Raven Software releases source code for Jedi Academy, Jedi Outcast
polygon.com
polygon.com
void FuckingWellSetTheDocumentNameAndDontBloodyIgnoreMeYouCunt(LPCSTR psDocName)
{
if (gpLastOpenedModViewDoc)
{ // make absolutely fucking sure this bastard does as it's told... //
gpLastOpenedModViewDoc->SetPathName(psDocName,false);
gpLastOpenedModViewDoc->SetTitle (psDocName);
}
}
My heart goes out to whatever programmer had to meet that deadline.SoF2 is still the bloodiest game I can recall playing, and not really in a fun way--kind of disturbing, actually.
By the way, Hexen II initially had a different name. The game was later re-branded to Hexen II. This explains why so few things connect Hexen II and the other games, and why the setting is so generic medieval fantasy complete with Devil as the main opponent.
The 3rd game in the trilogy was meant to be Hecatomb. http://www.johnromero.com/wiki/index.php/Hecatomb
Another bit of trivia - Heresiarch from Hexen was initially meant to be the final boss. Check out the ending animation of Heretic. And Korax looks more like D'sparil's mount, not a boss. I read somewhere that was the original plan and they've changed it over the course of development.
Hexen, while a game with deep flaws (extreme switch hunting and "haha, you're stuck!" puzzles, repetitive combat, lack of class diversity, lame instadeath traps with no warning) is a game with charm. I made a gameplay mod for it, but then realized nobody cares about the game anymore and stopped developing it. If you're interested in it, I can send you the latest (unfinished) version. Highlights include:
- Disc of Repulsion actually pulls enemies closer and down (flyers) if you're a warrior
- Hammer of Retribution is a huge mana hog, but is reusable because it produces 20(depends on difficulty setting) mana where it hits. This was done to change the playstyle of Warrior class to be more in-your-face while still allowing him to kill enemies at a distance.
- Quietus, the 4th Warrior weapon, has a railgun-like effect meaning projectiles pierce multiple enemies. This finally gave it a niche and it's a great weapon against swarms up close.
- spiked gauntlets (fists) only have strong punches (called "critical hit" in the engine) for finishing blows.
- flechette items work more like grenades and require good timing, they explode 1 second after first bounce
- sapphire wand of Mage is severely nerfed in range to make room for other weapons.
- Frost Shards deal 50% more damage
- Bloodscourge (4th mage weapon) overhauled. Each projectile is guaranteed to home on a different enemy. Second, it deals extreme explosive damage, especially to the user. With Hexen's cramped level design, it makes it THE best weapon in the open and extremely dangerous in corridors. I also modified the homing algorithm, now it has no problem hitting enemies on high ledges. And a cosmetic effect - big clouds of smoke. Tim the Enchanter would LOVE it.
- Wraithverge (cleric's 4th weapon) no longer attacks inactive enemies through walls, which used to wake half of the level and was obnoxious. Additionally, instead of killing enemies outright, it reduces them to 1 HP. Nice synergy with mace. Ghost AI makes them ignore crippled enemies.
Monsters: - afrits (fire imps) have short-ranged flamethrower with interesting projectile physics.
- stalkers (water lurkers) have very mean and currently unbalanced attack where they grab and immobilize you when they emerge. Any hit will break the grab.
- fixed obnoxious bugs with Dark Bishop and Stalker Leader which caused them to attempt shooting through walls (sent the patch upstream)
The goal of the mod was to make enemies and weapons more varied and interesting, and to challenge a modern FPS player. It utilizes the obscure Vavoom source port, which is technically very advanced, has engine written in a scripting language, but is unfortunately quite buggy and poorly documented. I had some more ideas I wanted to implement, such as alternate effect for Chaos Device (shuffles positions of all monsters on the level using Knuth's algorithm). Overall, I love how the 4th weapons of Cleric, Warrior and Mage turned out, they're now a joy to play with (especially mage).
I still love the series. Send me it, it sounds interesting! Reminds me of Carnage Galore or Wrath of Cronos and how it modifies all the weapons and mixes them between games.
http://www.sendspace.com/file/0hsrgd
Three main goals: - improve balance - improve variety of classes - make classes play differently and have different pros and cons; the failure of vanilla Hexen is that all classes become plain ranged classes eventually.
Have fun ! I really appreciate feedback, I might even try working on it again. Feel free to tinker, and ask questions. The "progs" directory has more files than needed, I'm afraid there's some boilerplate because I wasn't 100% sure what's necessary.
Excellent balance between melee and guns, matrix style fights, many hours lost in duel games. You felt like your skill in saber combat mattered.
If someone could only make an Star Wars MMO based on this core engine...
Our copy of that engine (heavily modified over the years); https://github.com/UberGames/rpgxEF
apt-get install jedi-games
from a major repository?Thank you, Raven! It'll be fun to read the code.
Edit: Not sure I ever expected to have a 'jawa' directory on my computer....
Edit2: Just one more gem.
// Just give him normal pain for a little whileOff the top of my head, I know Heretic and Doom have custom models and textures from the Doomsday guys, I know there is a high res quake texture pack, there is a high res Jedi Knight pack, but none of those include levels / models / sound / etc, so they are all addons to the base games.
Freedoom is the only total conversion of a FOSS'd major game engine with FOSS assets that is actually playable that I know of. If anyone knows another, let me know, I'd love to play them.
All ID games suffer from the same problems.
[1] http://manpages.ubuntu.com/manpages/dapper/man6/freecraft.6....
I remember the cheat code to have single player enemies die on "1 hit" with the light saber, you could cut arms and legs and heads off.
Because criticizing a no-strings-attached gift to the public is obviously rude? "Don't look a gift horse in the mouth" is not some subtle gotcha of social interaction. It's basic politeness.
If their choice of hosting is so terrible, you're entirely able to upload it wherever you please.
Sounds funny and like a direct translation from German: Einem geschenkten Gaul schaut man nicht ins Maul.
Is Dutch. German rhymes much better though!
Don't be that guy.
It seems the renderer is based on OpenGL (at least in Outcast), which is a nice surprise.
The code even contains "#elif defined( __linux__ )" which is always encouraging. :)