Search found 65 matches

by Mathuz
Thu Oct 01, 2020 8:10 am
Forum: Mapping
Topic: Lightning messed up
Replies: 4
Views: 83

Re: Lightning messed up

Thanks Inky, you were right of course. At first I thought of a different reason as the issue occurred in SoC as well, but then I checked and there WAS a different date lit file. That's weird. I do not recall where did I get if from, do we have a link to Hub 2 somewhere?
by Mathuz
Wed Sep 30, 2020 1:54 pm
Forum: Mapping
Topic: Lightning messed up
Replies: 4
Views: 83

Lightning messed up

Hi guys, wanted to play the SoC expansion, however, one of the maps has strange lightning bug as you can see in the screenshot. As it happens, I also have this king of lightning problem in my map. It occurred when I tried the "dynamic lightning" trick with the door, where you target and also close_t...
by Mathuz
Mon Sep 28, 2020 2:27 pm
Forum: Mapping
Topic: SoC as a base mod
Replies: 0
Views: 45

SoC as a base mod

Hi guys, trying to tie the first HUB together, I would like to use SoC as a base for my mod because of it's many improvements. The problem is, I am not able to compile it :D Downloaded the fresh copy from github, used the compiler provided by whirledtsar and still getting some errors, like: medusa.h...
by Mathuz
Thu Aug 06, 2020 8:37 pm
Forum: Engine Development
Topic: Weird 'entering water' sound
Replies: 1
Views: 406

Weird 'entering water' sound

This is one of those bugs I noticed back than when I first played the game. Sometimes the chunks from the breakable_brush or when pushing moveable_brush create this 'hith2o.wav' sound. It always happens only in some places on the map. Have you ever noticed it?
by Mathuz
Thu Aug 06, 2020 8:01 pm
Forum: Mapping
Topic: Door trigger field
Replies: 2
Views: 408

Door trigger field

Hi, I always preferred when you had to push a key to open the door or press the switch, rather than just walk towards it. However, the trigger field in Hexen II is just too large. Especially for rotating door. I know it is probably because they didn't want the player to get squashed all the time, bu...
by Mathuz
Thu Aug 06, 2020 7:53 pm
Forum: Mods
Topic: Copyright issues
Replies: 1
Views: 370

Copyright issues

Hi guys, I'm currently trying to finish my first hub and realized that I might infringe copyrights. I have very little knowledge about this issue. During the long development of these maps I used loads of custom content (textures, models, sounds). Assets from Hexen/Heretic/Quake series are regularly...
by Mathuz
Sat Jul 18, 2020 11:08 am
Forum: Mods
Topic: Standalone map: Shifting Sands
Replies: 21
Views: 3058

Re: Standalone map: Shifting Sands

Lingering and animations are ok, I meant the time till the fire gets to the player.
by Mathuz
Thu Jul 16, 2020 10:20 pm
Forum: Mods
Topic: Standalone map: Shifting Sands
Replies: 21
Views: 3058

Re: Standalone map: Shifting Sands

So the options are either keeping the 'player hull' or trying to design the map in such a way that 'golem hull' monsters won't get stuck, what may not always be the option. For example making 45 degrees corners or using the clip brushes a bit to smooth the environment. If I may have another suggesti...
by Mathuz
Thu Jul 16, 2020 9:28 am
Forum: Mods
Topic: Standalone map: Shifting Sands
Replies: 21
Views: 3058

Re: Standalone map: Shifting Sands

I compiled the whole mod. Here you go: Log That thing with the hull sucks because this issue applies to golem and yakman as well. Did they ever test the game? Those monsters get stuck all the time, just stand behind the corner and they are done. :| How did the maulotaur actually worked before we not...
by Mathuz
Thu Jul 16, 2020 7:23 am
Forum: Mods
Topic: Standalone map: Shifting Sands
Replies: 21
Views: 3058

Re: Standalone map: Shifting Sands

Well, it's definitely lesser evil as it is only cosmetic issue. However, what can be done about that? Those hulls are hardcoded? If so, how about using 'hull 5-hydra'? It is shorter, what may not be such a big issue, but wider. And how exactly works 'hull 0' which is supposed to be based on the boun...