HeXen Monster Wad.

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Strife Toons
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HeXen Monster Wad.

Post by Strife Toons »

Your all familiar with AEons of Death right? Well I was thinking of making something alot like this for HeXen to make HeXen once again fun to play (so many times it gets boring playing right? )
The wad will most be a monster pack based on the random spawner system, all the monsters will be medieval, fantasy style so no guns or anything else like that. I have a huge problem before I begin, HeXen if very "Fiddly" I must say, and changing the, say the Ettins with a random spawner, then the functions that trigger on the death of that enemie class, wont trigger, I noticed with the Mancubie and Arachnotron spawners in AEoD they managed away around that, How? I'd love to know how to do that with the HeXen enemies! thanks! :D
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Gez
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Re: HeXen Monster Wad.

Post by Gez »

Strife Toons wrote:Your all familiar with AEons of Death right? Well I was thinking of making something alot like this for HeXen to make HeXen once again fun to play (so many times it gets boring playing right? )
Unfortunately, it would break a lot of scripts. Hexen has several levels where monsters are counted or identified by their class; and these levels are broken when you replace them by other monsters. Doom, Heretic, Strife and Chex Quest are safe to alter in such a way, but Hexen isn't.
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Strife Toons
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Re: HeXen Monster Wad.

Post by Strife Toons »

Ah dang.
Also I think you pretty much awnsered this already but I just want to straighten it out.
You mean that effect in AEoD where the random spawned enemies for mancubus class still trigger the arachnotron door in map07 won't work in HeXen if same technique is done for the enemies in that?
Not to reuse that map07 example, but also such maps as the spider master mind at the end of Doom, in AEons of Death, the spidermastermind is replaced by a random bosses, and each boss dies triggers the game over screen.
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Gez
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Re: HeXen Monster Wad.

Post by Gez »

Strife Toons wrote:You mean that effect in AEoD where the random spawned enemies for mancubus class still trigger the arachnotron door in map07 won't work in HeXen if same technique is done for the enemies in that?
Not to reuse that map07 example, but also such maps as the spider master mind at the end of Doom, in AEons of Death, the spidermastermind is replaced by a random bosses, and each boss dies triggers the game over screen.
Doom and Heretic use a different system. Some maps have a special effect that is triggered when the last of a monster kind dies, provided they call A_BossDeath in their death frames (or have the BOSSDEATH flag). The code that makes the check is in the engine directly, so it's pretty easy to add there code that handles replacement. If you replace the mancubus by something else, the engine knows that this monster is replaced by something else. It has that information. So when it looks for all dead fatsos, if it knows they're replaced by another monster, it'll look for that other monster instead. Simple. (In AEons of Death, they're replaced by RandomSpawners, so it's the randomspawners that have to call A_BossDeath; and they have special code to monitor the monster they spawned if it replaces a boss and so they handle everything.)

In Hexen, that's different. They don't use a single, standard, hardcoded function to do that, they use ACS. And these scripts are in the IWAD, not in the engine. They can't be modified to take ZDoom enhancements into account.
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Strife Toons
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Re: HeXen Monster Wad.

Post by Strife Toons »

Well thank you very much for the information, I understand it a little better now.
Well i'll burst my own bubble for this idea then! Theres always Heretic despite its plain gameplay.
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Re: HeXen Monster Wad.

Post by PeskySaurus »

Strife Toons wrote:Well thank you very much for the information, I understand it a little better now.
Well i'll burst my own bubble for this idea then! Theres always Heretic despite its plain gameplay.

?!?!?!?

LIES, LIES AND SLANDER!
"Maybe one day I can figure it out, till then I just put another cigarette out, pull up a chair, open a brew, sit on the porch, and do what I do..." -Rehab
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Gez
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Re: HeXen Monster Wad.

Post by Gez »

Hey, actually I just checked the internal function that deals with the ThingCount ACS calls; and it is replacement-aware. So, as long as you give the BOSSDEATH flag to all replacement actors spawned by a random spawner, Hexen levels might still continue to work. (The flag is necessary to tell the RandomSpawner to remain around, as normally they are destroyed entirely immediately after they finished spawning something, so the count function would tell you there are zero of them around. By "bossing" every actor they spawn, you force them to remain around until the spawned actor dies.)

So, it might work after all. But it'd need some testing first to make sure. You have several such tests at the end of Seven Portals, to open the very last doors and to create the glitter bridge.
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Strife Toons
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Re: HeXen Monster Wad.

Post by Strife Toons »

gez
Well thanks alot for that information! I will go ahead and try that!

PeskySaurus wrote:
Strife Toons wrote:Well thank you very much for the information, I understand it a little better now.
Well i'll burst my own bubble for this idea then! Theres always Heretic despite its plain gameplay.

?!?!?!?

LIES, LIES AND SLANDER!
I just mean that it lacks the new RPG style features and stuff that Strife and HeXen had :D Its still a good game!
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Re: HeXen Monster Wad.

Post by PeskySaurus »

lol
"Maybe one day I can figure it out, till then I just put another cigarette out, pull up a chair, open a brew, sit on the porch, and do what I do..." -Rehab
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