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Hex 0.85 how could i use it with jhexen or doomsday ??

Mon, 17 Apr 2006 20:27:21

preacher_matzi

now check, this is Hex.. an old exe modifier for hexen. So, what do we have here ? An screen of a configuration i made. I wanted that Bishop shoot Vampires instead of that spark... and, when collide with something, make the explotion from Heresiarch's ball. Note that the vampire and the explotion conserves their characteristics (same damage, same size, etc) [img:3lqh6u9w]http://img155.imageshack.us/img155/4572/hex0005qk.png[/img:3lqh6u9w] so what do i get ? [img:3lqh6u9w]http://img155.imageshack.us/img155/3900/vampire9mw.jpg[/img:3lqh6u9w] Bishops shooting violent vampires !! they kill themselves when the attack is too near! how can i use my modified exe when i use jhexen?? because all this shit i have show you occurs only with my modified exe.
Tue, 18 Apr 2006 07:46:02

Crimson Wizard

AFAIK you cannot. JHexen and Vavoom use their own executables that should not be modified. Instead, if you use JHexen, you should create DLLs (dynamic-link libraries that are linked to program when run) written on pure C language, and for Vavoom you should modify specific scripts, called "progs", written on VavoomC script language, which is based on C++. For more information about Vavoom see <!-- w --><a class="postlink" href="http://www.vavoom-engine.com">http://www.vavoom-engine.com</a><!-- w --> , where you can get detailed information. Also you may take a look on Vavoom WIKI (documentation) here: <!-- m --><a class="postlink" href="http://www.vavoom-engine.com/wiki/index.php?title=Main_Page">http://www.vavoom-engine.com/wiki/index ... =Main_Page</a><!-- m --> Since its seems to me that you are interested in modifying Hexen much, I strongly recommend you try Vavoom and learn how to modify Vavoom "progs". Doing that, you can change almost everything in game, including adding new monsters, new character classes, new objects' attributes and more-more-more new features. For example, if speaking about monsters, you may not only change what projectiles monster is shooting, but add new types of attack, program its AI, make it cast spells like Heresiarch or Korax, etc.
Tue, 18 Apr 2006 11:01:55

Ichor

I used to use Hex a long time ago until I moved on to JHexen. Then I was able to make this: [img:2eujk6yu]http://downloads.orcishweb.com/fury/fdragon2.gif[/img:2eujk6yu]
Tue, 18 Apr 2006 11:16:13

mago

Ichor, that thing is brutal!!! <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: -->
Tue, 18 Apr 2006 12:00:37

Firebrand

Wow! It looks awesome! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 18 Apr 2006 15:07:34

Crimson Wizard

Lemme guess. It uses similar algorythm as Mage's Bloodscourge or Cleric's Wraithiedge with that difference that it spawns a number of fireballs flying in a line instead of single projectile. Yes? <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> Looks very spectacular. <!-- s:!: --><img src="{SMILIES_PATH}/icon_exclaim.gif" alt=":!:" title="Exclamation" /><!-- s:!: -->
Tue, 18 Apr 2006 15:36:25

Ichor

It does use the same seeking code as Bloodscourge, but it's basically a flying, homing, ripping Maulotaur ground attack (well, closer to the Mummy Lord from Hexen 2 in terms of damage).
Tue, 18 Apr 2006 17:08:27

preacher_matzi

thank you very much for the useful information !!! wow, isor can we see more of your work ?? i'll read the documentation you send me, then i ask if i have some question ok ?? thank you !
Tue, 18 Apr 2006 17:54:10

preacher_matzi

ok.. i don't want to bother i read that stuff... but i just need an example and also i have a question can some scripter put the code for this example, just to see how it works - mage wand shoots serpent's fireball. How do i know where's the serpent fireball ?? i'm little bit dazed and confused... i have many questions and question two: It's possible to add more weapons ? seven instead of four, for example ?? <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: -->
Wed, 19 Apr 2006 13:02:54

Crimson Wizard

Yeah, you can do just everything (or almost everything). <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
can some scripter put the code for this example, just to see how it works
You mean Ichor's example? Well, that's not Vavoom script, I believe it is written on common C for JHexen port. First you should define, what you are going to use: JHexen or Vavoom, because they have differences in code. Then, if you choose Vavoom, for example, you better ask all these questions on Vavoom forum here: <!-- m --><a class="postlink" href="http://www.vavoom-engine.com/forums/index.php">http://www.vavoom-engine.com/forums/index.php</a><!-- m --> If you choose JHexen, better ask Ichor, he has much greater experience. Anyway, it is not a one-day learning. It may take days or weeks (depending on your programming knowledge and ability to educate) before you understand how all this works. I suggest you first make a choice between two ports - JHexen and Vavoom, then download them and install on your computer and try to understand, how all that works in whole. In my personal opinion Vavoom is easier to learn and program, because it has a bit simplier structure and does not require additional programs like C compiler&linker and such. Minus is that it does not have user-friendly enviroment (it does not has ANY enviroment, actually <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> ), so this may be a bit unconvenient sometimes, for example when you are trying to find mistakes in your code. Also Vavoom allows features that JHexen cannot. For example, making almost full 3d maps with several levels one above another, making slopes and swimmable water. Here I show some screenshots from Korax Heritage projects and from my own abandoned project. These are from this web-site: [img:2tpghyfh]http://www.korax-heritage.com/images/serpentpower/shot0004.JPG[/img:2tpghyfh] [img:2tpghyfh]http://www.korax-heritage.com/images/serpentpower/shot0002.JPG[/img:2tpghyfh] [img:2tpghyfh]http://www.korax-heritage.com/images/scatteredevil/koraxse_newtown07.jpg[/img:2tpghyfh] and these are from the best map in my project: <!-- m --><a class="postlink" href="http://www.shadowweaver.narod.ru/unheir/shots2.htm">http://www.shadowweaver.narod.ru/unheir/shots2.htm</a><!-- m --> Also you may check following description of my project to know what thing s are possible to make using VavoomC (and JHexen also, I think): <!-- m --><a class="postlink" href="http://www.shadowweaver.narod.ru/unheir/mod.htm">http://www.shadowweaver.narod.ru/unheir/mod.htm</a><!-- m -->
Wed, 19 Apr 2006 14:54:54

preacher_matzi

I see, it's amazing my problem is that i don't know where to start, usually i can understand this kind of things, i know a little bit of scripting but i need an example, a little step by step to understand de hierachy of how the things works. To begin with something i think can be easy, i say: [size=150:13d095cp]How to make Mage throw serpent fireballs with its wand[/size:13d095cp] if somebody could put a step by step about how to to this, it will be very apreciated. I guess it will help me a lot. note: i'm using vavoom
Wed, 19 Apr 2006 20:06:26

mago

Hmmm... As far as I know, what you asked for (trying to modify a weapon behaviour) could be best achieved by editing the game's engine itself (in this case, Vavoom's engine, thus the need to learn its language, VavoomC) by actually writting code, or using a interface like the program you discovered, that takes charge of the writting for you. I say this because I thing Scripts, in Hexen, can be understood as the game's built in scripting language called ACS, that manages things like teleporters, effects and general functions in a map and is also set by the user. Although I' quite new to ACS scriptng myself and still in the early beginning, I don't really know if changing the weapons is covered by them, my guess is not, at least in a solid, perpetual way. Coding isnt my thing and I've completely given up studying it, but ACS scripts, as far as the general mapper wants to know, is showing itself as a accessible way to interect a little with the game. IF you don't know about it, heres a couple of links to documents about it. Maybe theyll help as they did to me. <!-- m --><a class="postlink" href="http://www.doomworld.com/idgames/index.php?dir=utils/level_edit/hexen_scripting/">http://www.doomworld.com/idgames/index. ... scripting/</a><!-- m --> This has the tools needed and a GREAT tutorial done by a guy called Chris White, that is to me the very best tutorial ever made about the subject, that sadly was finished at page 7 and never got completed, it seems, with only about 10% of the scripts covered. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> <!-- m --><a class="postlink" href="http://www.zdoom.org/zdkb/zdoomindex.html">http://www.zdoom.org/zdkb/zdoomindex.html</a><!-- m --> Those are the Zdoom dedicated tutorials, but cover MANY aspects quite obscure of general map making and the use of scripts and sector/line/thing specials. Note that although the steps are a useful guide, some of the functions explained only make sense in Zdoom (because it has its own exclusive ACS functions). Done (all of them!) by an intelligent individual called Richard Clark.
Thu, 20 Apr 2006 11:37:25

Crimson Wizard

<!-- m --><a class="postlink" href="http://vavoom-engine.com/forums/viewtopic.php?t=698">http://vavoom-engine.com/forums/viewtopic.php?t=698</a><!-- m -->
Thu, 20 Apr 2006 15:35:55

Firebrand

Vavoom has support for some of the ZDoom ACS specials, but not all of them work, you can check the Vavoom wiki for information on which specials are supported <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.

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