Forum
Hexen Online
Thu, 20 Jul 2006 03:21:29
Hello. I really want to play Hexen online. If I play it on ZDaemon, it will crash. On Skulltag, players join but then immediatly disconnect. If anyone knows how to play Hexen online or a utility I would very much aprreciate it. Maybe I can start a Hexen launcher for online games with some help.
Thu, 20 Jul 2006 15:25:59
That would be super-cool. I never succeeded myself, though.
Thu, 20 Jul 2006 16:14:36
why don't you join the zdaemon development team and help them create a Hexen part for their port? instead of starting from scratch. That way I don't have to download 2 separate server client doom engine multiplayer programs.
Thu, 20 Jul 2006 20:35:39
ZDaemon is for Doom. And I dunno how to program. Maybe someone can modify Internet Doom Explorer and make it Hexen edition. Then, use the godly ZDoom as the program. IDE can be the online launcher. There, you got yourself a Hexen launcher.
Thu, 20 Jul 2006 21:14:03
I really don't know if there's a port that actually supports Hexen online games, but we are already planning support for this in future versions of Korax Arena, and the new gameplay modes planned will be totally cool!
Fri, 21 Jul 2006 00:43:22
ZDoom has a lot of features. If ZDoom doesn't have multiplayer support, someone can program and make it compatible like ZDaemon and Skulltag. And the server launcher in IDE is real simple lots of fellow players can do it. ACs scripts, Decorate, and more makes it excellent for mod making. ZDaemon and Skulltag are based on older ZDoom versions. While this is off the new version. If you don't know ZDoom, here <!-- m --><a class="postlink" href="http://www.zdoom.org/wiki/index.php?title=Main_Page">http://www.zdoom.org/wiki/index.php?title=Main_Page</a><!-- m --> . Eh, the Korax Heritage team are busy working on their projects. Maybe I can learn to program and do the Hexen Online. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 21 Jul 2006 05:50:21
Hmmm... ZDoom have very interesting addditions to ACS. Does Janis plan to make same in Vavoom?
Fri, 21 Jul 2006 08:30:24
[quote="Zordon":3rlzhe62]ZDoom has a lot of features. If ZDoom doesn't have multiplayer support, someone can program and make it compatible like ZDaemon and Skulltag. And the server launcher in IDE is real simple lots of fellow players can do it. ACs scripts, Decorate, and more makes it excellent for mod making. ZDaemon and Skulltag are based on older ZDoom versions. While this is off the new version. If you don't know ZDoom, here <!-- m --><a class="postlink" href="http://www.zdoom.org/wiki/index.php?title=Main_Page">http://www.zdoom.org/wiki/index.php?title=Main_Page</a><!-- m --> . Eh, the Korax Heritage team are busy working on their projects. Maybe I can learn to program and do the Hexen Online. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
You most probably didn't get Firebrand's point, i.e. that the upcoming Korax Arena is practically a Hexen DM, but with lots more.
Fri, 21 Jul 2006 13:56:39
The problem with SkullTag and ZDaemon is that their sources aren't available, the only source available from SkullTag (where we based our bots on), is from a very old version, and the new multiplayer code isn't available, this makes it difficult to implement a decen network architecture to support online gaming without much problems, Janis is planning adding this feature to Vavoom, but he first needs to change how some things work, he's working hard in making this happen, but it's not an easy fix, so patience is very needed on this <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Fri, 21 Jul 2006 16:58:28
RambOrc says Korax Arena is for DM... Can there be multiplayer support for Kmod? A launcher for those would make it easy for a lot of players to join games.
Fri, 21 Jul 2006 17:49:44
It's not just DM, but a lot of other multiplayer mods, some of which are very similar to playing coop in the original games.
Sat, 22 Jul 2006 05:15:27
also, skulltag and zdaemon are ran by dumpster-esque careless dicks who only care about dwango5.wad map01, and they also attack each other.
We just need some neato master server for Vavoom and things will get cracking probably <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sat, 22 Jul 2006 05:46:18
Yeah, that would be kick ass. Korax Arena is cool, but will there be support for orignal Hexen levels? When's the next beta?
Sat, 22 Jul 2006 07:21:22
AFAIK it is possible to play any original Hexen map in "Castle Sweep" & "Team Castle Sweep" modes.
Sat, 22 Jul 2006 12:13:46
Besides self-made maps and maps converted from UT, there are a bunch of Heretic and Hexen maps in KA and there'll be more. As for the next beta, we're nearing public release of 1.0 final. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 22 Jul 2006 14:48:45
really? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> what's date of release then? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 22 Jul 2006 15:06:51
no ETA, "it's done when it's done"
Sat, 22 Jul 2006 19:10:07
I had these game modes for KA in mind:
Hold the Flag: A team gets the flag and gets 1 point per second the team that gets the most points wins.
Capture the flag: Any modern CTF mode, duh.
Command Posts: There are command posts strategically placed. It takes 5 seconds for it to convert to your team. It has to be converted to neutral if it is opponent's command post, which also takes 5 seconds. For each command post, you can spawn there, and spawns 2 bots for your side for each one. The objective is to lower the team's points from 200 to 0. Each team has 200 points, or the host can configure it. Each bot or player death removes 1 point from their team's points. If a team has no command posts, and no more players and bots alive, they are defeated.
Items I had in mind:
Runes (from Skulltag):
Spread: Shoots a spread. i.e shooting a mage wand will shoot 3 blasts.
Rage: Double attack spead.
Haste: Double movement speed.
(Note: I didn't try all the runes yet.)
Doom Item
Soul Sphere: +100 health
Torch/Goggles: Vision improvement; even able to see invisble objects.
Mega sphere: +100 health and +20 A.C
Sat, 22 Jul 2006 22:43:22
Hold the Flag - well, people here planned "catch the pig" or something alike <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Capture the flag - this is being worked on... at least Firebrand was making bot AI for this mode, if I am not wrong.
Command Posts - never heard of such, but sounds interesting. And I think it can be implemented rather easily using GameMode feature (well, Firebrand knows what is that).
Sat, 22 Jul 2006 22:44:12
And btw, the space marine really doesn't fit the KA. Does guns versus swords and magic sounds a bit un-balanced? LOL, Guns powered by mana. So, blue mana fit in as clips, red mana fit in shotguns as shells.
Sat, 22 Jul 2006 22:48:17
Well, we already had a small discussion about that. I suggested making a special option to define a set of characters for game. For example - only fantasy ones.
Sat, 22 Jul 2006 22:56:17
Heh, is it going to have a launcher?
Sat, 22 Jul 2006 22:58:17
I think it is possible to make such an option inside game menu.
Sat, 22 Jul 2006 23:01:57
Really, the marine concept doesn't fit. The HUD does not fit with marine. The mana doesn't(clips, shells, energy packs, and rockets fits most better). Flechetes doesn't (Grenades fit better). Health potions... not really (stimpacks and medikits are better).
Sat, 22 Jul 2006 23:05:27
Also, if this mode is going to get the best of both worlds, there has to be more new age classes.
Old ages: Mage, Cleric, Fighter, Heretic, Witchhaven
New ages: Marine, Strife, ChexWarrior, Artillery, Alien
Now both ages has the same number of classes. Could also be a new game mode: Old vs. new <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 22 Jul 2006 23:09:28
I suppose it's RambOrc who should decide this.
Currently I have no idea how much time it may take. After all, we may add all this in further versions of KA.
Sat, 22 Jul 2006 23:20:26
And an announcer would be nice. i.e You have taken the lead; You have lost the lead; Blue flag taken; Blue flag returned; Red flag taken; Red flag returned; etc. These sounds can be either found in zvox2.wad or skulltag.wad
Sat, 22 Jul 2006 23:24:11
yeah, yeah, that was already discussed and most probably be included.
Sat, 22 Jul 2006 23:26:01
Heh, with some medals borrowed Skulltag.
Sat, 22 Jul 2006 23:26:42
Excuse me? <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Sat, 22 Jul 2006 23:39:21
Like:
Accuracy = 5 succesful hit from long range
Excellence = 5 kills without dying
Incredible = 10 kills without dying
Domination = 15 kills without dying
Total Domination = 20 kills without dying
etc.
Players can win medals more than once.
Sun, 23 Jul 2006 00:14:02
We have planned a lot of things for KA, the basic gameplay modes are all planned, we are currently implementing two of the most popular gameplay modes, CTF and a new one I prefer to keep as a secret, since it's a totally new mode that no other multiplayer MOD out there has, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
As for the Doom marine, there have been some discussions in the Dev forums about this, we'll add an option for turning new classes on/off, we are planning to just leave elements from heretic active, if the users decide so, we also planned to just play classic maps or our new maps, and other things, as for your suggestions about medals, I've got planned a totally new way to give bonuses to the player if he makes double, triple, multi... etc. kills <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->.
You should be aware that the first KA version won't have all the gameplay modes we have planned, but once we make a final release, we'll also upload a bunch of info for it's project web pages in the site, you'll know amost all the new gameplay modes we've got planned and new versions will come in a shorter time (hopefully).
Sun, 23 Jul 2006 00:40:49
Will there be 32 player support? So far, I didn't find any KA servers. How could this be? Maybe someone can schedule a match. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Sun, 23 Jul 2006 01:38:52
Monster Idols for KA:
Death Wyvern Idol: Picking it up transforms the player to a thunderous Death capable of causing mass deaths. Most effective when Cleric uses the idol.
Heresiarch Idol: Transform the player the a spell blazin' Heresiarch. Can casts lots of spells, even capable of killing several players in a single spell. Much more lethal when a Mage uses it.
Cyberdemon Idol: Causes player to transform to the feared Cyberdemon.
Fires several kinds of rockets, each able to gib players. More powerful when Marine uses it.
Maulator Idle: Transforms the player to badass Maulator. With a swing of his hammer, it releases very deadly projectiles. His strength, however, comes to his melee skill. His hammer can kill a player with a lot and armor with a single melee attack. Recommended for a fighter class.
Iron Lich Idol: This idol transforms the player to a Iron Lich. It can fly and is quite strong along with deadly magic. Very lethal when used with Heretic.
(Can't think of Witchhaven idol because my Witchhaven 2 CD installed it but it wouldn't work <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> )
Sun, 23 Jul 2006 12:23:23
To make it clear: ideas are always welcome, but we can't guarantee which (or even any) will make it into the game. This shouldn't deter you though as we did take suggestions from forum posts and e-mails in the past and most probably will in the future as well.
As for concrete questions:
There will be a lot of game modes in KA, we currently work full steam on deathmatch because a well working DM is the base of every multiplayer game. Once it works fine, adding new game modes on top of it is much less work.
We don't tell publicly about game modes before they are released or close to release. KA will feature a couple of surprise game modes already in the first release, but the only one we will tell you about in detail is Castle Sweep, because we wanted to show ppl that we indeed do have a game mode that is a lot like classic coop.
Regarding the marine from DOOM, he is in because it's cool, he will stay in because it's a great fun playing it - if you don't think so, simply don't play that character. But a fundamental and important thing to know is that KA is all about gameplay - it'll be full of inconsistencies because we fucking don't care. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> It's about fun, not about sticking to a rulebook. If you want a 100% genuine Hexen game, you'll have to wait for our RPG. It will stick very strictly to the original Hexen world, and I'm already sure that that'll be cause for criticism from some people too when they find out that when we mean original Hexen, then we won't implement the Assassin character from Hexen II...
Multiplayer support is limited to 8 players and probably will stay that way. You will never get 8 human beings together to play KA anyway. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> And if you just want lots of crap moving and fighting on the screen, don't forget KA has a strong monster support, unlike most multiplayer games (the only exception I know of personally is the Invasion mode in UT 2004).
Since KA hasn't yet been released, there are no public servers for it.
Sun, 23 Jul 2006 17:08:49
Bah, I can like the with original Hexen classes, it's a classic.
Mon, 24 Jul 2006 01:52:49
To smite your asses on KA when it's done, that would be a pleasure. <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Mon, 24 Jul 2006 01:58:08
Not unless I grab a maulator and watch you all retreat while my dark servants throw fire balls at you all. Surrender, fools! Hahahahaha! <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Mon, 24 Jul 2006 06:06:52
Hmmm... that'll be funny if I add some small, unnoticeable code into KA source which will add player extra power if his name is "crimson wizard" <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: -->
Mon, 24 Jul 2006 13:56:50
Extra power? <!-- s:| --><img src="{SMILIES_PATH}/icon_neutral.gif" alt=":|" title="Neutral" /><!-- s:| --> C'mon, you righteous wussy, give yourself infinite power! <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->