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RambOrc

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Everything posted by RambOrc

  1. RambOrc

    Scattered Evil for Hexen

    Scattered Evil 2.2 is now available on SourceForge and ModDB. Journal Redesign The Journal has been rebuilt from the ground up - not just visually, but also in functionality. Sleeve The left quarter of the Journal view stays the same on all pages, showing general information. Character Information: the player's name, class, and alignments Player Assets: a dynamic list of the monetary value of the cash in the player's bags, items in his inventory, and his bank account Armor: the type of armor worn, current durability as both absolute value and percentage left, any resistance gems embedded Keyring: list of all keys in the player's possession Chapters All chapters are now single pages with dynamic overlays that change the displayed content when moving the focus to another list item. Main Page: when opening the Journal, the right three-quarters of the Journal view shows a grid of icons that allow access to the different sections (size and number dependent on RPG Complexity) Quests: a dynamic list of active, completed and undiscovered quests; hovering over a quest's title displays a short description of the current quest stage (where to go, what to do) and a map sketch of the surrounding area to make it easier to find a location Atlas: high resolution maps show the province and some of the regions in great detail; you can now choose to display the hero's custom notes as usual or the official place names instead Arsenal: a dynamic list of weapons, spells, cantrips, prayers, and martial skills; hovering over an item's name shows information about the weapon/spell or who to talk to if you haven't acquired it yet Codex: a compendium of information about the world and its denizens; hovering over a topic will display a detailed entry on the subject Notes: a section appearing only if RPG Complexity is set to Standard or Old School, it displays currently relevant notes for pending tasks and for Mansion collections; notes are removed after the associated task or collection is complete Crafting: see the next bullet point New feature: Crafting Herbalism: find and harvest different types of herbs all over Charybdea Alchemy: mix the right combination of herbs to brew powerful potions This feature is disabled when RPG Complexity is Off Treasure improvements Treasure chests can now be found in a larger selection of dungeons In addition to finding them hidden in dark corners, treasure keys now also drop from certain foes The content of treasure chests is randomized for each new game (saving before opening a chest and then reloading won't change the contents) Treasure chests have received visual updates to make it easier to recognize them and to make it clear when the player is already in the process of unlocking a chest There is now a lot more gold hidden in secret rooms RPG Complexity differentiation When RPG Complexity is set to Off, dungeons now include a significantly larger number of health and mana pickups, making shopping less mandatory; the number of pickup items also slightly decreases when going from Standard to Old school complexity On Old School complexity, you can now find treasure (mostly gold and herbs) in towns as well Revamped key management There are now clearly visible standardized locks wherever a key can be used Locks and keys are unique throughout the entire game, so there is no way to use the "wrong" key on a lock or doing it in the "wrong" order Locks and keys now have distinctive animations so it's always clear whether a lock needs a key, is in the process of being opened, or is already open These changes also fix previous issues with some keys disappearing from the player's inventory Miscellanous fixes and improvements Ability score updates have been moved to a dedicated Character Update Screen Greatly reduced the difficulty of Vermin Hovels on Hard and Nightmare skills All monsters that drop a specific quest item or trigger an action upon their death are now protected from being morphed and thus accidentally blocking player progress Fixed the vertical position of many pickup items that were hovering too close to the floor Reorganized some of the Options submenus, including the addition of "Display Settings"; also added a few new settings and removed some old ones
  2. RambOrc

    Scattered Evil for Hexen

    Scattered Evil Quick Infos Korax’ Heritage: Scattered Evil is the first game using the KoraxRPG engine based on Vavoom, extending the original Hexen gameplay through a slew of RPG elements Current release: Version 2.0 (November 15, 2020) Download Links: SourceForge | ModDB Feature List: Screenshots: Movies: Scattered Evil Playlist on YouTube Further Information: see https://www.korax-heritage.com
  3. RambOrc

    Scattered Evil for Hexen

    Scattered Evil 2.1 is now available on SourceForge and ModDB. High resolution HUD The HUD is now rendered in 1920x1200 instead of the legacy 640x480. Besides the improved visuals, the higher resolution also allows for more information to be displayed in the same space A new HUD options menu has been added, allowing customization of over a dozen different display aspects The HUD now has three different modes: classic (Hexen style status bar), compact (a minimalistic set of icons in the lower right corner), and none. These modes are independent of the screen size setting and you can toggle between them using the HUD options menu The class abilities (martial skills/prayers/cantrips) are now stored in a scroll that can be unrolled to pick the active ability When RPG Complexity is Off, the status bar mode replaces the nonfunctional weight, hunger and fatigue counters with a panel showing the current values of all six ability scores The conversation screen now uses more screen estate if the HUD mode is set to compact or none For the more technically minded: the numeric counter function has been completely rewritten, allowing the rendering of numbers in four different sizes, up to nine different colors, optionally as percentages, with custom vertical alignment (left/right/centered) and a built-in protection against overflow (large numbers are truncated, e.g. 105000 becomes 105k) Afrit family models All afrits now have a fully animated 3D model with a unique skin, making it easier to distinguish them from each other It is now always clear when an afrit is invulnerable: it visibly turns to stone Afrit Martyrs now have a distinct spinning animation when they are homing in on you, making it easier to recognize and sidestep Afrit Dominators now invoke their invulnerability a lot less often and have gained a powerful melee attack Morphing changes In addition to the Porkelator, the player now has access to Morph Ovum as well Morphing a monster is now permanent, making morphing a tradeoff between an easy kill and loot/experience The player is now immune to morphing effects Morphed pigs and chickens now have animated 3D models Inventory and item changes Beyond getting a new look, the inventory navigation now has a more natural feel to it The inventory has been modified to only include artifacts that can be used directly Gold and treasure keys are now shown on the status bar New food type: roast chicken. Restores a large amount of health without adding fatigue Armor repair kit restoration limit upped by 25% Dark Servant has been removed from the game Banishment Device has been removed from the game Deprecated and legacy artifacts have been removed from the game Character and player changes The character creation process has been overhauled: rerolls are now standardized across classes, with the sum total of all attributes always the same When RPG Complexity is set to off, the number of character creation steps is reduced from seven to four, speeding up the process of getting into the game. You are also automatically granted a high starting value for each ability score, removing the need to worry about gaining levels early on On Old school RPG complexity, the player now starts without his first class ability and needs to find a representative of his order to learn it The player now has a 3D model as well, viewable in mirrors (e.g. in Thystes Academy). Currently standing/walking animations only Class ability changes Create Mana cantrip won't cast if the player has full mana stores Spirits Within fixes and optimizations Healing prayer won't cast if the player is at full health Phalanx cost increased, but the player can now slowly walk while it is active; berserk and phalanx can't be used simultaneously any more Class ability sounds can now be turned off Miscellaneous fixes and improvements New visual settings menu added to toggle screen tint and flash effects There is now a cooldown option available for auto health usage Ettin Commander's damage greatly reduced Lava Dweller's damage greatly reduced Dark Advisors don't resurrect on death any more Heresiarch damage skin added Gimme cheats for artifacts and class abilities have been improved so they only provide the intended items
  4. RambOrc

    Korax Mod is back!

    While packaging KMOD 5.2, I found the root cause in 5.1: the file "base.txt" was missing in the kmod subfolder. The reason I wasn't able to reproduce this issue is because I use the setup utility to define the wad file location (why waste space on extra copies?), and the utility (over)writes base.txt.
  5. RambOrc

    Korax Mod is back!

    Korax Mod 5.0 is available for download from SourceForge and ModDB. Released in June 2001, Korax Mod 1.0 was the first ever Hexen gameplay mod. Throughout the next few months and years, it introduced a slew of new RPG features: experience and leveling, customizing your character during creation, new weapons and spells, monsters dropping silver and gold bars, buying and selling items at shops, special "damage skin" sprite sets to make it clearly visible a monster is badly hurt... Today, the same team is raising the bar once more with the release of Korax Mod 5: Introducing an RPG complexity setting that allows the player to mold the game to his personal playstyle, from a complex RPG system to a near-FPS setup that feels a lot more like Heretic's fast-paced gameplay than the classic Hexen shuffle. Shortcuts: breaking up the linear monotony and the frustration of the tedious search for the last hidden puzzle switch - now you need to solve less than half of a hub's puzzles to be able to proceed to the next hub (but you might want to linger for the experience and loot). "Pistol Starts": built-in support for warping to the beginning of any hub and receiving weapons and armor automatically so you have an actual chance of beating the game from that point without using any cheats. Vastly expanded bestiary: not only are there a few completely new enemies and many new types of existing monsters, even the "classic" ones might surprise you by dodging your attacks, running away when low on health, closing large distances with a single leap, and generally finding ways to move around the map and reappear behind your back. Defeating Korax wasn't a solo effort: embark upon this epic adventure with a supporting cast of merchants and craftsmen, as well as two sidekicks that will race you to kill the most monsters in the area they stake out. A large arsenal of new weapons and spells; custom armor with resistance gems. Designed to support custom maps and mods out of the box: create your own mini-RPG using a large number of new items, weapons and spells, as well as NPCs with pre-configured conversation scripts offering all basic services. Korax Mod is distributed with a Developer's Reference Guide containing detailed instructions on how to create and distribute your maps and mods.
  6. RambOrc

    Korax Mod is back!

    Korax Mod: 20th Anniversary Edition Korax Mod 5.2 is now available on SourceForge and ModDB. Korax Mod 1.0, the first ever gameplay mod for Hexen, was released exactly twenty years ago on June 14, 2001. To celebrate this occasion, a special 20th Anniversary Edition has been released today that includes a unique in-game menu called "Anniversary Extras", containing a short history of Korax Mod, a long-lost interview, and player feedback from the early years. Improvements and fixes: The inventory and spellstrip movement bug has been finally fixed When RPG Complexity is set to Off, instead of the useless weight/hunger/fatigue indicators a new overlay is shown, displaying the current values of all six D&D abilities Healing prayer now doesn't deduct Faith if the player is at full health Create Mana cantrip now doesn't deduct Magic if the player has full mana stores The default roll is now more suitable for the early game Feedback messages for class abilities are now always displayed in the top left corner All class abilities now respect the sound setting Improved the behaviour of the gimme cheats for gaining levels and acquiring all class abilities
  7. RambOrc

    Korax Mod is back!

    Sidekicks have been buffed in Korax Mod 5.1 and this uncut recording shows how they kill Korax and all minions in the Dark Crucible in less than 6 minutes, with you just hanging back, watching, and gaining experience worth over a dozen levels.
  8. RambOrc

    Korax Mod is back!

    Yes, up to 3.0 beta KMOD used jHexen. The first time I played Hexen in 1995, I got stuck on the badly designed Guardian of Steel puzzle (adding a feedback message to it was one of the script modifications in KMOD 5.0). After hours of running around frustrated, I dropped the game for months and went back to Heretic. It was only a year later that I finally got through that horrible first hub and when I entered Shadow Wood, my opinion of the game drastically changed, as the second hub has the best dark fantasy imagery of any 3D game from the DOS era. This is one of the reasons why you don't need to solve a single puzzle when playing on RPG Complexity Off, you just wait 30 seconds for the final portal to open so you can leave the worst design mistakes of the game behind and proceed to the actual good parts.
  9. RambOrc

    Korax Mod is back!

    New gameplay video: watch the Fighter hack and slash his way from Winnowing Hall to the Necropolis in less than 20 minutes.
  10. RambOrc

    Korax Mod is back!

    Quoted from https://www.koraxheritage.com/korax-mod/manual/#Starting_Ability_Scores Strength: Increases the power of melee (physical) attacks. Increases movement speed. Dexterity: Increases the power of ranged (physical) attacks. Increases the speed of physical attacks (melee and ranged). Increases casting speed. Could be either hexen.wad or textures.pk3 being corrupted (or missing). Quoted from https://www.koraxheritage.com/korax-mod/manual/#Troubleshooting Mouselook stops working after Alt+Tabbing out of the game and back in Once the game window is in focus again, press the Alt key and mouselook should start working again. Generally yes, but 100% guaranteed to not have issues are only savegames in camp. Savegame limitations on maps you entered at least once are not specific to Vavoom, ZDOOM or any other port, this is how the WAD map format works.
  11. RambOrc

    Scattered Evil for Hexen

    You literally just described the crevice I talked about previously. Really? All of them. As I said last time, the questions I didn't answer I skipped because they are conscious design choices and not bugs. There is one question though that you deleted in one of your edits that I will answer, where you asked whether I hate the fighter. Not only do I not, it's my favorite class and one of the most unique features of Hexen. Maybe it's because I play the class differently, you can compare your playstyle to https://www.youtube.com/watch?v=Ut4o8SUIBZk
  12. RambOrc

    Scattered Evil for Hexen

    Thanks for the extensive feedback. Regarding some of the visual issues, SE 2.1 will have these changes and they are already in KMOD 5.1 (released today). The fighter already has such a skill: Phalanx. If you mean the gate in The Canyon, I've been planning to add feedback to it. I have a plan on making the difficulty of spotting that entrance dependent on the RPG Complexity setting. Have you tried crawling into a small space to retrieve an object? If you mean the travel map, the resolution doesn't really allow for it. There is a high-res province map in the documentation folder with all location names printed on it. Unless you are playing on Old school RPG complexity, this information is in the journal. Until someone in the community starts one, probably not. You are the first reporting this issue, so haven't thought about it yet. I'll just make them spawn higher up in the air. Is it possible you disabled dynamic lights in the video settings? The Heresiarch is using the exact same visual cues for his invulnerability spell as in vanilla Hexen. That is a memory issue that creeps up if you go through many maps in one session. Make sure you save often, then you can just restart and reload. The ones from the other two orders. p.s. I get the daily digest from Doomworld by e-mail and there are no update messages if you edit your posts again (and again), so I'll not know about them.
  13. RambOrc

    Korax Mod is back!

    Korax Mod 5.1 is now available on SourceForge and ModDB. Character creation improvements The character creation process has been overhauled: rerolls are now standardized across classes, with the sum total of all attributes always the same When RPG Complexity is set to off, the roll screen is disabled and the starting attribute values are significantly higher, avoiding the gimped attributes in the early game Sidekick improvements Sidekick NPCs attacks and spells don't damage the player any more The experience from monsters killed by a sidekick NPC now goes to the player On Old school RPG Complexity, this experience gain is dependent on difficulty setting: on hard, you only get half the experience than if you'd have killed the monster yourself; on easy, you get double the amount Player tuning The Phalanx martial skill now allows the player to move slowly; in turn, its cost has been increased and its duration decreased Spirits Within behaviour optimized and the feedback message now makes clear what exactly happened Armor kits now restore 25% more durability Animated weapons now react more quickly to player input, most notable the Mage's Thunderstaff Player's Fireball spell damage slightly increased Monster tuning Dark Advisors don't resurrect on death any more Ettin Commander's hammer throw now lights up the monster, giving a visual cue he's about to throw a hammer Ettin Commander's hammer damage greatly reduced Lava Dweller's damage damage greatly reduced Ranged animation timings have been modified for some ettin and class boss types New options Options submenus have been reshuffled and a new section introduced (visual options) You can now separately enable and disable screen flashes on damage, screen flashes on item pickup and screen tint effects from other sources (like berserking, being poisoned or under the effects of mana burn) The sound effects of class abilites can now be switched on and off In addition to the on/off switch for the automatic use of health potions, there is now a second setting (autohealth cooldown) to determine whether to use only one potion per damage trigger Miscellaneous improvements Like Scattered Evil 2.0, KMOD 5.1 is shipping with the latest Vavoom 1.34 release (GNU/Linux binaries are already 64-bit, Windows 64-bit binaries will be added in a future release) Ported improvements from Scattered Evil 2.0 (mostly autohealth and berserking related) Heresiarch damage skin visuals added Lowered the upper limit on the sum of red and green screen tint effects and the strength of damage flashes The distribution now includes the full Vavoom documentation as PDF files
  14. RambOrc

    Scattered Evil for Hexen

    Those community models have been created 15+ years ago, with a poly count of ca. 15% of what MD2 allows for. Compare to the generic peasant NPC which takes full advantage of the MD2 capabilities. It's actually a unified download that contains both Windows and GNU/Linux binaries. If you mean the second option in setup.bat, to define the hexen.wad location, you can also just copy hexen.wad into the game directory, see
  15. RambOrc

    Scattered Evil for Hexen

    1) Do you mean what you see in the 2020 trailer? Except for the new afrit models, everything else is part of the 2.0 release. 2) If you want a near-pure 2D version, you'll have to download one of the early betas. By the 1.0 release, the environment included a lot of models. As for the 1.9 branch, fixes and QoL improvements will be backported, new content probably not.
  16. RambOrc

    Korax Mod is back!

    Can't promise KMOD 5.1 will be out this month, but it's not impossible either. So far I've fixed a few bugs and made a few improvements, including the new character roll system, for which I've pre-updated the manual (see https://www.koraxheritage.com/korax-mod/manual/#Appendix_A_Character_Roll ).
  17. RambOrc

    Korax Mod is back!

    The projectiles travel at the original speed, however there are more of them and if the afrits are enraged, they'll throw them faster. Yes.
  18. RambOrc

    Korax Mod is back!

    Given the shortcuts, some (many) levers lost their functionality. Even though unnecessary, on Old School they remain because they award EXP. However, on Standard RPG Complexity you only get EXP for kills and quests, so there is no reason to keep those vestigial switches around. If you are talking about Nightmare, to start a game at that difficulty requires to say "yes" to the question whether you are OK with all monsters moving, casting and attacking much faster than on the Hard difficulty setting. :p Thanks for the tip, should cut down on the time needed to modify this.
  19. RambOrc

    Korax Mod is back!

    The red flash itself is an original Hexen feature, it could be that in KMOD the effect is set as additive and so mulitple hits within a short time blind the player. Will take a look at the code. Yes, this is for the initial roll - if the total wouldn't be a fixed number, people might be stuck on that screen for hours, trying to get the elusive perfect roll. The number of points you receive depend on the RPG Complexity setting; on Old School, they are further influenced by the difficulty setting. Within a given playthrough, they are the same number at every levelup.
  20. RambOrc

    Korax Mod is back!

    The source code is located at https://sourceforge.net/p/korax/krpg-txt/ci/master/tree/kmod5/pk3s/basepak/progs/cgame/KRPGMenuScreenCharacter.vc , the function you are looking for is void RerollStats(Object Sender) The formula is fairly straightforward: there are min and max values for the ability scores health is a fixed number (differing by class) minus the sum of Strength, Dexterity and Constitution spirit power is a number between 3 and 5 for the fighter and 80 minus health for the other classes The second build will give you a higher maximum health in the long run, but not by much. Remember, we are talking about a difference of 2 points in Constitution and you receive somewhere between 3 and 9 points every time you level up. None of the ability scores are retroactive, everything is calculated real-time with the current values. The one special behaviour of Constitution is that when leveling up, it determines by how many points your maximum health will increase. This is a conscious design decision, resulting in meaningful choices early on. Constitution increases health points by the same amount for each class; there are however minimum values built in to safeguard against very low Constitution builds (the fighter's health will increase at least by 3 every time he levels up, while the mage's health will increase by at least one point). Friendly fire is probably too strong in KMOD 5.0 and will probably be tuned down in 5.1. However, the fact that they kill all the monsters in the area they camp is a feature: if you are low on health or ammo, you can run to them and let them kill your attackers. Indeed, if you have the patience for it, you'll see that they will kill indeed everything in the areas they camp... this includes the end boss Korax. On the other hand, the area they camp in most hubs contains maybe 1% of the monsters in that hub. It's not a significant chunk of EXP you lose out on, especially since you also receive EXP for quests and exploration. There are basically two ways to play the fighter: you enrage like a berserker, charge into a room and blindly flail around, hoping to smash everything and everyone, or you play like a trained soldier, not engaging everything at once and using cover. Your videos show you trying the first playstyle, for which you should do a build with constitution and strength only - just forget about the other ability scores once you raised wisdom at least to 5 (below that, mana usage is extremely punitive). It has been tuned way down acting on player feedback a few years ago. The current tint level is the minimum tradeoff we are willing to accept for an ability that's nearly always available and doubles your speed and your power. This is already in the main KRPG code branch and will be added to KMOD 5.1 as well.
  21. RambOrc

    Hexen Neural Texture Pack

    No issues, I just wanted to ask for permission to use it in our mods.
  22. RambOrc

    Hexen Neural Texture Pack

    Anybody knows how to reach grandgreed? I sent him a PM mid-November asking for permission to use his assets in our mod but the PM status still says "unread".
  23. RambOrc

    Scattered Evil for Hexen

    This year's trailer is also a birthday celebration for Hexen, Vavoom and Korax' Heritage.
  24. Thanks for actually implementing it. :) The Scattered Evil config file is based upon ZDOOM(Hexen) so that should work perfectly.
  25. In Vavoom, https://www.vavoomengine.com/wiki/action-specials/#1504Vertex_slope_floor and https://www.vavoomengine.com/wiki/action-specials/#1505Vertex_slope_ceiling achieve the same, it's just with two things of type 1504 and 1505 placed on the vertex coordinates instead of these values being values stored in the vertex object itself. The logic itself is pretty much the same, that's why I was wondering about a non-UDMF export. Using these in combination with three-sided sectors makes all planes align perfectly, the only drawbacks are that it's done with extra thing objects and that it doesn't work with 3D slopes.
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