-

General discussion of the port and Doom-related chat.
Post Reply
User avatar
Slim
Zandrone
Posts: 1112
Joined: Sat Mar 16, 2013 7:11 am
Location: Zero Space
Clan: Can't fit it in here
Clan Tag: -=FSR=-
Contact:

RE: Supporting Hexen Survival

#1

Post by Slim » Fri Aug 21, 2015 7:43 pm

I'd like to see it. Hexen Coop is a "same story, different day" kind of deal, but survival would encourage actual teamwork and item sharing. Not to mention it'd be a blast. Although I forget if Discs of Repulsion affect teammates (this could very well lead to teamkills in areas with pits or squishing traps). But otherwise the only hurdle I see is what you stated above, how inventory would be handled.
Image

"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
Spoiler: Quotes (Open)
5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
Image

User avatar
Ænima
Addicted to Zandronum
Posts: 3582
Joined: Tue Jun 05, 2012 6:12 pm

RE: Supporting Hexen Survival

#2

Post by Ænima » Fri Aug 21, 2015 10:04 pm

Is it possible with a mod?
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

User avatar
Ivan
Addicted to Zandronum
Posts: 2229
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

RE: Supporting Hexen Survival

#3

Post by Ivan » Fri Aug 21, 2015 10:25 pm

Discs affect team mates, as they don't have DONTBLAST on them. You can apply it easily with additional mods though.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

Awesome Possum
 
Posts: 56
Joined: Fri Aug 08, 2014 9:51 am
Location: In the middle of nowhere

RE: Supporting Hexen Survival

#4

Post by Awesome Possum » Sat Aug 22, 2015 2:10 am

I'm up for this idea, sounds really great! Hexen is one of my favorite games of all time, so seeing some survival support would be awesome.
Image

User avatar
WaTaKiD
Master Server Admin
Posts: 128
Joined: Mon Oct 08, 2012 4:40 am
Location: USA

RE: Supporting Hexen Survival

#5

Post by WaTaKiD » Sat Aug 22, 2015 5:16 am

i wouldnt mind survival support for hexen (and by extension, anything that uses hubs in general) as coop lacks any kind of penalty or challenge, even if enabling the cvars to lose stuff on death, as u can just keep going and eventually win anyways, itll just take a wee bit longer
Ænima wrote: Is it possible with a mod?
http://zandronum.com/forum/showthread.php?tid=4498

this could be of some interest, however some of the wads in the op are outdated, but any newer versions can be found by searching for hexcoop here: http://www.[bad site]/wads
Last edited by WaTaKiD on Sat Aug 22, 2015 5:25 am, edited 1 time in total.

User avatar
Torr Samaho
Lead Developer
Posts: 1543
Joined: Fri May 25, 2012 6:03 pm
Location: Germany

RE: Supporting Hexen Survival

#6

Post by Torr Samaho » Sun Aug 23, 2015 6:02 pm

Decay wrote: I think survival would be viable if, upon all player deaths, the map resets to the state it was in when the player entered.
I agree that this is what should happen. Unfortunately, the current map reset mechanism can't do that. It is designed (and hardcoded) to reset the map to the state when it was first loaded. To achieve what you'd like, the best option would be to ditch the current system and to create a new one based on loading saved game states, which IIRC ZDoom is already doing when you re-enter a map on a hub.

Post Reply