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View Full Version : Adding new weapons in Hexen.....


Cain
February 1st, 2004, 05:08 PM
Hi...

- it is possible to add weapon in Jgames..??
i mean no replacing, just add weapon.....

-I have the project to add new weapon in the Hexen game
because that is make the game little less popular about Doom or Heretic....

- but i need to hnow if is possible at this time with the doomsday...and if is possible..someone can send me an exemple...( i need an exemple to work with it.. )

Thanks... :)

Chilvence
February 1st, 2004, 05:17 PM
Hi Cain

I've often thought about this idea, and I think jdoom's model support would be great for this (no need to make nice looking sprites) - but unfortunately the only way I can see it happening is by modifying the source for the game itself.

However, the code for the weapons and monsters in Doom/Heretic/Hexen is possibly the simplest part - if I were able to compile a working jHexen.dll, then I dont think adding some new weapons would be too difficult. I already had a small experiment implementing strife weapons into zdoom with some success, so I might look into this.

Just out of intrest, what sort of new weapons were you thinking of? Maybe we can have an open discussion on some good original weapon ideas...because I only have a couple...

[I'll also add, one thing I have always wanted to do in Hexen is re-add the Tome of Power. This would have to be something to think about if I have any luck getting off the ground]

Cain
February 1st, 2004, 05:34 PM
Yeaa!.. Chilvence you think like me ,)

i have projected to re-add the Tome of power to...

- i have a lot of idea of weapons or spell thing ( and why not to include "Corvus" in the hexen ? yea new weapons that will be already well )... :p

- and ok to open the discution on it... but i think is little to soon to talk about it...i think when the adding possiblity is good... do you anderstand that i mean...?

Chilvence
February 1st, 2004, 05:50 PM
and ok to open the discution on it... but i think is little to soon to talk about it...i think when the adding possiblity is good... do you anderstand that i mean...?

Heh, I think you're right, too many ideas of mine end up with me thinking too far ahead and then not being able to produce results.....*uhh*

Food for thought though, many Raven games reccuring themes in the weapons, like the energy rain, spikeballs, even the very strong colours in the special effects. I think it would be nice to remain faithful with these ideas, even though they appear overused. If something new can be done with these themes, it might be original but still have that authentic taste.

Cain
February 2nd, 2004, 06:53 AM
Food for thought though, many Raven games reccuring themes in the weapons, like the energy rain, spikeballs, even the very strong colours in the special effects. I think it would be nice to remain faithful with these ideas, even though they appear overused. If something new can be done with these themes, it might be original but still have that authentic taste.

- Yes you have totaly right, i thing to include all Raven games weapons ( heretic, heretic II and hexen 2, like all an medieval fantasy...and why not they other player classe...)...

hé hé hé

Vermil
February 2nd, 2004, 07:04 AM
I always wondered what a merging of Heretic and HeXen would be like.

Sure there’s the Herian Tc's, but they are really just graphical replacements, albeit very good ones.

If the weapons are done, why not throw in some of the monsters as well? They’re easy enough to do via ded.

Cain
February 2nd, 2004, 08:53 AM
New monster....( well not really new ;) )...

yes all thing sound good but, for use new monster you need to making new map...

i'm wrong..?

Vermil
February 2nd, 2004, 09:25 AM
You could use xg to spawn them on the maps when they load, which is probably what would have to be done to spawn the new weapons and thier pickups also.

For a new weapon/artefact you could add some more summon monster spells to use as well, like the Dark Servant.

Cain
February 2nd, 2004, 11:43 AM
yes... i like your idea...

A different Dark Servant for each character...

Cain
February 16th, 2004, 03:56 PM
-Slide or all moderator :

-can you put this tread in the Jhexen/Jheretic section...?

thanks...

Slide
February 17th, 2004, 12:35 AM
Done

Cain
February 17th, 2004, 03:15 AM
Thanks... ;)

Caden
February 17th, 2004, 03:11 PM
skills for each class? show players wearing armor? corvus as a charater (maybe unlockable by beating the game?) i like that every class has a unique dark servant.

Frost Shards
March 5th, 2004, 03:55 PM
I wonder why nobody here asks my opinion. I am the one who
already has an experience of making a jHexen mod.
I AM THE MAN

Just kidding.

No, talking seriously, messing with Raven source code is
something
I would not recommend to my worst enemy.

And, yes, Skyjake, I'm very sorry for you :)

The easiest thing I see that can be done with Hexen
is just rewriting it from scratch. Poor Skyjake could
have probably written an entirely new game in the time
it took him make Doomsday.

Yet, he doesn't adopt that
approach, and there is a very sound reason for that.
Namely, it smells like a trademark and\or copyright
lawsuit.

As long as the game
is bad enought that only a handful of old fans play it,
it is called a remake. There is a point point, however,
at which the "remake" becomes good enough to
qualify for a rip-off.

Concering the Tome of Power. There is a logical reason
for absence of Tome of Power in Hexen: the #4 weapon
IS the Tome of Power. It is already powerful enough
that adding something else is just sensless.

Think about it. What is the purpose of Tome of Power in Heretic?
To get more power for the same mana. #4 Hexen weapon
already does just that [/period]

All the rest of things you guys were talking about is all
good stuff. I'm with both hands for those being implemented.
Only it's not going to be easy.

Cain
March 5th, 2004, 05:55 PM
Hi...

Frost Shards : The easiest thing I see that can be done with Hexen
is just rewriting it from scratch. Poor Skyjake could
have probably written an entirely new game in the time
it took him make Doomsday.

- i think is not the objective of Skyjake...
is just enhance the originale game...

Frost Shards : As long as the game
is bad enought that only a handful of old fans play it,
it is called a remake. There is a point point, however,
at which the "remake" becomes good enough to
qualify for a rip-off.

-hey! wake up you! one spoke just about MOD and not to modify the original game!
just an "add on".....using they Doomsday possibility to
adding new fonction and some cool stuff...in a mod for Jhexen...

Frost Shards : Think about it. What is the purpose of Tome of Power in Heretic?
To get more power for the same mana. #4 Hexen weapon
already does just that

-you probably right, but is just an idea, i yhing that can very great if you can adding new fonctions for they originale weapons and re-use the Tome of power is great idea...

-hey! you give me a another idea.. if the 4 weapon is sufficient in the originale game...just adding new strengh
for they monsters and there, that will be balanced :D

héhéhé...

Droyd
March 6th, 2004, 08:44 AM
I think it is doable to add a weapon. It's probably harder(very hard) to write code for the weapon when it fires.

Oh well...you could try to modify the code and compile it with vs 6.0 (i think doomsday is done in vs 6.0)

Chilvence
March 6th, 2004, 09:03 AM
Its easy as pie to write the action functions, they are quite possibly the simplest part of the code, and theres hundreds of examples of them in the source itself to demonstrate how everything is done.

Thats why it will be beautiful if Skyjake ever gets to the stage of moving all the gameplay code into a standalone dll - which will hopefully be easy to compile thanks to not being dependant on the prescence of loads of libraries (I admit I have little knowledge of these things, but thats the way it seems to me)

Slyrr
March 6th, 2004, 02:36 PM
Perhaps it could be implemented in the Heretic/Hexen mod I've postulated....?

Frost Shards
March 6th, 2004, 03:32 PM
Its easy as pie to write the action functions, they are quite possibly the simplest part of the code

...said Master Of Procrastination

:D

ToXiCFLUFF
March 7th, 2004, 06:05 AM
Its easy as pie to write the action functions, they are quite possibly the simplest part of the code

...said Master Of Procrastination

:D He's absolutely right though. I've been doing a little with these recently, and I know bugger all.

Chilvence
March 7th, 2004, 08:14 PM
Yeah, I have no experience coding (ACS gave me a little heads up on general structure and syntax, but thats about it), but I find most of the monster/item code quite understandable. Not completely simple, but understandable.

If people can learn ACS and use it to do funky stuff to their levels, it really isnt much harder to learn a bit of C(as in just enough to get by) and fiddle with the game code. It just needs to be made more available to general wad authors, because I needed a copy of visual studio handily donated by a friend to actually get anything compiled. Thats not cheap software....

As far as free development kits go, Bloodshed is the one I see mentioned the most. Its quite good, but it fails to compile the zdoom source because the command lines it generates are so damn long...

Frost Shards
March 8th, 2004, 09:47 AM
Yeah, I have no experience coding (ACS gave me a little heads up on general structure and syntax, but thats about it), but I find most of the monster/item code quite understandable. Not completely simple, but understandable. Yeah, and that's understandable! Noobs have a fresh look at stuff, so it may be quite easy for them to sometimes get into code where even hard boiled pros get confused. Keep up good work!*thumbs*

Chilvence
March 8th, 2004, 09:10 PM
Eh? Proffesional coders could write this code with one hand nailed to the inside of a washing machine on full cycle :D

It's like game.con for duke, only the language is more powerful (and with it more cryptic). But it is otherwise laid out in an simple, ordered way.

Frost Shards
March 9th, 2004, 09:07 AM
one hand nailed to the inside of a washing machine on full cycle Apparently, this was precisely the case when they wrote Hexen.

SpawnofCheese
April 23rd, 2004, 04:04 PM
What about he Unmaker in the DOOM 64 TC*? That was added.

Abrax
April 26th, 2004, 12:29 PM
It would be nice if SkyJake could make an easier way to implement an easier method to insert new items\enemies\attacks\weapons\powerups into the game, one person I would talk to about this sort of thing, is the creator of Carnage Galore III, Ichor. I heard that hes banned from posting here, but he still posts on Doom World, and on the Korax Heritage forums. [link] (http://www.korax-heritage.com)

I can only .ded script and edit atm, but I want to put new weapons/enemies/items into a jDoom TC I'm working on, Unto Hell.

Ben2k9
May 3rd, 2004, 02:03 PM
What about he Unmaker in the DOOM 64 TC*? That was added.

indeed. also the Fury TC for Hexen had a new weapon implemented did it not?

Event Horizon
May 3rd, 2004, 02:28 PM
Yes, weapon slot 5. However, the weapons cheat code won't give it to you like in Doom 64.