Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

OV3RDR1VE

Members
  • Content count

    17
  • Joined

  • Last visited

About OV3RDR1VE

  • Rank
    Warming Up

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. OV3RDR1VE

    HACX Twitch 'N' Kill v1.2 Improved Edition (2021)

    Here is my demonstration run of HACX Twitch 'N' Kill v1.2 Improved Edition (2021) in ZDoom v2.8.1. You can see "Kick" and "Hoig Reznator" weapons in action - that's how they operated in HACX v1.0 Commercial CD Release. As you can witness, the pace & blastfest were not affected by those changes. Bugs got their butts fried and devastated.
  2. OV3RDR1VE

    HACX Twitch 'N' Kill v1.2 Improved Edition (2021)

    Thanks ;) Check out all the features practically - it's definetely an improvement. Starting from maps: HACX v1.2 uses maps from HACX v1.1 Freeware (v1.2 is actually based on v1.1 which is, in it's own right, a throwback from v1.0 Commercial CD Release), some of them have design flaws and seem incomplete. HACX v1.0 Commercial CD Release had the latest versions of the maps and they are much appealing. You seem not to know the entire story. Read these articles: https://tcrf.net/Hacx:_Twitch_'n'_Kill https://doomwadstation.net/hacx/GetHacx.html The changes (the firing rate) made to weapons in v1.2 (Kick, Hoig Reznator, Nuker) I don't consider genuine as they shatter the balance. In HACX v1.0 Commercial CD Release they were slower but not until the point you would consider them weak and useless. As for enemies - In HACX v1.0 Commercial CD Release there were some bad points for sure (like one sound used by several enemies), but they are not included in my release. The changes did not make them weaker, that's for certain, but more historically accurate (towards v1.0) and genuine.
  3. HACX Twitch 'N' Kill v1.2 Improved Edition (2021). This is my custom symbiosis of HACX v1.0 Commercial CD Release and HACX v1.2. The goal of this project was to bring the missing elements from HACX v1.0 Commercial CD Release to HACX v1.2 and therefore create a proper, complete version with available genuine assets, eliminate almost every single bug and enhance/tweak some aspects. I enjoyed doing playtesting through all the 22 levels of this game and I felt that it didn't get the attention it actually deserves. Based on my research of majority of the details I composed this Improved Edition which definitely gives a huge credit to the product, the potential of which was not fully revealed under difficult circumstances it encountered while being released back in 1997. The changelog is as follows: //=========================================================================================// THE MAPS (CHANGES IN MAPINFO.txt). -All the maps from HACX v1.2 were replaced with the ones from HACX v1.0 Commercial CD Release and it was made sure that no bugs related to textures exist. TEXTURE1 & PNAMES lumps take responsibility for that. -Almost every map from HACX v1.0 Commercial CD Release has changes starting from a different enemy count, their types and ending with a more complete transition to cyberspace through the special terminal in every appropriate & corresponding map. -MAP21 "THE DARKNESS" from HACX v1.0 is now included and serves as the final game map. It uses D_HACX04.mid as a soundtrack like it was in HACX v1.0 Commercial CD Release. -MAP11 "NOTUS US!", MAP16 "PROTEAN CYBEX", MAP17 "RIVER OF BLOOD" AND MAP19 "THE WAR ROOMS" had their skies changed in order to match the ones in HACX v1.0 Commercial CD Release. To be precise: Skies were swapped from Brown to Red & Red to Brown accordingly. -Intermission screen of all 4 so called "episodes" now has a corresponding music (D_HACX19.mid) from HACX v1.0 Commercial CD Release. //=========================================================================================// THE ENEMIES (CHANGES IN DECORATE.txt). #1. Android. -Multiple "death" sounds are now utilized like it was in HACX v1.0 Commercial CD Release. #2 Buzzer. -Multiple "sight" sounds are now utilized like it was in HACX v1.0 Commerсial CD Release. #3 D-Man. -Added a specific shade of a green blood color (indicated as RGB Palette Сode) in accordance with actor's pain sprite color. Initially there was a red blood color which is considered as incorrect. #4. ICE. -Multiple "sight", "attack" and "death" sounds are now utilized like it was in HACX v1.0 Commercial CD Release. -Added a corresponding "mass" parameter into DECORATE.txt to match the one from DEHACKED of HACX v1.0 Commercial CD Release. #5. Majong 7. -Multiple "sight", "pain" and "death" sounds are now utilized like it was in HACX v1.0 Commercial CD Release. #6. Mechamaniac. -Added corresponding "health", "painchance", "mass" and "speed" parameters into DECORATE.txt to match the ones from DEHACKED of HACX v1.0 Commercial CD Release. -Multiple "sight" and "death" sounds are now utilized like it was in HACX v1.0 Commercial CD Release. -An amendment related to "projectile death" sprites was made (see Photon 'zooka clause in "THE WEAPONS" section). #7. Monstruct. -Added and activated "pain" and "raise guns" sounds in accordance with HACX v1.0 Commercial CD Release. -Photon 'zooka "projectile death" sprites were copied and set for "HacxMonstructShot" actor. Additionally, those sprites obtained new names. #8. Phage. -Changed algorithm of "raise guns" sound in DECORATE.txt in order to avoid a clash with Monstruct actor. -Walking animation sequence was changed to less smoothed in order to match the one in HACX v1.0 Commercial CD Release. -Added a specific shade of a pink blood color (indicated as RGB Palette Code) in accordance with actor's pain sprite color. Initially there was a red blood color which is considered as incorrect. #9. Roaming Mine. -Nothing was changed. #10. Stealth. -Changed "alpha" parameter in accordance with Spectre actor from Doom. #11. Terminatrix. -The values of "health" and "mass" parameters were set in accordance with the ones in HACX v1.0 Commercial CD Release. -Increased moving speed in accordance with HACX v1.0 Commercial CD Release. -Added a corresponding "fastspeed" parameter into DECORATE.txt to match the one from DEHACKED of HACX v1.0 Commercial CD Release. -Phage's "projectile death" sprites were copied and set for "HacxTerminatrixBall" actor. Additionally, those sprites obtained new names and offsets alignments. #12. Thorn Thing. -Changed "projectile launch" sound to the one utilized in HACX v1.0 Commercial CD Release. -Added a specific shade of green blood color (indicated as RGB Palette Code) in accordance with actor's pain sprite color. Initially there was a red blood color which considered as incorrect. -Offsets alignments were made for "projectile death" sprites. #13. Thug. -Multiple "sight" and "death" sounds are now utilized like it was in HACX v1.0 Commercial CD Release. #14. Samurai Statue. -A fully correct algorithm has been implemented to make this actor operating as intended. Now you have to shoot the Samurai Statue couple of times until it devastates and releases Monstruct. Statue and Monstruct are separate actors. #15. Mummy. -A fully correct algorithm has been implemented to make this actor operating as intended. Now you have to shoot the Mummy couple of times until it evaporates and releases Phage. Mummy and Phage are separate actors. #16. Skeleton. -A fully correct algorithm has been implemented to make this actor operating as intended. Now you have to shoot the Skeleton couple of times until it evaporates and releases Phage. Skeleton and Phage are separate actors. //=========================================================================================// THE WEAPONS (CHANGES IN DECORATE.txt). #1. Kick. -The rate of "kick" animation was decreased in order to match the one in HACX v1.0 Commercial CD Release. #2. Hoig Reznator. -The rate of "idle" and "fire" animations was decreased in order to match the one in HACX v1.0 Commercial CD Release. -Added "GunFlash" effect while firing in accordance with HACX v1.0 Commercial CD Release. #3. Pistol. -Added several missing bottom pixels to PISGB0 texture. #4. Uzi. -Added "GunFlash" effect while firing in accordance with HACX v1.0 Commercial CD Release. #5. Photon 'zooka. -Offsets alignments were made for "projectile death" sprites in order to match the projectile trajectory. This amendment also relates to "Mechamaniac" actor as he uses the same weapon and the same projectiles. #6. Stick. -Added a missing bottom line of pixels to PLSGB0 texture. #7. Nuker. -Speed of projectile was decreased in order to match the one in HACX v1.0 Commercial CD Release. -Offsets alignments were made for "projectile" sprites in order to match the offsets of "projectile death" ones. //=========================================================================================// SOUND. -New sound assignments have been made for Phage, Monstruct and Thorn Thing actors in SNDINFO.txt. //=========================================================================================// GRAPHICS. -Added a missing right side line of pixels to STCFN053 (Digit "5" in game symbols) texture. //=========================================================================================// ADDONS TO USE FOR COMPLETE EXPERIENCE (OBLIGATORY). #1. D2_HACX_v1.2_Original_HACX_v1.0_Cryogun_(Widescreen).wad -Original Cryogun with a holographic sight from HACX v1.0 Commercial CD Release adjusted for widescreen. All the offsets (x, y) are in a strict accordance with original 4:3 aspect ratio version. #2. D2_HACX_v1.2_Original_HACX_v1.0_Title_And_Credits_Screens.wad D2_HACX_v1.2_Original_HACX_v1.1_Title_And_Credits_Screens.wad -Original HACX v1.0 Commercial CD Release and HACX v1.1 Freeware TITLEPIC, CREDITS and ENDOOM screens. Choose the package in accordance with your preferences, but I would stick to v1.0. #3. D2_HACX_v1.2_Widescreen_Photon_'zooka_Fix_v1.wad -Widescreen version of the Photon 'zooka taken from HACX v2.0. All the offsets (x, y) were adjusted in order to be in a strict accordance with original 4:3 aspect ratio version. I give my preference to this version as it looks more genuine and finished for me. #4. D2_HACX_v1.2_Widescreen_Photon_'zooka_Fix_v2.wad -Widescreen version of the Photon 'zooka made by Rijam. All the offsets (x, y) were adjusted in order to be in a strict accordance with original 4:3 aspect ratio version. #5. D2_HACX_v1.2_Widescreen_HUD_v1.wad -A really good-looking Widescreen HUD done by NightFright (my personal preference). #6. D2_HACX_v1.2_Widescreen_HUD_v2.wad -A nice Widescreen HUD done by Rijam. #7. D2_HACX_vx.x_Jump_Sound.wad -A Player's jump sound taken from HACX v2.0. To use if you like jumping in Doom games. #8. ANY_CAPS_(JSO).wad -A Player's jump sound taken from Doom Legacy Source Port. To use if you like jumping in Doom games. #9. ZDoom_Actors_Transparency_Removal+Actors_Blood_Color_Fix+Bullet_Hole_Decal_For_Fist.pk3 -Removes all transparency from all "Player Weapons Actors" and "Monsters Weapons Projectiles Actors". -Sets correct blood colors for Hell Knight, Baron Of Hell and Cacodemon actors. -Adds "Bullet Hole" decal for Fist when it punches a wall. //=========================================================================================// MISCELLANEOUS TWEAKS AND NOTES. -HACX v1.2 WAD type was changed from IWAD to PWAD because Slade vx.x.x Doom Resource Editor cannot save changes in IWAD types of WAD files. The change was done by opening .wad file with NotePad++ and replacing letter "I" with "P" in Line #1. -Transparency was completely removed from HACX Player Weapons Actors and from Monsters Weapons Projectiles Actors. All the changes were made in DECORATE.txt. Also there was transparency in ENK Blind item sprite, the item was changing it's state from normal to semi-transparent every second. Transparency was removed from that item either. As you remember DOOM did not have a transparency - it is ZDOOM which adds it. -There were incorrect pain sprites in Samurai Statue, Mummy and Skeleton actors. These sprites are only intended to be used when Samurai Statue, Mummy or Skeleton transform into corresponding monsters once you shoot them but instead they also appear as pain sprites when you shoot those monsters after they have already transformed from Samurai Statue, Mummy or Skeleton states. Those issues were completely fixed - see clauses #14, #15, #16 in "THE ENEMIES" section. -Status Bar used yellow digits and original doom font for ammo counter which was incorrect since HACX v1.0 Commercial CD Release uses black digits with it's own font. It was fixed by the change of font in SBARINFO.txt. -Red C-Key and Blue C-Key were mixed up in HACX v1.2 and therefore a bug occured: when you picked up a Blue C-Key the HUD showed you that you've got a Red C-Key instead. A solution was implemented in form of swapping Lock 4 and Lock 5 definitions in LOCKDEFS.txt. -Added a specific GAMEINFO.txt which sets the new header and it's color at the launch of the game. Additionally, there was a new startup text written in LANGUAGE.txt. -It was, unfortunately, impossible to get 100% kills at MAP07 "THE GREAT WALL" and MAP17 "RIVER OF BLOOD". At MAP07 there was an unreachable Monstruct that did not teleport into the "library" area. You had to use noclip in order to reach the area where he was and shoot him once, then he would move and teleport into proper area. That problematic Monstruct has been removed from the map and thus it is now possible to reach 100% of kills. At MAP17 there was a Mechamaniac who was being elevated to the hole in the ceiling as you tried to come closer to him. He was staying there and did not teleport to anywhere. You had to use noclip and Nuker to kill it fast and almost safe. That problematic Mechamaniac has been removed from the map and thus it is now possible to reach 100% of kills. Additionally, 100% of items and secrets are possible in both maps. -At MAP21 "The Darkness" you could only get 50% of items as the "Body Armor" item was located inside the exit area which was surrounded by exit trigger lines and once you crossed one of these lines you would immediately finish the level. That problematic "Body Armor" item has been removed from the map and thus it is now possible to reach 100% of items. -It is now possible to get 100% of kills, items and secrets in all the maps without cheating, jumping and using mouse vertical look. -It was a correct decision by the developers to swap MAP14 ("'TRODE WARS") and MAP15 ("TWILIGHT OF ENK's") in HACX v1.0 Commercial CD Release as MAP15 has a computer room which sends player to MAP14 which represents the cyberspace. Previously (in v1.1 or v1.2) you started in the cyberspace without having an obvious clue from the previous level how did you end up here. -At MAP03 "LAVA ANNEX" you may wonder how to get the "tiny hole" secret unless using mouse vertical look. Select your Cryogun and come closer to a tiny hole with a white glow in the wall near the stairs, shoot the hole and here you go - a platform raises and allows you to get this unusual secret. You will only be able to get that secret once you make your way back to that area after destruction of lava reactor, as up until that point you would surely have a Cryogun in your possession. -At MAP08 "GARDEN OF DELIGHTS" there is a secret in the following form (You may wonder how to get it unless using mouse vertical look): At the pillar stands a pot, behind a pot is a button. Select your Cryogun and come to the opposite end of the hall and place yourself behind the parapet where you see another button. From this position, start shooting at the pot with your Cryogun until you hit the button which is behind the pot. If you succeed, the wall on your right opens and here you go: a secret stash with Cryogun ammo and other goodies for you to resupply. //=========================================================================================// REQUIREMENTS, RECOMMENDATIONS AND INSTALLATION. #1. Source Port. -The whole game was tested on ZDoom v2.8.1 (still remains my preference) but I would assume that it would work just fine with GZDoom, ZDoom32 or LZDoom. #2. The Launch Order. -You have to use Doom2.wad as an IWAD now and the rest of the contents run with "-file" parameter. This is the correct order indicated in the "Doom 2-HACX Twitch 'N' Kill v1.2 (Custom).bat" you will find in the archive: Start ZDoom.exe -iwad Doom2.wad -file D2_HACX_v1.2_Custom.wad D2_HACX_v1.2_Widescreen_HUD_v1.wad D2_HACX_v1.2_Widescreen_Photon_'zooka_Fix_v1.wad D2_HACX_v1.2_Original_HACX_v1.0_Cryogun_(Widescreen).wad D2_HACX_v1.2_Original_HACX_v1.0_Title_And_Credits_Screens.wad D2_HACX_vx.x_Jump_Sound.wad #3. Global Transparency Removal (Optional, but recommended). -Put ZDoom_Actors_Transparency_Removal+Actors_Blood_Color_Fix+Bullet_Hole_Decal_For_Fist.pk3 alongside ZDoom.exe -Open your ZDoom-USERNAME.ini and add the following line into [Global.Autoload] section: Path=ZDoom_Actors_Transparency_Removal+Actors_Blood_Color_Fix+Bullet_Hole_Decal_For_Fist.pk3 -Have fun! //=========================================================================================// CREDITS. Copyright (C) 1997 by Banjo Software. Copyright (C) 2010 by Xaser, Blzut3, Nostromo, Quasar, Cage, JustinC. Copyright (C) 2021 by 0V3RDR!VE. //=========================================================================================// SCREENSHOTS & PHOTOS. //=========================================================================================// HACX Twitch 'N' Kill v1.2 Improved Edition (2021) Download Link: https://disk.yandex.ru/d/Tu1fXCeBE0sGoQ P.S. In russian language "скачать" means "download" There are also 2 custom icons included (to use with game's shortcut) and a scan of the story, the unfolded pages of which you may see on the photo. You may find it all in the "_Docs" folder inside the archive. Note (07.11.2021): An update was made the the package. You may download the updated package using the same download link above. //=========================================================================================//
  4. Hello everybody! I would like to ask you some questions regarding PERDITION'S GATE FOR DOOM 2 (PC CD)(1996). Have you ever had such a CD? Do you happen to know where it is still possible to buy a physical copy of it or who would be the person willing to sell it? Maybe some of your acquaintances have it ? Please see the photos attached for a reference. Earlier this week I won "Hell To Pay" (1996) CD, on auction held by ebay, in "brand new" condition.
  5. OV3RDR1VE

    Adding water "get in" and "get out" sounds in ZDoom

    I think so but I don't quite understand how this method should be properly used though I've read a wikia article concerning this.
  6. OV3RDR1VE

    Adding water "get in" and "get out" sounds in ZDoom

    I've put the lines given into the SNDINFO.txt , put it into external pk3 file and loaded = nothing. I'm talking about the player stepping onto and out of a sector with FWATER1 flat on it. That's exactly what I mean.
  7. OV3RDR1VE

    Adding water "get in" and "get out" sounds in ZDoom

    I've just made it but it doesn't work undfortunately. No sound effect. But how is it possible in Brutal Doom and Doom Legacy? They do have a sound effect.
  8. Hi guys! Could you please give me a clue how to define these sounds in SNDINFO and what are the lines should be written to make them work. As I mentioned, I need sound effects functioning when the character gets in and gets out of the water. I've got 2 sounds in .wav format.
  9. OV3RDR1VE

    Modding SuperShotGun in ROE

    Hey Guys ! In weapon_shotgun_double.script Please explain me difference between #define SHOTGUN_CENTER_PROJECTILES 8 and #define SHOTGUN_BIG_PROJECTILES 12 all the other weapons have only NUMPROJECTILES variable. Kinda interesting ///////////////////// Are these strings responsible for spread of SSG ? #define SHOTGUN_CENTER_WIDTH 4 #define SHOTGUN_CENTER_HEIGHT 4 //#define SHOTGUN_CENTER_HEIGHT 12 #define SHOTGUN_BIG_WIDTH 4 //#define SHOTGUN_BIG_WIDTH 25 #define SHOTGUN_BIG_HEIGHT 4
  10. 1) Do you guys remember Assault Rifle from Doom Alpha v0.5? Is there any way to replace pistol with this one? http://www.youtube.com/watch?v=br-f95NnApM&list=PL9738F4C027D72FE9 Just to make additional PWAD file with this rifle which will replace the pistol , Could you guys do it please? This the wad with resources (Includes 2 fire sprites , one small and one big and a rifle sprite itself) http://yadi.sk/d/NLDPdDBICK3BG 2) And also I need Fist with orginal brown gloves > just as pistol , shotgun , etc. Want to make all weapons with gloves . will be kinda cool. You guys probably have this stuff. Upload it please.
  11. 1) Do you guys remember Assault Rifle from Doom Alpha v0.5? Is there any way to replace pistol with this one? http://www.youtube.com/watch?v=br-f95NnApM&list=PL9738F4C027D72FE9 Just to make additional PWAD file with this rifle which will replace the pistol , Could you guys do it please? This the wad with resources (Includes 2 fire sprites , one small and one big and a rifle sprite itself) http://yadi.sk/d/NLDPdDBICK3BG 2) And also I need Fist with orginal brown gloves > just as pistol , shotgun , etc. Want to make all weapons with gloves . will be kinda cool. You guys probably have this stuff. Upload it please.
  12. OV3RDR1VE

    TNT 2: Devilution (Texture Pack in OP)

    OK. Don't forget about new Titlepic, interic , end background , new intermission texts. I know about new textures but what about monsters?
  13. OV3RDR1VE

    TNT 2: Devilution (Texture Pack in OP)

    All right. I understood. Sorry I just wanted to help. How is the whole work going ? In percentage , how do you think?
  14. OV3RDR1VE

    TNT 2: Devilution (Texture Pack in OP)

    I grabbed them from Doom RTS. It was made by a guy for Russian Community . It is a free modification . It contains free content for all . I dont need authors permission , because he allows to use it in your personal needs . Any problems?
  15. OV3RDR1VE

    TNT 2: Devilution (Texture Pack in OP)

    Thats not so bad . You still have unfinished levels and what the reason you should not use this music ? This is kinda cool soundtrack . solid , powered . And it will suit very well in this awesome expansion . Just think a bit more time . If I were you , I would like to use it because it will not make your expansion worse . May be we should ask others` opinions?
×