried using it, but recent dev builds support Jeank's texture pack.
Hi, I use the uhexen2 port: Hexenworld.org
Is SQLauncher2 Simple Quake Launcher? Ive never used that program. Just make sure you unzipped the files correctly so theres a subfolder in the Hexen 2 directory with the progs.dat file.
Also, this version does not come with any maps, but the SOC demo and other maps are linked in the description.
Hotfixed to fix crusher feature and correct FGD.
Hotfixed to fix breakable chunks.
Updated with fix to Mummy Lords' flame trail (they werent disappearing like they're supposed to).
Hi, glad you've enjoyed the mod. In the "maps" subfolder, delete the "meso6.ent" file. Then the map will work fine.
Edit: The mod download is now updated with a fix.
Thanks for the report, it'll be fixed in the next version.
Thanks for the detailed feedback & suggestions. Im not currently working on this mod, but ill make notes of what to look into. Regarding abilities, it could be good to change some of them. However, you may want to give the Assassin's stealth abilities another shot, theyre buffed in the mod.
Regarding items, i wouldnt remove any. But using the PoP force cube in the base game might be an improvement.
Regarding Jaguars: I dont mind them ducking. If anything is an issue, its that they dont telegraph their blocking states at all. That is high on the list.
Regarding Golems: Unfortunately, their pathfinding issues are engine-side and cant be modded. They may be fixed in the Shanjaq sourceport.
Regarding falling damage - the game actually does have it. But you have to fall quite far to feel its effects.
Regarding ambience - it definitely could be cool to add some more sound effects to the vanilla maps.
Do you mean the key for altfire? Go to autoexec.cfg and find
bind "mouse4" "+impulseuse"
and change mouse4 to the desired key (like mouse2 for rightclick)
The wrong file was uploaded, it's fixed now.
I tested with 1.07 (I assume thats what you mean by 1.7). It did crash once during testing but not every time, so I dont know what the problem is. Maybe you can restart the map or load an earlier save.
Fantastic mod. The level of quality, consistency, & professionalism in the new episode is astounding. The level design is excellent, especially the first level. The new weapons & enemies are tasteful, and mesh well with the original Duke arsenal/bestiary respectively. Even things that are usually **** in fan mods (voice acting, NPC's, companion AI) are surprisingly well-done.
Oh, and I have to give props to how Shelley interacts with toilets, that had me laughing my *** off. It's a very silly feature, but it really exemplifies the attention to detail.
I did notice one little error though - when you talk to dude civilians as Shelley, they respond as if you're Duke.
AWESOME mod! Just what Hexen 2 needs. The environments are beautiful, and the level of detail is like nothing ever made in the game before. The combat is fun & fast-paced, and the new weapons & enemies are very welcome. The recreations of enemies from previous games in the series were quite cool. At first I thought it was too hard, but after replaying Hexen II and learning how to properly utilize the mod's alt-fires, the difficulty felt totally reasonable. The only new content I disliked were the giant spiders (the warriors already fill the role of large melee enemies, without being annoying) and the transparent enemies.
Unfortunately, my playthrough was stopped a little early. I grabbed the void fragment, died a couple times, then saved after picking it up again, but now whenever I grab the fragment nothing happens. The climactic final fight won't trigger anymore. So I think something about it is bugged.
whirledtsar
joined
Fan and mapper of retro FPS games