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hexen_scripting

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8 files

  1. acc-source.zip

    Activision and Raven are releasing this code for people to learn from and play with. The code retains its original copyright and can not be used for profit, any work released using this code must contain credit for it.

    2 downloads

       (2 reviews)

    Submitted

  2. Hexen Scripting Tutorial

    4 downloads

       (1 review)

    Submitted

  3. DESCRIPT: HEXEN Script Decompiler

    DESCRIPT is a fully fledged and user-friendly HEXEN script decompiler, that generates highly readable source code from any compiled script. This may take the form of a self contained object file, or the BEHAVIOR resource in a main or patch WAD file.

    Being able to decompile the existing scripts inside HEXEN is a real boon for anyone wishing to design their own levels for the game, as it allows them to learn the ACS language and experiment freely, without having to do a lot of work up front. Since the source files that DESCRIPT produces can be readily recompiled, it's very easy to try out modifications to the existing levels, and find out what works, and what doesn't.

    7 downloads

       (1 review)

    Submitted

  4. acc.zip

    The Raven script compiler and neccesary Scripts

    4 downloads

       (3 reviews)

    Submitted

  5. DEACC.EXE v1.1 and DEACCOS2.EXE v1.1

    DEACC11X.ZIP contains DEACC.EXE, my hexen script decompiler. It is the same as DEACC11.ZIP, except that it also contains an OS/2 executable (DEACCOS2.EXE).

    DEACC tries to decompile hexen scripts into ACS files. It can read both raw behavior lump files (ACC output) and behavior lumps from a wad file.

    0 downloads

       (0 reviews)

    Submitted

  6. DEACC.EXE v1.1

    DEACC tries to decompile hexen scripts into ACS files. It can read both raw behavior lump files (ACC output) and behavior lumps from a wad file.

    Some info that was in the original ACS source for the script is not available in the compiled form of the script: DEACC will not be able to recover this information. DEACC is not able to:
    - recover the original variable names
    - recover any comments
    - recover the exact source for constructs that can be written in several ways. DEACC tries to generate 'break' and 'continue' statements only if no other construct can be found.

    0 downloads

       (0 reviews)

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  7. Hexen BEHAVIOR De-compiler v0.50

    Ever wondered how all of those special effects work in Hexen? This program allows you to look at any of the BEHAVIORS in a Hexen .WAD file to see how it all works.

    This version simply dumps the contents of the BEHAVIOR structure in a format that is fairly close to the original ACS script source code. With some manual editing, it can be recompiled and put into your .WAD file.

    1 download

       (0 reviews)

    Submitted

  8. Guide through simple scripts (for Hexen-demo)

    After reading some posts where people seems to have problems doing scripts, I decided to release this. I original did it to test out how scripts work. There are not any polyobjects, since I haven't worked on them yet.

    The scripts for this level are included in a file called guide.acs, they are also present as a lump in the guide.wad (of course, or it wouldn't work).

    If you want to be shown where the scripts work or if you cannot find a way to get the only secret there, look at the demo.

    0 downloads

       (0 reviews)

    Submitted

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  • File Reviews

    • By rdwpa · Posted
      The custom textures are fantastic. If you're a mapper seeking a change of pace from the usual Scythe 2 Egypt, both ISIS.wad and Osiris.wad, which provided some resources, permit use of their assets. (Although they would need cleanup to gel with the most polished of modern styles.)   By modern standards, ISIS.wad hasn't held up, either the name or the gameplay. Outside of a few moments, it stays at a difficulty that makes the early parts of Doom 2 feel like a TimeOfDeath map. The bigger issue is that it is also huge and confusing, with progression being lightly marked at best. Near the end, I unwittingly teleported to the start, and I had to reload a save to avoid minutes of backtracking. All the monsters are stock, so if forced to replay it, I'd either use -fast or throw on a gameplay mod that buffs monsters. The saving grace is that the textures make the outdoors and caves look pretty.
      The text file suggests using Doom Legacy, but few people in 2020 know what that is. Fortunately, the wad ran perfectly for me in GZDoom. It requires jumping and swimming.   Bumped up a star for the cool assets, especially since many were crafted by the author.  
       
    • By Walter confetti · Posted
      "Aah, that hurts!" It hurts indeed, annoying (movie?) sound clip used for player pain, it hurts a lot. This map is not that atrociously bad, actually. Layout is nice and pretty open, and the "throne" room (without a throne) is the best part of the level, but unluckily there's this teleport crazy thing that runs troughs the various sections of the... castle? Tomb? I see more some kind of castle theme here, but i digress, let's return on topic. Ok, there is this teleport travel stuff all around the map that join together the various sections of the map, at the first time it works fine and it's a pretty cool thing, but then things starts to going crazy after you reach the yellow key door (that is, for some reason, hidden from a computer panel and the switch to reach it is hidden too in a alcove that i had to noclip for reach it) and the teleport in the middle of the rooms that randomly spawns you in some random place, and this by touching a complete random teleport line. Wonderful, you don't have the idea. Also, after taking the red key, i've been stuck for quit a long in the already mentioned "throne room" and i had to cheat for finding my way by noclipping almost half of the map. Gameplay is not hard, but... this thing is unforgiving with you. Forget to take the computer map in the cyb's cage? Forgive even to proceed in the damn map! Miss a switch, a teleport line, anything? Game over, man. Also the thing placement looks like is all around the place sometimes, but that's a (really bad) habit of old time maps... Also, is most probably me that i missed out something, but this map have a exit? I didn't find out in any way! Ah yes, the sound effects are mental, this weird ass shit turns you crazy, if not the bad choices with teleport sections didn't it already. Top class. Also, it uses somes of the zombie voices from Eternal Doom (and before that Laura Bayer)? Ok....   In short: a pretty forgettable 1994 map expect for a pair of locations with some of the ugliest sound effects you can ever heard.    
    • By rdwpa · Posted
      This is a clever early-career speedmap by Obsidian, in one of his favorite settings, a small archvile-infested library. It has a couple of puzzles and much of the combat is unconventional: stuff like tysoning, pacifism, and forced partial invisibility.    The gimmicks aren't bad, and a lot plays well, but I disliked the blue key section:   Two other reviews contain factual misrepresentations: the early revenant can be comfortably skipped until stronger weapons are attained a short time later, and a certain vile trio never appears if you stay pacifist during that one segment. (The map even warns you, through unmissable sector letters that spell "silence.")
    • By rdwpa · Posted
      In early 2014, in the more innocent landscape BTSX hadn't fully colonized, Memfis invested his quirky energy in making enjoyable maps rather than LARPing as a forum villain. You could say he yakfaked himself before he bzzraked himself.   In Continue, barrels and rockets and plasma -- plus the overpowered SSG -- make for a satisfying five-minute lark through a utility plant. Monsters are skillfully placed for pure satisfaction. The visuals are oldschool, from the Kama Sutra era, and later progression is cool: you parkour like a goat over features that initially seem decorative, and the final area can be accessed in two different, involved ways.
    • By iconofeggsafe666 · Posted
      has some good music and somewhat good jokes.
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