Crash during Heresyarch fight

Occurs in Heresiarch’s Seminary central hall. Stack trace: RunFunction <- (linespec.SorcBall.A_SorcOffence2 190) <- RunFunction <- (linespec.SorcBall.A_SorcBallOrbit 471) <- VObject::ExecuteFuntion <- (linespec.SorcBall.A_SorcBallOrbit)…

Blacksmith hammer can’t be dropped

Fixed in KMOD 5.3


Steps: 1. Play as a mage. 2. Get some hammers from monster drops or with “Gimme” command. Mage is very unlikely to have his armor damaged to a <50% because he just dies from a lightest wind blow. I didn’t find the setting or bind for “drop inventory” action. So after hub 2 my character is forced to run at the edge of overburdened status because I (un-)intentionally accumulated 10+ hammers.

Update the engine to k8vavoom

This is not possible because k8vavoom’s VavoomC implementation is not backward compatible so we’d have to rewrite the entire mod (thousands of lines of code).


https://doomwiki.org/wiki/K8Vavoom k8vavoom is a modern fork of Vavoom. It’s in active development and offers such upgrades as: – The one you are the most interested in. 😉 Updates to VavoomC and a standalone VavoomC “player” VCC – Updated and streamlined video subsystem – OpenGL 2.1 / OpenGLES 2.0 – D3D/Software are removed – Proper display/window modes support – Better lighting and post-processing effects (tonemaping anyone?) – Modern build setup (GCC 10, SDL2 etc.) – Effortlessly cmpiles/runs on Linux (I use Arch BTW) – Bazillion of tweaks and settings – Context help in menus! – Built-in gore/gameplay mods (this one can be undesirable but should be easily removable considering the modular nature of Vavoom) – More (G)ZDoom compatibility – DECORATE was updated too – Many more stuff I don’t even know myself yet. One caveat though. The author stated he mainly focuses on Doom support and don’t test other games compatibility so regressions could be present. I tried running original HeXen and at least the first level seems fine. Some background. I tried running KMod 5.2 on my Manjaro Linux. Saw a Linux binary and script to run there and tried to run them. Unfortunately all I managed to get was uninformative crash with core dump right after engine init. Tried to run the mod under k8vavoom but it seem the “-game” switch works differently here and only loads one of predefined game from “basev/games.txt”. I installed it as an AUR package and didn’t bother with tinkering with files in “/usr/share/” or compiling and installing it manually. So in the end I’m just running it through wine. Work almost flawlessly to my surprise. Anyway I though that maybe you could update your mod to build for k8vavoom and bundle it as a standalone game how you did with the current version.

Statubar is broken on game load

Fixed in KMOD 5.3


Steps: 1. Start the application. 2. Load a previously saved game with “Old School” RPG mode. 3. Look at the backpack, hunger and fatigue indicators. The background isn’t aligned and shows words “STR CON INT WIS” etc.

Secret level of hub 1 doesn’t open

This is a design mistake in the original Hexen script (if you pull the levers in both Guardians of Fire and Steel without visiting the Seven Portals map in between, the secret level remains inaccessible). Fixed in KMOD 5.3 with a modified ACS for all three affected maps.


Steps: 1. Solve the Guardian of Steel puzzle. 2. Step on the center platform to get the message “Stones grind on th Seven Portals”. 3. Go to the Seven Portals. Looking at the script code it checks if it was ran twice but I didn’t found another place where it is called. Maybe I’m just wasn’t thorough enough.