|
Post-Release v1.0 - Major Revision

Last Updated >> January 1st, 1999
Heretic II Quote >> "Great Balls of Fire!!!"

Disclaimer
This document is provided "as is" without any guarantees
or warranty. Although the author has attempted to find and correct any errors
or mistakes he, and everyone who contributed to it, are not responsible for
any damage or losses of any kind caused by the use or misuse of information
in this FAQ. The author is under no obligation to provide service, corrections,
or upgrades to this FAQ.
Legal Information
The following is legal information and refers to all the information
in this document. This information pertains to all use of the FAQ worldwide.
All specific names included in the FAQ are registered trademarks and are hereby
acknowledged. Any other trademarks not mentioned in the FAQ are still hypothetically
acknowledged.
-
No portion of the document may be separated and distributed
separately without the written permission of the author, Richard Connery.
-
The document can not be included in any publication, such as,
but not limited to: magazines, books, newspapers or newsletters, without
the written permission of the author.
-
The document can not be included in any software compilation
using media such as, but not limited to: CD-ROM, tape backup, optical disks,
hard disks or memory cards, without the written permission of the author.
-
The document can not be recompiled, modified or not, and distributed
without the written permission of the author.
-
The user is encouraged to send submissions and error fixes to
the author, but the author is in no way obliged to utilize these enhancements
or fixes.
As long as you comply with the above rules you may do whatever you want with
this document.
Chapter I >> Introduction to the FAQ
- Foreword
- History of FAQ revisions +
- List of credits & acknowledgments +
- Contributing to the FAQ
- Getting the latest version
- A note about the author...
Chapter II >> General Heretic II Information
- What is Heretic?
- What is this sequal about?
- Why is Raven Software going back to Heretic after Hexen II?
- What are the system requirements?
- Will I need a 3D acceleration board? +
- Will Heretic II be available for consoles or other OSs?
- When will Heretic II be released? +
- Is there a demo out already? +
Chapter III >> Dwell into the mists of details
- What is the Quake engine?
- Will it use the same engine as Quake II?
- Is there a new model animation system?
- Are the enemies intelligent?
- Will there be cutscenes? Like Hexen II or Portal of Praevus?
- What is the Custom-Made-Camera?
- Who is the hero?
- Is there Auto-Aiming?
Chapter IV >> Playing online
- What multiplayer modes will Heretic II have?
- Will there be a HereticWorld?
- Will it be faster than Unreal?
- How will the camera work in DM?
- Where can I find some servers?
- How can I setup a dedicated server? +
- What is this enhancement Pack? +
- Multiplayer is very laggy. What's up with that? +
Chapter V >> Editing Heretic II
- Will Heretic II ship with its own editor? +
- Will Quake II editors/utilities work with Heretic II?
- Where can I find information on TCs and Mods? +
- Where can I download usermaps? +
- I need help with my maps. +
Appendix A >> Screenshots
"+" Denotes an updated or added topic in this version
of the FAQ.
- CHAPTER I >> Introduction to the FAQ -
Welcome to The Official Heretic II FAQ!
The FAQ is maintained by Richard "Sat" Connery, the author
of The Official Hexen II FAQ
and The Unofficial
Quake II FAQ. This is intended to be a compilation of all the information
floating around the various websites about the new game by Raven Software: Heretic
II. It's the place where all the features, news bits, scoops fall back to. The
ultimate source of general information about Heretic II. Please note that all
text boxed in with the Heretic sign are quotations and that the actual content
of the quotes may be outdated.
I, and everyone who has contributed so far, hope you enjoy reading
it and that this FAQ ultimately answers all your questions about the game. The
FAQ is on post-release versions (v1.x format). The FAQ is written in English
(UK) using Microsoft's FrontPage 98 and is tested under Microsoft's Internet
Explorer v4.x. It is recommended you view it in 1024x768 resolution at 16-bit
colour depth. All the FAQ uses Trebuchet MS font; please take the time to download
it to correctly view this document.
The FAQ was started on September 1st, 1998.
- v1.0 - January 1st. Heretic II full game, Enhancement Pak and editing
info.
- v0.5 - November 3rd. Demo released, editing info, new links, user
levels, new game information.
- v0.2 - October 20th. Misc corrections and new information from various
interviews.
New Beginnings
Well, here I go again at maintaining a new FAQ for a 3D game. I just noticed
that I only wrote FAQs for sequals but that is okay with me. I recently been
involved with some other FAQs (most notably, The Doom Legacy FAQ and The Unofficial
Quake III FAQ) but, due to lack of time for the first and interest for the second,
I've decided to continue with Raven Software not only because they make, IMHO,
some of the best games out there but also because I've been involved with them
in the past doing websites, etc.
This FAQ is different though. The game, Heretic II, warrants such
a change thus I decided to follow the F.A.Q. acronymum to the letter and provide
you with specific questions as well as general text. Readers of my two previous
FAQs found them pretty much alike; I admit I used a lot of shared text but for
one reason: Hexen II and Quake II, although different from a gameplay point
of view shared many common ground where the engine was concerned. This is not
the case with Heretic II, Raven has managed to re-create the Quake II engine
changing more things and adding plenty more as well.
With that said, I'd like to ask a favour from all of you. Whenever
you don't know something and ask around on IRC channels, mail Raven and Heretic
II webmasters, please take the time to mail your question to me as well. I won't
provide a personal reply but your question will be put on the FAQ along with
any possible answers and/or solutions I could find. But before starting, I'd
like to point out a very pertinent fact: this is not a troubleshooting
FAQ, instead it is designed to answer questions about the game itself. Thank
you.
The following people have made this FAQ a much better one than it
would be otherwise:
-
Raven Software - A well deserved thank you goes out to
Eric Biessman, Rick Johnson, Brian Raffel... the list could go on forever.
To everyone at Raven for their continual support of our community through
.plan updates, interviews and IRC chats which help us grasp a little more
of the Heretic II fenomena.
[ http://www.ravensoft.com
]
-
Activision - For making their wisest move ever and acquiring
quite possible the best 3D developer out there. Also, for getting involved
and giving Heretic II the spotlight it deserves.
[ http://www.activision.com
]
-
HexenWorld - Phoebus and the rest of the HW webmasters
made possible for this site to grow to become the absolute ultimate place
on the net to get your Raven Software news/more fix.
[ http://www.hexenworld.net | http://www.raven-games.com
]
-
Bakshra - For his interview with Brian Pelletier which
answered a lot of pertinent questions that, in turn, helped me complement
this FAQ.
-
Nuitari - For his explanation/solution to certain Voodoo
problems with the Heretic II demo.
I encourage you to send questions and/or answers to me as well as
articles, links or even comments you have about the FAQ. Mail your submission
to me and, if accepted, it will be incorporated into the next FAQ revision.
Full credit will be given to you under section I3. Please
be advised that each and every submission becomes the property of the author.
If you wish to ask something then do but please keep it FAQ related;
I don't reply to gameplay issues or technical difficulties. If you don't get
a reply within two days then mail me again. Keep trying, as I do my best to
answer everyone.
Please do not ask me if you can mirror or store the FAQ on your
website. Activision handles the online marketing distribution of the FAQ and
only official Heretic II websites may host it.
The latest version of the FAQ will always be uploaded to HereticII.com
first. The FAQ comes in two varieties: HTML and ZIP. The zipped version comes
with all images and the font. I will try to get a new revision out every two
weeks. Please do not mail me asking when the next revision will be out or what
is the latest version.
I go by Richard "Sat" Connery and I live in Miramar, Portugal,
Europe, Earth, Solar System, Milky Way, ad infinitum... My house is just five
hundred yards from the sea. It really is great to wake up, go to the balcony
and watch the waves caress the burning sand... :-)
I like to think of myself as a level designer. I've started with
Doom back in the good 'ol days but I never actually released any of my work
since I didn't think it was good enough. In January 1997 I was hired by Dark
Designs, inc. I'm in charge of game and level design as well as doubling as
the company's biz guy.
You can find me on IRC occasionally, on 3DNet #heretic2 mostly but
I rather go out and live a little. You should too. Whether I'm on IRC or DMing
I go by "Sat".
- CHAPTER II >> General Heretic II Information -
Heretic is a game developed by Raven Software back in 1995 using
id Software's Doom 3D
engine. Raven took the revolutionary game, Doom, and gave it a medieval setting
thus Heretic was born. Heretic II is, suprisingly, the sequal but this time
Raven is using third-person perspective and the Quake II 3D engine to deliver
stunning worlds in which you fight for survival. Raven has a respectable game
list behind them: Shadowcaster, CyClones, Heretic, Hexen, Hexen II, Necrodome,
Take No Prisoners, MageSlayer and Black Crypt. Raven Software is based in Madison,
WI.
 |
ACTIVISION AND RAVEN FORM ANOTHER BLOOD-PACT WITH HERETIC
II
Latest Game in Heretic Series Combines Quake II Technology and Third-Person
Gameplay
Santa Monica, CA, March 26, 1998, Continuing its ongoing commitment
to develop and publish ground-breaking titles, Activision, Inc. (Nasdaq:
ATVI) has announced plans to publish Heretic II, the newest title
in the best-selling Heretic- Hexen game series. A third-person action
game based on the Quake II engine, Heretic II sets players on a quest
through dark, labyrinthine environments as they search for a cure
to a deadly evil plague before all is lost. Designed for Windows 95/98
and Windows NT PCs, the game is slated for release this Christmas.
"Raven Software is regarded as the leader of fantasy games and
the Heretic series is one of the hottest gaming franchises in the
industry," said Robert Kotick, Chairman and C.E.O., Activision,
Inc. "Heretic II's richly detailed environments and highly imaginative
characters will appeal to both the legions of fervent Heretic fans
and all action gamers."
"We are very excited about expanding on the Heretic universe!,"
added Brian Raffel, vice president of Raven Software. "The combination
of the third-person perspective with the Quake II engine is an astounding
leap forward for the action genre that delivers an unequaled gemeplay
experience. Using the morph ovum was never so good!"
Using the Quake II engine, Heretic II plunges players into a deep,
compelling game combining brutal face-to-face combat and mystery-laden
adventure in the most advanced graphics engine yet. From a third person
perspective, gamers travel through complex, richly detailed environments
filled with stunning special effects, wicked magic spells, detailed
characters, vivid artwork and challenging level designs created by
the Raven team and renowned fantasy artist Brom.
Beginning many years after the original Heretic, Heretic II sets
players upon an epic quest across an entire continent to find a means
to cleanse a world infected with a deadly magical plague that has
victimized the people of the realm. As Corvus, the character from
Heretic who has been banished to the Outer Worlds by D'sparil, players
perform a variety acrobatic, swimming and climbing maneuvers in order
to penetrate the mystery of the plague. Exploring city, swamp, canyon
and dungeon levels, gamers use a variety of offensive and defensive
spells such as the Sphere of Annihilation, Repulsion and Fireball
in conjunction with a magical bow and staff to defeat a multitude
of insane plague- ridden denizens of Parthoris.
Raven Software is a wholly owned subsidiary of Activision, Inc. Activision,
Inc. is a worldwide developer and publisher of interactive entertainment
software for Microsoft Widows-compatible personal computers, as well
as Sony PlayStation, Sega and Nintendo game systems. Activision is
headquartered in Santa Monica with offices in Madison, Wisconsin,
the United Kingdom, Germany, Japan and Australia. Activision's World
Wide Web site is located at http://www.activision.com.
The statements contained in this release that are not historical
facts are "forward-looking statements." The company cautions
readers of this press release that a number of important factors could
cause Activision's actual future results to differ materially from
those expressed in any such forward-looking statements. These important
factors, and other factors that could affect Activision, are described
in the Company's Annual Report on Form 10-K for the fiscal year ended
March 31, 1997, which was filed with the United States Securities
and Exchange Commission. Readers of this press release are referred
to such filings.
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This is the original press release from Raven/Activision about Heretic
II. But is really developing Heretic II? The answer below...
PRODUCTION
Creative Directors >> Brian Raffel, Steve Raffel
Project Leader >> Brian Pelletier
Producer >> Steve Stringer
Associate Producer >> Steven Rosenthal
Lead Level Designer >> Jon Zuk
Lead Programmer >> Patrick Lipo
Art Direction >> Brian Pelletier
Creature Conceptualization and Box Cover Painting >> Brom
Quake Editor Support and Modification >> Dan Kramer
Project Administrator >> Daniell Freed
|
LEVEL DESIGN
Michael Ramond-Judy
Matt Pinkston
Mike Renner
Tom Odell
Jeremy Statz
Tim Jervis
Brian Raffel
ADDTIONAL LEVEL DESIGN
Chris Foster
Eric Biessman
Bobby Duncanson
PROGRAMMING
Jake Simpson
Patrick Lipo
Robert Love
Marcus Whitlock
John Scott
Josh Weier
Mike Gummelt
Jake Simpson
Gil Gribb
Rick Johnson
Josh Heitzman
Steve Sengele
Nathan McKenzie
James Monroe
ARTWORK
Jeff Butler
Rob Gee
Gina Garren
Kim Lathrop
Mark Nelson
Les Dorscheid
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ADDITIONAL ARTWORK
Joe Koberstein
Kevin Long
Steve Raffel
Brian Raffel
Brian Pelletier
Scott Rice
3D ART/MODELING/ANIMATION
Jeff Lampo
Les Dorscheid
Brian Pelletier
Brian Shubat
Jeff Dewitt
John Payne
Eric Turman
ADDITIONAL 3D ANIMATION
Jarrod Showers
Mike Werckle
Steve Raffel
TESTING
Steven Rosenthal
Steve Elwell
Shane McAllen
Chris Ovitz
|
QA
Senior QA Lead >> Curtis Shenton
QA Lead >> Dave Baker
QA Team >> Damien Fischer, Derek Johnstone, Eric Lee, Mohammed
Wright, Talmadge Morning, Chad Bordwell, Aaron Gray, Matt Powers, John Virtes,
Gene Bahng, Glenn Ige, Justin Mills, Ben Deguzman, Edward Murphy, Paul Baker,
Paul Sauser, Eric Koch, Brian Ullmer
VP of CS/QA >> Jim Summers
QA Manager >> Dave Arnspiger
MARKETING TEAM
Product Manager >> Steve Felsen
Associate Product Manager >> Kevin Kraff
Publicity Manager >> Maryanne Latiaf
PR Associate >> Caroline Poon
Online Production Coordinator >> William Mull
Web Site Artist >> Charles Hinshaw
LOCALIZATIONS
International Publishing >> Sandi Isaacs, Peter Oey,
Ed Bainbridge
Creative Services Manager-Europe >> Lucy Morgan
International Publishing >> Ernie Maldonado, Janine Johnson, John
Burns, Patrick Chachuat, Wolfram Von Eichborn, John Watts, Margaret Lawson
Localizations Supervisors >> Jonathan Eubanks, Nicky Kerth, Natascha
Conrad, Salvador Fernandez
Marketing Product Managers >> Simon Jones, Laurent Danet, Andreas
Stock, Paul Butcher
MANUAL and INSTALLER TEAM
Manual Writing >> Daniell Freed, Christopher Foster
Manual Layout >> Belinda M. Van Sickle
Installer >> Steve Stringer
Intern - Installers and Production Testing >> Justin Barad
CINEMATICS and VOICE-OVER
Rendered Cinematics >> Creat Studio, San Francisco,
USA & St. Petersburg, Russia
Story By >> Daniell Freed, Brian Pelletier
Script By >> Daniel Freed, Brian Pelletier, and Scott Krager
Voice Direction >> Kris Zimmerman
Voice Over Talent < in alphabetical order >
Rebecca Downs: The Tome of Power and the High Priestess
Kay Kuter: Siernan
Daniel Riordian: Corvus, the Celestial Watcher, and Morcalavin
Wally Wingert: DSparil, Dranor, Scout, Ssithra, and the Guardian
Recorded at Screenmusic studios in Studio City, California
SPECIAL THANKS
Mitch Lasky for the vision and leadership that got us here
Kris Zimmerman for being the best damn v.o. director in the world and saving
our butts
Also, thanks to John Tam, Doug Jacobs, and Tim Vanlaw for their contribution
to the project
EXTERNAL BETA TESTERS < VISIONEERS >
External Beta Test Liaison >> Jonathon Moses &
Emily Moher
Testers >> Dee Anderson, Marc Baime, Thomas R. Bissell III, Terry
Blanchard, JP Bowdoin, August Branchesi, Derek Brinkmann, Michael Brinton ,
John Burg, Campbell Chiang, Scott Cook, Clay Culver, Sean Daniels, Lane Denson,
Craig Edrington, Phil Eurs, Chris Grant, Randy Hanley, Scott Hunt, Bassam Islam,
Stephen Jensen, Scott Johnson, Mark W. Kaelin, Lenore Kaye, Andrew Keller, Michael
Kelly, David Kong, Kevin Lanard, Michael Leparc, William Leppala, William Liu,
Derek Lung, Robert Marion, Mike McCurdy, Gary Newcomb, Paul O'Keefe, Calvin
Oliveria, Chris Otto, Reis Paluso, Jose Paradis, Chris Pimlott, Jeff Reitman,
Brant Rusch, Paul Sauser, Jon Savin, Andrew Stein, Brian Sutton, Russell Taylor,
Andrew Volk, David Wilson, Jason Yeh
Heretic, Hexen and Hexen II follow the Serpent Riders trilogy in
different worlds, characters and timelines. After the destruction of D'Sparil
in Heretic, Corvus, the Sidhe Elf is sent to the Outer Worlds lands. Hexen (and
Hexen II) are set 1.000 years after Heretic. In Heretic II you'll play Corvus
as he gets back to his home land from the Outer Worlds only to discover his
people is dying of a plague. It's up to you to unravel the mistery and find
the cure for your fellow Sidhe Elves and for you, since you have become inffected
as well. You should read the Official Heretic II Press Release above
for extended information.
 |
Brian Pelletier >> How the game came to be:
Steve Raffel (one of Raven's founders) Came up with the idea to do Heretic
2 a couple years ago. And to do it from a 3rd PP. This was before Tomb
Raider came out. Steve and I played around with the idea of bringing
you back to the Heretic world and really making it a believable world
that our character has his quest in. We wanted to do it 3PP because
that would make it a challange for us. We are creative people here at
Raven and because of that we like to challange ourselves creatively.
THis job would bet real boring if every game we made was a FPS. So what
we wanted to do was try something new and give the gamer a new playing
experience. So we got the OK to do the game and I was given the lead
to take to completion.
To be honest, I thought most gamers would like the change of an action
game from a 3PP. We all know the market is flooded with FPS, Half
life, Unreal, Diakatana, Hexen 2, Quake 2, and others to be announced.
So why not try action from 3PP. My whole goal is to keep the integrity
of an action game. Which we all love. But son-of-bitch, I'm getting
sick of seeing it in only one form! I love FPS games and will continue
to make them with Raven, but I envision a fast paced high action game
where I can see my character shooting his weapon and see him getting
hit. Watching him interact with the world and enjoying the action
taking place besides just being the action.
Since the Heretic II press release we have been getting feedback
from our fans that they are dissapointed that Hereitc II is a 3rd
Person Perspective (3PP) game. If your finding this out for the first
time... Yes, Heretic II will be 3PP. Not first person like the original.
We did this to give action game fans a different twist on action.
We all know there is a flood of first person shooters out there so
we thought we'd offer up something different. There have been concerns
that the game will be Tomb Raider. WRONG!! Lets get things straight
right now! Heretic II is an "action" game. My goal is to
retain the flavor and gameplay of Heretic.
Hexen and Hexen II started straying from the the hard core action
but we wanted to give the player a different playing experience. But
now we want to go back to Heretic and bring back the action...but
with a twist. Why the twist? Because Raven is always trying new things
in order to offer YOU the gameplayer something different than Doom
and Quake! We are in a difficult possition as an action game developer.
When we make a FPS, gamers bitch cause we're just making a clone of
Doom or Quake. So we try and offer different things for gameplay (see
Mike Werckle's .plan). But when we do this, those same gamers bitch
that the gameplay isn't like Doom or Quake. There is never going to
be innovations in games if we don't try, and you the gamer will suffer.
You've all probably seen Romero's comments about the Heretic/Hexen
franchise. He is entitled to his opinion. But I have learned a lot
from when John worked with us on Heretic. And I plan on reverting
back to those gameplay philosophies. After all we are making this
game for the people who love Heretic. So by all means we want to meet
their expections. This isn't some obscure game that we put the Heretic
lable on. This is a sequel, and we plan on bringing back a lot of
things that made Heretic so fun. We are bringing back the morph ovum
so you can turn the enemies and your deathmatch friends into chickens
again. We are also bringing back some of the weapon spells. And finally
we are doing the game in 3rd person cause it looks frickin' cool.
We want to give you the action gamer a new action gaming experience.
I hope this calms your fears and I think you will be pleased with
the gameplay.
|
So, as you can see, Heretic II is a sequal even though it has a
different perspective camera. Rest assured, Raven is putting everything which
made Heretic so good in this new game. Heretic II will include:
- 20+ monsters (all original)
- 13 weapons/spells, 9 of those offensive, the rest are defensive spells
- Phoenix Rod
- Hell Staff
- Morph Ovum (Chicken Alert!)
- Tome of Power
- Kevin Schilder is composing the music for Heretic II
 |
Brian >> When you start the game at the Elven
village (which by the way is where Heretic started) the music will be
reminiscent of the original Heretic music. Once you leave the Elven
village the music will be totally original and it will be themed to
the level you are in. I didn't want arbitrary musical scores throughout
the game. I wanted the music to help convey the culture of the city
you are in. And when you are in natural world environments like the
swamps and the canyon, we wanted more of something along the lines of
background ambience versus music that you are used to hearing. We're
really thinking through the music on this one and making it an integral
part of the game. And from what Kevin has been composing so far, I think
we're really going to surprise some people, in a good way. |
Because D'Sparil and his evil minions were wiped clean from the
face of the world at the end of Heretic: Shadow of the Serpent Riders, there
will be no enemies from Heretic starring in Heretic II.
The Serpent Riders trilogy is played out. In Heretic, Hexen and
Hexen II you do battle with one of the three Riders and all three lay dead now.
Despite this fact, Raven Software wanted to provide the players with an exciting
action game based on a good plot. Raven never did tell whatever happened to
Corvus after he battled in "Heretic: Shadow of the Serpent Riders"
addon pack for Heretic. Heretic II is that story, the tale of Corvus as he gets
back to his home and finding it's not what it used to be.
Hexen is set 1.000 years after Heretic (and Heretic II) so, effectively,
while you play Heretic II the other two Serpent Riders are still alive but they
will meet their doom in a thousand years...
Heretic II uses a much advanced 3D engine based on Quake II and
as such requires a higher spec machine to run on. Here are the expected system
requirements:
- Windows® 95, 98 or NT 4.0 with 100% compatible computer system
- Pentium 166 MHz processor with 3D hardware accelerator or Pentium 233 MHz
for software
- 32 MB RAM
- Quad-Speed CD-ROM drive
- DirectX 6.0 or 100% compatible drivers
- Joystick and mouse-supported (3-button mouse recommended)
- Supports network and internet play via TCP/IP
- Supports some OpenGL 3D accelerator cards. Consult your hardware manufacturer
to determine compatibility
 |
Brian >> The advantage of making a hardware-only
game is that we could really push the amount of polygons we can put
on the screen at one time and support specialized programming features
such as z-buffering which allows for perfect sorting. The end result
is that hardware-only games enable us to create insanely realistic environments.
Unfortunately, the hardware-only install base is still quite small at
this time, and we wanted to make Heretic II available to as many PC
owners as possible. As it is now, we are working very hard to make the
game -- especially the special effects such as spells, explosions, flames,
waterfalls, etc. -- look as good in software as they do in hardware
which is sometimes a tricky thing. We are dedicated to making a great
game that works equally well in hardware and software, and end users
of both should be very happy with the final result. |
A genuine Intel Pentium MMX processor, fast video card, 64 MB RAM,
an OpenGL compatible card and DirectX 6.0 graphic and sound drivers will give
you much better gameplay. The requirements above (especially the processor speeds)
are not really the bottom line minimum. With the system above you will get good
performance. Some system combinations may provide good performance even if some
components are slower the ones described above. Please note though, that the
requirements above are the official ones and if Heretic II does not satisfy
you with slower systems then you really should upgrade. The 3D accelerator,
for instance, can let you play with good performance with slower Pentium processors.
Heretic II supports the following resolutions:
- 320x240
- 400x300
- 512x384
- 640x480
- 800x600
- 960x720
- 1024x768
- 1152x864
- 1280x960
- 1600x1200
A OpenGL compatible 3D card is not required but highly recommended, not only
will the framerate be higher thus allowing smoother, jerk free gameplay but
you'll also see the special effects in full, in the way they were meant to be
played.
 |
Pat lipo >> In addition to the modeling technology,
we've moved the game to solely support 16- and 32-bit color modes. This
allowed our artists to cut loose and really use whatever color choice
was appropriate to an area or culture, without worrying about dealing
with a tiny color palette. In addition, we have greatly enhanced Quake
II's special-effect system so that it's easier to work with, take advantage
of, and modify. Our development in general is strongly geared toward
taking advantage of available hardware, so that we can accomplish some
jaw-dropping spell effects. Owning a 3D accelerator will definitely
be worth it, to see what we've accomplished in all its glory. Beyond
that, I can assure you that we're trying some additional "very
cool new things," but those will have to wait until they are more
concrete before I start blabbing about them. |
The Heretic II Demo uses Glide v2.5.3 for any Voodoo cards so you may need
to download these updated drivers off 3Dfx's website. Here are some links to
the best chip and card manufacturers:

Recommended for Heretic II
The following cards do not currently have drivers that support Heretic II's
3DfxGL and OpenGL32 modes at this moment:
- Orchid Righteous Voodoo I
- Canopus Pure 3D II
- Canopus Pure 3D
- Intergraph Intense 3D Voodoo Rush
- Jazz Adrenaline Voodoo Rush
- Hercules Stingray 128 3D Voodoo Rush
- The ATI Rage Pro
- Diamond Stealth G460
- Diamond Stealth II S220
Since the latest glide driver has not been released by the individual manufacturers
above, we cannot recommend these driver's as they may cause potential conflicts
with other software. In other words, you may experience problems with your card
that are not necessarially game related. Check out either the manufacturer's
or 3Dfx's web pages for more information.
There are more cards and manufacturers out there. Shop around, you can get
software bundles or just the cards depending on the card manufacturer. The Prices
can range from $99 to $399 so you have a lot of variety. John Scott, programmer
at Raven compiled this list of supported 3D ships in Heretic II:
|
SUPPORTED
Voodoo 1
Voodoo 2
Voodoo Rush
Voodoo Banshee
nVidia 128
nVidia 128ZX
nVidia TNT
I740
Verite 2200
ATI Rage Pro
Permedia 2
|
WORK-IN-PROGRESS
Millenium G200
NOT SUPPORTED
Power VR 1
Verite 1000
Millenium II
|
Apparently, owning a 3D card will only speed up the game and better display
the special effects. Raven has developed Heretic II for 3D cards, proving software
mode only as a "last resort". Still, for speed considerations the
software version of the special effects will be somewhat toned down. Also, Raven
is working to get some rendering features that can specifically target hardware
like the Voodoo 2, namely bump-mapping and reflection mapping on the poly objects
and architecture.
Nuitari mailed the HereticII.com webmasters the following information: If you
didn't catch John "Pagan"
Scott's words from the day of the demo's release, here is what he mentioned
about Glide versions:
 |
John Scott >> A word on Glide versions: Activision
testers were reporting instability on systems with older versions of
Glide. Updating them to certain versions fixed this.
Card Version required
Voodoo 1 2.43
Voodoo 2 2.53
Voodoo Rush 2.45
Voodoo Banshee 2.60
|
Updated Pure3D owners will notice in their control panels that they are running
Canopus's modified version of 2.45 (driver version: 1.62.02). This version seems
to be incompatible with Heretic II's "3dfxGL_Ht2.dll" file (or vise-versa)
even though 2.45 was tested on Voodoo Rush.
If the game will not display in GL mode on your Voodoo1 card, check to see
the version of glide2x.dll (in /windows/system/). If you are running a version
other than 2.43, follow one of these two procedures:
1) Use the 3Dfx OpenGL ICD Beta as your driver. You need the "3dfxopengl.dll"
(version Beta 2.1, modified 6/2/98) file that can be found at: http://www.3dfx.com/docs/opengl_beta/opengl_beta.html.
Place a copy of this file inside your Heretic II Demo base directory and rename
it to "opengl32.dll". Select "OpenGL" as your display device
within the game.
2) Use version 2.43 of glide2x.dll - We will need "glide2x.dll" and
probably "fxmemmap.vxd" from version 2.43. Place both files inside
your Heretic II Demo base directory. Select "3DfxGL" as your display
device within the game.
3) Be sure to download the final version of 3DFX Minidriver in case you have
a 3DFX card.
At the moment it's a bit early to speculate whether or not Heretic II will
be ported to consoles. Right now, the only console capable of handling the sheer
amount of complexity and detail of Heretic II is the Nintendo
64 but nothing is for sure. As for other OSs like Linux, SGI or Macintosh they
might show up after the game is released (expect like a month).
Raven Software have stated that they don't have plans to port Heretic II to
other OSs but that this may change in the future.
The game is out! Go buy it!
 |
Pat Lipo >> Heretic II will be the first third-person
game using the Quake engine. OK, so that is kind of interesting, but
there's more. We have a very involved, deep storyline to go along with
this game, one that should give the player a sense of an epic-scale
quest, drawing him across a continent in order to cure his people and
himself from the effects of a terrible plague. Players will have to
negotiate outdoor levels, cities, dungeons, and caves in order to cross.
Heretic II will have all of the action and fun of the original, but
it will be an entirely new experience for gamers. You'll be able to
perform acrobatic feats, climb ladders and ropes, fight using a bladed
staff, shoot a multitude of different spells, and tons more. And, just
as importantly, you'll be able to do all of this in a deathmatch or
co-op game. I guess I'm gushing now, but we are really excited about
Heretic II, and I think everyone else will be, too, when they see it. |
You can get lots of discounts and rebates. Shop around for the best deal. Look
for this box on your retail software shop:

Yes! Released on October 22nd (ALL HERETICS DAY). The first demo had an expiry
date left in from previous beta. The demo would stop working after November
1st. Raven Software released a patch for those who downloaded the first demo
and uploaded the second (fixed) demo.
The demo features a total of five levels, 1 tutorial, 2 singleplayer and 2
for DeathMatch (although you can play them all in DM). There is no official
Cooperative or Save/Load features. The demo is a little short of 40Mb download.
Head over to HereticII.com's
File Archive.
The demo does have cheats. Here they are in case you are interested:
- victor >> All monsters in the level are killed
- kiwi >> Fly and pass through solid parts of the level
- aquaticape >> Invisible to monsters
- playbetter >> Invincible
- twoweeks >> Crashes the game
- suckitdown >> Exactly like the "give" command in
quake 2. Try "suckitdown chicken" for a good laugh
If you wish to see the three main secrets of the demo then head over to http://www.raven-games.com
and visit the Demo Secrets page on the top menu.
The guys at Raven have set up a special technical page containing known bugs/solutions,
a messageboard and upcoming features of the full game over the demo. You can
visit the page here.
A list of console commands for the demo has been uploaded here.
To try out Coop do this at the console: "deathmatch 0" then "coop
1" then choose your map like "map putnamehere". You can also
try saving/loading by typing at the console: "save nameofsave" then
"load nameofsave". These two features are unsupported features in
the demo so don't be surprised if they don't work even in this alternate methods.
Also, Raven Software is looking for your imput, mail heretic2bugs@mail.ravensoft.com
your bug hunting results and heretic2suggestions@mail.ravensoft.com.
There have been some Heretic II Demo Server Patches: http://www2.ravensoft.com/users/rjohnson/download/Heretic2
Demo Server Patch 10-25-98.zip
- CHAPTER III >> Dwell into the mists of details -
id Software is one
of the cutting edge 3D game developers and as such after releasing their hit
game Doom, id was already preparing their dream game: Quake. Out in July 1996
it was in many ways more than the public was expecting but it also had many
critics aiming their SAMs at the game because of gameplay. This small skirmishes
aside, Quake was without a doubt a tremendous step forward in terms of 3D realism.
Quake II followed November 1997 which added more to the basic engine by providing
native 3D card support, coloured lighting, rotating brushes and more. Quake
is also a break through because of its server/client networking system which
is more scalable and in the end more effective than the now primitive Doom networking
system.
The Quake engine allows for some serious editing even though the learning curve
is more step than that of Doom. Nevertheless, almost anyone with enough time
and talent can edit the game to include new levels, models, textures, sounds
and even entire new ways of play of the likes of QChess and Target Quake.
Heretic II uses the Quake II engine as a base for its own 3D engine. Here are
some of the features of the base Quake II engine:
- Real 3D world: can have rooms on top of rooms unlike Doom, Heretic or Hexen
- Rotating brushes: parts of the world can now rotate, orbit etc. (i.e. swinging
door)
- Transparent / translucent brushes: parts of the world can be seen through
- Breakable brushes: parts of the world can be destroyed by the player
- Environmental effects: winds, currents and a few others
- Different surfaces: parts of the world can be slippery, light emmiting,
etc.
- Unit like level design: like the Hexen hub system but more simple
- Transparent water: water and other liquids can now be transparent and mobile
- Coloured lighting: OpenGL rendering only
- Radiosity lighting system: More realistic shadows
- Model interpolation: scalable animation speed depending on the speed of
your computer
- New model format: multiple skins for visual damage, better animation system,
etc.
- New sky engine: faster and pleasing to the eye landscapes and 360 degree
view
- Real C: as opposed to QuakeC programming in Quake
But the chaps at Raven were not completely happy with these features so they
added their own for good measure:
- 3rd person perspective: see the player from the back and above for the full
picture
- Cone of influence targeting system: like the classics Doom and Heretic if
a monster is right in front of the player the shot will go toward him
- Network friendly: unlike other 3D games Heretic II is still great for 28.8
modems over the Internet
- 16-bit or 32-bit colour depth. The first being faster.
- Action throughout the entire game: Emphasis is on Action with a capital
"A"
- DM ready: 3rd person perspective allows for serious, bloodthirsty DeathMatches
- Simple puzzles: enough to tease your brain once in a while but not enough
to have a lobotomy
- Acrobatic player: climb up ledges, jump to ledges and grab them, climb ropes,
backflips, wall backlash and various others
- New physics: world is more realistic even though it is still fantasy
- New model format: independent legs and torso for believable animations,
realistic swimming, separate limbs, etc.
- Textured particles: particles now have texture instead of just colour for
more beatiful effects
- Custom made camera: more flexible, sweeping camera movements due to the
3rd person perspective
- No blind camera: camera always pin pointing on the action
- Various degrees of AI: different monsters have different attitudes towards
the player, some run others seek help and others attack until dead
- No cannon-fodder: monsters from the same race are different, either physically
or carrying different weapons for added variety
- Buoywav navigation: monsters can now go anywhere, do anything even climb
stairs, open doors and run levers
- In-engine cutscenes: direct, more real and game-like cinematics
- Pre-rendered introduction and end sequence for maximum tension
- Neat special effects like rope-climbing, watertrailing and more
So as you can see, Heretic II is much more than just a medieval Quake II.
Yes there is. Since you'll see the main character on screen at all times Raven
went to great lenghs to ensure Heretic II features the most believable model
system around which can be used to create beatiful animations and animations
missing from other games like swimming, runing up the stairs and shooting at
the same time.
 |
Pat Lipo >> Well, for starters, we had to
do something with that Quake II player model. Sure, the marines (male
and female) are cool-looking, but in play, they just don't visually
represent everything the player can do. If a player shoots straight
up while running and strafing, you see a vague representation of this
on the player model, accompanied by the occasional animation pop or
stutter-step. This wasn't all that important for Quake II, because usually
when you saw them you were at the wrong end of their shotgun in a network
game. However, the player is going to see Corvus during every second
of gameplay, and he needs to roll, climb, swing, fall down, do all that
cool stuff that heroes do in movies. So for starters, we worked out
a way to compress those animations to a much more reasonable size than
Quake originally allowed. So now, if our animators hand us 10,000 frames
of animation, we can handle it (although I believe we're currently targeting
around 1,000). However, just adding new animations wasn't doing enough.
The player needs to be able to look up, down, and around interactively,
switch weapons, and, most importantly, smoothly attack and run, jump,
and so on, all at the same time. The Quake models have their own benefits,
and we're very good now at getting them out of Softimage and into the
game quickly, but Quake's frame-based vertex storage is limiting as
well. We've conquered that by creating what we call "Flex Models."
It adds the ability to bend the character, modify parts, and do multiple
animations at once, which makes our characters animate far more smoothly
than anything seen in Quake II. However, it isn't a code-intensive skeletal
model either--which is good, because we can use all tried-and-true Quake
modeling, processing, and rendering techniques we've used in the past.
A nice side effect to this is that we can now easily display damage
on specific body parts and allow for losing parts! |
Btw, this means anyone wishing to edit or create models has to wait for the
model's specs.
Raven always were the only company one could expect a decent challenge from;
in Hexen II they proved that and once again in Heretic II we can start saying
goodbye to our relatives because it will take a while to finish the game. The
game won't be hard to the point of frustration but it won't be a stroll in the
park either at least that's what Raven is saying. :)
 |
Jeremy Statz >> Mostly, it's suited for setting
off sequences of events, and for manipulating entities. Things that
would've required insane numbers of trigger_relays and func_trains and
such can be handled a lot more cleanly with a single script. It also
allows you to control monsters, so you can have them doing interesting
stuff within the maps. All the in-game cutscenes were made with the
scripting language, too. |
Raven has added AI functions to the levels themselves; to explain, there are
new entities placed in levels called "buoywaypoints" that the monsters
canfollow, which allows for enemies to fight in groups with a leader, enemies
will often use their surroundings to their advantage, or if you're hidden somewhere,
enemies will find a way to get to you.
 |
Pat Lipo >> The monster AI will be a combination
of intelligence levels. Some will be pack hunters, some will be intelligent
assassins which will be tough to take down, and some will be mindless
plague victims. We want to keep a mix, because we feel that people not
only want to be challenged by individual enemies, they also want to
be able to mow down many inferior opponents as well. The processing
time for very intelligent enemies is worthwhile in some areas, while
at other times we want to make monsters as cheap as possible, so we
can throw a roomful at you at once. The quantity of foes is something
we feel has been lost from the days of Doom and Heretic, something we'd
like to bring back. |
The monsters are tailored to their particular environment for instance you
will only see the amphibian people in the amphibian town. There are over 25
monsters planned for Heretic II.
What Raven is doing are in-engine animations, kind of like what Tomb Raider
had, or games like Resident Evil, where they actually use the in-game engine
and create cinematics with it. But it will also have two pre-rendered sequences
so it will be both Hexen II and Portal of Praevus like.
 |
Brian Pelletier >> The interaction will take
place in in-game cut-scenes, so the player will not have a chance to
kill the NPCs. My feeling was that this is an action game, so we don't
want to take the action out by forcing the player to second-guess whether
he should kill the enemies or not. The story lends itself to killing
everything that moves, because the once-peaceful people of the world
are now under the influence of a mind-altering plague that drives them
crazy with bloodlust--and "they" want to kill anything that
moves... So it's kill or be killed! |
Brian saying how cut-scenes will replace roleplaying with NPCs.
The camera, along with the character, are the two most important, visible things
new to the Quake engine. So Raven is taking their time on them and doing it
right. One of the programmers has been assigned to code the camera's AI. There
are three camera options Raven is working on. The first is a free look camera
like Quake II. Wherever you move the mouse, the camera moves with it. The second
is a follow mode. The camera will stay behind the character and follow him as
he moves through the levels. The third is a stationary camera that locks to
a position in the room and pivots to follow the character. When the character
moves out of view the camera switches to a new position to keep him in view.
The best reference would be like Resident Evil but with a camera that has free
pivoting motion.
 |
Pretender >> Many of you have also been concerned
about the camera AI. We are not planning on using a Tomb Raider like
camera control. Currently we have several different camera modes in
place, the most common one that everyone uses is the free camera. This
allows the camera to rotate freely around. If you turn left or right,
Corvus turns left and right. If you look up and down, Corvus looks up
and down. The camera is totally under the player's control. We also
have a follow camera mode that is much like the camera in MDK or SPEC
OPS. This just simply follows Corvus around. The third option is a fixed
camera. This mode was put in for making screen shots and testing, but
it is kind of cool to play with. When this is selected, the camera stays
in one place and pans to follow Corvus. When Corvus is no longer in
line of sight (or if he gets too far away), it pops to a new location
nearer to him. Most of these are experimental, so don't be disappointed
if something changes in how they work, although we are pretty sure about
the first camera. |
 |
Pat Lipo >> Our camera works so very differently.
TR's camera was controlled by its own AI. It always moved around of
its own accord, trying to find the best angle to view Lara from, but
our camera is going to be completely under the player's control. The
player controls the angle, and where the camera's looking is (in the
default mode) where the character is looking. The camera AI is mostly
concerned with making sure nothing breaks the line of sight between
the character and the camera, and nothing does. We already have a very
good camera model that keeps the player in view at all times. We are
also experimenting with several other camera options that may or may
not be included in the final game. One of them is a camera lock that
freezes the camera position in one place. It will rotate to track the
player, but it will not move unless the player gets out of sight. It's
kind of like the Resident Evil camera. If we do decide to include this
mode, it will be completely optional. |
So, to wrap up this camera section don't worry! Raven is making sure the camera
will remain focused on the action and not being blocked by walls or even by
Corvus himself.
In Heretic II you play the role of Corvus, the Elf guy from the original Heretic.
Corvus rid his world of the first Serpent Rider, D'Sparil and was outcast from
his world; in Heretic II he finds a way back only to find his world struck by
a mysterious plague. Corvus himself is contaminated and you must help him find
an antidote for him, and his people.
As "the hero" you'll have more than just the standard array of weaponary,
you'll have your staff which can be used to strike in all kinds of ways, depending
on the character's movement, like if you are walking and you attack with the
staff, maybe Corvus will jab forward with the staff. If you are jogging with
the staff he'll swing in front of him horizontally and if Corvus is running,
he might do a swinging backswing (360 degree spin). So depending on what the
character is doing: walking, jogging, or running, if you hit the action button
while you have your staff as your ready weapon he will go through a different
action. You only hit that button, but depending on what the character is doing
at the time he'll do a different action with it. The staff isn't just a weapon
though you can pole-vault with it and all kinds of neat tricks.
As well as the staff, Corvus has a vast number of both offensive and defensive
spells. As of now, not much is known about them but from some of the screenshots
we can see fireballs, walls of flame, poisonous clouds, etc.
 |
Brian >> We have two different types of spells;
offensive spells and defensive spells. The offensive spells work off
of one type of mana and the defensive spells are powered off of a second
type of mana. He uses his hands to cast these spells. The offensive
spells are just like weapons, they will be bound to one of the number
keys for quick access. The defensive spells are like secondary weapons
(or specials) that work like the heretic Hexen inventory items and can
be used while the offensive weapon is readied. |
Right now it is unconfirmed if the plague will change Corvus over time but
Raven is playing around with different ideas such as making Corvus look different
and have different idle animations through out the game as the plague takes
control of him.
 |
Brian Pelletier >> No. In fact, what we're
doing with our game is making an action game played from a third person
perspective. We're not going to have cumbersome moves like Lara Croft,
i.e. it's a real slow process to pick things up. These cumbersome moves
just to get around a level...jumping from platform to platform, stuff
like, we don't plan on any of that. There will be some obstacles that
our character will have to jump to and pull himself up, and jump across
some ledges and things like that, but mainly we want to keep it a lot
of straight action stuff. And a lot of his moves will happen automatically.
In Tomb Raider, if Lara Croft wanted to vault up on to a ledge that
was half her height, you had to physically hit your action key, while
our character will just do it automatically. We want to make him feel
as seamless with the level as possible. |
Brian on whether or not Heretic II will have lots of Tomb Raider elements.
Corvus is also writing a journal of his adventures (this is where you'll know
your goals in the levels, etc.) Here is an excerpt from "The Journals Of
Corvus The Wanderer":
 |
Corvus >> I have seen terrible places, and
I have done terrible things. These things I do not regret, except when
I am alone, missing beautiful Parthoris. The faces of my people are
now etched in my memory in the terrible contortions of torment and oppression.
For this offense, I will never find forgiveness in my heart. I can only
hope that I will see the Sidhe faces, as they once were - perfect and
beautiful. It has only been a day, or so I have calculated since this
infernal world has no day or night cycle (just an eternal twilight of
sorts), since I arrived here from the realm that spawned D'sparil. D'sparil
is dead, as are his minions, so Parthoris and my people are free from
the curse of his oppression, but I discovered something there that greatly
disturbs me. D'sparil was not alone. The ether realm that he calls home
spawned several Serpent Riders. While I wasn't able to determine the
exact number, there are more Serpent Riders out there. I can't in good
conscience wish them on someone else, but I pray to what ever gods are
left that they don't follow in D'sparil's footsteps and invade Parthoris.
I hope that whatever land they do make war on is fortunate enough to
have someone that can stand up to them, before all of their lands are
enslaved. If only I had been a true hero and saved Parthoris before
it fell into the clutches of his evil sorcery, then perhaps so many
would not have died.
My sleep has been restless with dreams of my battle with D'sparil.
I can see D'sparil erupting into a pyre of flame as the Phoenix slams
into his body. Every detail of the dream is so real that I can almost
taste the soot rolling off his burning corpse in my mouth. As I stand
watching him writhing in the combined agony that he inflicted upon
my people, basking in the flames of my victory, I can hear the screams
of his death. Buried within these agonizing cries lies all of the
hate and anger that drove him to destroy and conquer my people. It
is this voice that I can hear cursing my very existence. No matter
how many nights this dream haunts my sleep, I can never really understand
the exact words that he utters, but the essence of the curse washes
over me like the frigid water of a frozen lake. It makes my bones
and heart ache in the complete despair of its depravity.
The dream ends then, but the bitter sense of hopelessness remains
with me even now as I write these words. I don't understand what the
curse was, but I fear it more than I feared D'sparil himself. It is
a baser, more instinctual fear, like the inexplicable fear that children
often experience.
When I was a child, growing up in Silverspring, I had a habit of
wandering under the docks of the city looking for shells and starfish
that had washed up out of the ocean. There was an old Ssithra man
that was willing to pay for the really good shells. He used them to
make very intricate shell tapestries, which he took home and sold
to his people. He required the shells to be in perfect condition,
so I had started venturing out into the water to find the best shells
before they were smashed into the rocks under the piers. I had even
constructed a crude cage out of wood and twine bits that I had found
lying around amidst the rest of the refuse Silverspring seemed to
hid from the casual eye under the docks, that I used to collect the
shells in while I waded through the water.
This particular day I had wandered out farther than I usually do.
The water was deeper than I was tall, so I was swimming to the bottom
of the bay and scooping up handfuls of dirt and sifting through them
for worthy shells. The water in the bay isn't very salty, like in
the deeper ocean so I tended to swim with my eyes open. Sometimes
I would stop and just look at the ocean and the light filtering down
through the water. I always thought to myself that there couldn't
be anything more beautiful than this was. It was like falling into
a trance because nothing else mattered to me when I was like that.
It was when I was in one of these states of awe that I was aroused,
suddenly, into a state of sudden and uncontrollable panic. I don't
know what caused it, but there I was just floating about 5 feet underwater
and everything was suddenly enveloped in a deep shadow. The sun was
gone and I couldn't see more than a foot or two in front of me. I
spun around, and for one very panicked moment I was lost. Any sense
of up or down were lost to me, I was convinced that I was going to
drown. The panic and fear that I felt was so deep that it robbed me
of any hope of escaping the clutches of the shadow that had enveloped
me. The shadow passed as quickly as it had come and I dove for the
surface of the water, my lungs ready to burst from my panic. Later,
when I was sitting on a pier well away from the edge of the water
and watching the sun's fire being doused by the ocean waters, I felt
very small. I think it was the point in my childhood that I realized
how big the world really was. I think it was the exact moment that
I realized that I, one day may die. I know that most children don't
come to understand this until much later in life, but for me it happened
that day, and I have never forgotten it.
I don't know why the shadow effected me so deeply, but it was that
feeling of hopelessness that the dream inflicted upon me. A sense
that no matter what I do, I can't change the inevitability of the
situation. I fear that there may be something to those words that
D'sparil is crying out as he dies. Something that he summoned up with
the last bit of magic he had as he died. He cursed me somehow, but
I don't know what the curse is. Unfortunately, I'm positive that I
will find out far sooner than I would like.
I don't know what land I am in now, other than it lies in the OuterWorlds.
The World Ripple that I used to escape from D'sparil's realm seemed
to be one that was always open. If it had not been for the mauletaurs
that guarded the ripple, I would have been able to assess my destination
more thoroughly. As it was, as soon as I had dispatched the mauletaurs
(a task that I really don't want to have to repeat), I hastily entered
the ripple for fear of there being more lurking nearby.
The result of my hasty action has led me here, to this abysmal land.
I know that the ripple was open to D'sparil's realm for an extended
period of time, although it closed when I came through it, because
in the short time I have been here I have already encountered several
gaggles of imps. It may be that the imps are as naturally occurring
to this realm as they are to the D'sparil's ether realm, but I find
it more plausible that they came here through the ripple. Before D'sparil
came through the ripple to invade Parthoris, the imps had arrived.
They were like harbingers of doom, where they went death was never
far behind. Perhaps, D'sparil used them as spies or advanced scouts
so that he could prepare his army properly. I really don't know, but
I think that this realm was destined for conquest as was mine.
I'm not sure what my next step should be, but my supplies are very
low so I am going to have to find food and water soon. Earlier today,
I was walking atop a high ridge that allowed me to see some distance.
At the very edge of my view there were several tall structures that
looked like they could be part of a city. I think that perhaps after
I sleep a bit, I will move towards that city and see if I can find
some supplies. I haven't much to offer unfortunately, most of my possessions
were lost when I came through the last ripple. While uncommon, I have
heard of individuals moving through ripples and losing any enchanted
equipment that they carried. I managed to retain the Tome of Power
and my staff, unfortunately both items seem to have lost their enchantments.
Perhaps, with time, both will return to their former state.
|
Corvus will have to make an effort to improve:
 |
Pat Lipo >> The functionality of the mana, health and
ammo in the game will be very similar to the first-person games that
everyone is used to. We have found in the past that while it's a neat
mechanic to let the main character regain some of his power on his own,
it unfortunately creates a game where the player is rewarded to sit
around and not make progress. Our powers will be granted through different
forms, from pages to Corvus' spellbook to shrines, to just plain finding
weapons. These sources will mostly be one use only, although they will
replenish during network play. |
The functionality of the mana...
Raven will be handling this in a few ways so people have a choice of how they
want to play. Firstly, there is no auto targeting like Tomb raider. One targeting
method will be just like the original Heretic, Doom and Hexen, where there will
be a cone of influence. Projected out in front of the player will be this range.
If a monster is in this range the shot will go toward him. Again, it works just
like the Doom system, so there is skill involved. Secondly, you shot where the
camera is looking. just like Quake II and Hexen II. As Dan mentioned in his
plan Raven has a free look camera and there will be a crosshair option to help
aim. Raven is still looking to implement a third method.
- CHAPTER IV >> Playing Online -
For now Raven is only planing to include standard DeathMatch and Cooperative
play although many unofficial addons will probably show up later like CTF and
perhaps Heretic Arena? There is a recommended limit of 32 players for DM and
four in Coop.
 |
Pat Lipo >> Multiplayer games will be along
the same vein as the original Heretic. Despite the use of a single color
to indicate a team, players will look different enough from each other
to prevent any confusion during multiplay (especially since you won't
be inside "your head"--but the way the camera is going, we
don't believe this will be a serious problem anyway). The only currently
planned multiplayer games are standard deathmatch and cooperative modes,
although we believe the game elements we are bringing to the experience
will make these much different than previously seen. |
Daniel Freed reports that there are ideas of doing different models for choosing
deathmatch characters. But right now this option looks to be very difficult.
Corvus character will have close to a thousand frames of animation, so to translate
all these to a whole new character will be tough. Because it looks like there
will be only one model Raven will provide different skins to choose from, not
just different colours.
No, since Heretic II uses the Quake II engine everything needed to play a great
game online is already built-in.
Yes, multiplayer Unreal is, at the moment, chaotic, frustrating and impossible.
Heretic II using the Quake II engine will behave pretty much like Quake II where
multiplayer is concerned.
The view will still be 3rd person perspective but it seems it doesn't interfer
with DM and it continues to be a blast! You also have a Combat Camera option
which centers the view vertically.
In your Heretic II directory you have a Gamespy sub-dir. Here you'll find a
specially modified version of GameSpy
dedicated to Heretic II. You just need to give the location of Heretic II and
your name. Wait for Gamespy Lite to update the servers, choose one and let the
gore begin to flow. Here's a quick tip. After double clicking the server you
should close Gamespy Lite otherwise it will continue in operation taking up
memory and using bandwidth quering servers from time to time.
For complete information on how to setup your own server please refer to the
Readme file included with Heretic II. To include your server in GameSpy queries
follow the below tips :
- The default port for a Heretic II server is 28910. You will want to set
your GameSpy port to that number + 1 with the following command:
- In your command line launch or config: +set gamespyport 28911
Or in the server itself: gamespyport 28911
- Next, set your public setting to 1:
- In your command line launch or config: +set public 1
Or in the server itself: public 1
- Additionally, you can set up multiple servers on a single machine by changing
the port number:
- In your command line launch or config: +set port 2x910
Or in the server itself: gamespyport 2x911
- ...where 'x' is an integer. For instance, you can have three servers, each
on ports numbered 27910, 28910, 29910. Remember to set your GameSpy port numbers
accordingly (e.g. 27911, 28911, 29911...).
Raven is working on a addon pack for Heretic II that will be aimed at fixing
the few problems people have encountered throughout the game and adding new
suff like a new shrine, weapon and defensive spell as well as afemale model,
Teamplay and more levels. This enhancement pack will be free.
In the wise words of Marcus Whitlock:
Set (at the console) cl_frametime to 1. See what is printed - i.e. your framerate.
If your framerate is really good - say 60fps, then try capping this: set cl_maxfps
to say 30. How does that play? Better? Good - you can play around a bit more.
raising cl_maxfps if you're really framerate conscious. No - still sucks? Ok
you may need to experiment a little and reduce it further (if your ping is really
lousy). Of course, the best thing is to go find a server (use gamespy that came
with Heretic2) server that gives you a much better ping. One more thing - just
because ping times are good - still doesn't mean your connection is wonderful
- intermittent packet-loss (not lag) can strike at any time.
Explanation: Heretic2's client-side prediction (CP) (and of course, Quake2's
CP - people have experienced the same problem with Quake2) can handle predicting
a limited number of CLIENT frames ahead while your machine (the client) is waiting
for the next update frame sent by the server.
So if your ping is really sucky and your framerate is very high (say you've
got a voodoo2). it is quite possible that prediction is EFFECTIVELY wanting
to predict too many frames ahead and can't cope. Hence, reducing the maximum
displayable framerate via cl_maxfps, reduces the number of frames it will try
to predict and thus you won't bust the limit I just described. As some observant
folks have pointed out - sometimes changing to software rendering makes the
problem go away - because of course, software is probably slower than your super-charged,
turbo-nutter-bastard TNT or Voodoo 2.
- CHAPTER V >> Editing Heretic II -
Heretic II will ship with its own editor. It will also include the source code
for Raven's custom .dll's so they can be modified. The editor is a modified
version of id's QE4.
Most of the utilities that Raven used to create Heretic II will be included
with the game so you have nothing to worry about. Jeremy Statz explains what
the Heretic II CD will have.
 |
Jeremy Statz >> The CD will have the source
for both the client and server DLLs on it, along with utils for making
models and textures, and a copy of Heretic2Ed or whatever. There'll
also be a model viewer included so you can browse to your heart's content,
or something. |
You can use Quake II editors to make Heretic II levels as the BSP format has
been kept. You may need these utilities:
Be sure to check http://www.raven-games.com
and Atlas. HereticII.com
is now hosting three TCs and two Mods.
Atlas stores and reviews
all user made maps. Browse through the site and download all you want.
Rust is going to open
up a new Heretic II tutorial page.
- APPENDIX A >> Screenshots -
Here are a few screenshots of Heretic II. They are 320x240 in size.
These were taken from various builds of the game: pre-alphas, alphas, betas,
etc. so the actual content may be changed in the final release of Heretic II.
They were also taken using 3D acceleration. Since the demo is out, I've reduced
the number of images:

There's all kinds of outdoor bits in Heretic II...

Look ma! With both hands!

Can you say "death from above"?

Ah! Corvus, master of pyrotecnics!
So, did you like what you saw? Head over to http://www.raven-games.com
for all the happenings in the Heretic II universe. |