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Welcome to Fahrenheit 176. Here is where you will find information on customizing your Hexen II game. Inside these pages you will find lists for console commands to be entered within the game, the actions to be binded to keys and buttons, impulses that unlock special actions and cheats, and prompt switches to customize how the game is loaded. Inside also is the h360Pro config to allow SpaceOrb users to access all of the functions that you need to survive in Hexen II, even by using only seven buttons...see custom section for more details.
Grab the Fonts for your viewing pleasure. This site is optimized for Internet Explorer 4.0 @ 16 bit color. It will also display fine on IE in 8 bit color or on Navigator in 16 bit color.
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For those who did not know, my Quake 2 Console Commands page is up... I will be changing some things to make certain features of the site support both games. Files will still be kept at their current locations, so feel free to link to them if you needed to. The Quake 2 side of the site is HERE. I have to go take another snapshot and get the console font saying a few new things before I put up a button for it.
Had a thought about Hexen2 while I was away for the holiday. I put in a few console variables which control how often certain things are updated over the net, grouped in the following classes: player, monsters, missiles, and misc. For example, you can set missiles so that they only updated to the client ever 3 server frames: sv_update_missiles 3This should help reduce the amount of data going to a client, while maintaining full compatibility with the current versions. You set these console variables on the server. I'm also going to implement a max data size for the "client effects" in a given server frame, so if too much is happening, then the effects will be capped off.
I'll probably release something soon with these changes in it, as my time has been focused away from doing further work on h2world.
Isn't a bug, but since those modes have always been "buggy" when using the MGL stuff, we disabled them by default, starting with V1.09.To re-enable them, start the game from the dos prompt, using either "h2 -usewindirect" or "h2 -usedirectdraw"
Diamond has finally updated their drivers to properly comply with DirectX5. You can grab this update HERE.
It's a good feeling to have your jaw drop to the floor when you load up a game. Even thought I have already seen GLHexen II a thousand times, I was still astonished after I plugged my new card in. Opened up the box right outside FedEx to find that the RAM chips (all twelve of them!) were labeled 35...they were screaming "overclock me!" Sure enough, first thing I did was run timedemo tests on my new Pure3D. Broke out a handy house fan and aimed it right at the card.
The Canopus Drivers will allow you to clock anywhere from 50 - 60. SST_GRXCLK will not function with the Canopus Glide driver. The card was easily stable up to the 60MHz limit. Canopus recommends that you do not install 3Dfx Glide Reference 2.43 over the Canopus version of Glide because you will lose TV control (that don't bother me). Everything ran fine with the 3Dfx's Glide (don't know about TV yet) and I now gained total control over SST_GRXCLK. The card pumped polys up to 66MHz with no error. It wasn't until the second pass at 67 that it showed two barely noticable spots with deformation. I was pretty impressed. Unfortunately, this clock did not give all too much to speed up NDEMO3... 41.3fps at 66MHz takes out my high score of 39.0 off the Monster when it was overclocked to 61MHz. So I think I will probably keep it safe at 62 when playing.
Updated the Drivers section to include information about OpenGL Miniport drivers and how to get GLHexen II running on 3D cards other than 3Dfx.
This took way way to long to test out, but I had to know. I ran two tests to see whether it was either hardware, the 3dfx miniport, or if it was within the game itself.
First test, I ran the D3DWrapper on this ATI card. Running along at a good 3fps I got to water and sure enough, there is no color change. Therefore, it is not the 3Dfx at fault, nor is it the miniport.Second test, I had to know whether it was the fault of the incomplete GL drivers (miniports).. and mebbe a full OpenGL setup would change color. Pushing this poor ol' 133 at about 5 SECONDS per FRAME (no joke) I ran to the water using the OSR2 Microsoft OpenGL driver (for 2D cards, 3D rendering all done on CPU). Slowly sinking into the water, the color stayed the same...
Therefore, the problem is within GLH2.exe itself...
On the same thought, those who miss the idea of the game playing demos upon startup can modify a file to enable this. If your demos are loading rather quickly (using heapsize 65536 should yield 4-8 seconds), you can modify your Hexen.rc file inside \hexen ii\data1\ so that it reads this:
developer 0
exec default.cfg
exec config.cfg
exec autoexec.cfg
stuffcmds
startdemos demo1 demo2 demo3
You are right about the look feature there. Anyone using keyboard only could get by with setting +mlook permanently since mouse control wouldn't matter. Those who only use the keyboard for changing weapons and use the mouse only for movement could set +klook permanently... arrow keys will be set for aiming...I thought I had the answer to this problem earlier, but I never really spent time testing my previous solution. Since apparently people are having complaints about movement in the game with Keyboard and Mouse, I played around a little until I got something that always worked.
In previous versions of Hexen II, v_centermove would disable the centerview movement snap when it was set to 1 (default is 0.15). Apparently this command was modified in v1.11 to assist newer keyboard players who were complaining that they could not get the view to go back to center (...there's a key for that, but they don't know.) I pumped up host_framerate with a few different settings of v_centermove until I got something that I could not get to snap to center no matter how much I moved. Tested this again with the default game speed, and sure enough, value 4096 or greater will disable the center snap.
For those who do not understand how to modify and write .cfg files, you can simply type in:
bind x "v_centermove 4096"and everytime you load the game, you can disable the auto-centering by pressing the "x" key once.
Everyone else who knows .cfg's should know what to do to get it so they don't have to hit a key for this.
Doing a little bit of reconstruction. Will be adding more soon. Command Index now holds all commands, prompts, impulses, and actions. If you are viewing this in a resolution greater than 800 x 600, you will see a link on the lower left that reads: Hi-Res. Click on this for larger buttons.
SpaceOrb owners who are upset with the SpaceWare 4.75 update taking away the use of the Calibrate button as AUX7 in Quake engine games now have a solution. Follow these instructions and you will have AUX7 once again along with all of the features of v4.75:
Going to try out a new logo... mail me any questions, comments, dirty remarks (i.e. "It doesn't fit in my 640 x 480 window") or whatever. If everyone likes the old one, it goes back up. Just getting sick of looking at it.
You can read more about Meteor Jumping and some other custom aliases in the Custom section.
The Crusader is the only character who has the ability to rocket jump, or shall we say Meteor Jump. I can't understand why Raven did not let other explosions from weapons use physics to repel entities. So, for Crusader fans who want to play with this exclusive toy, (alias mjump "+attack;wait;+jump;wait;wait;-attack;-jump;force_centerview") will of course create the alias MJUMP that can be binded to whatever you desire. Note that including a weapon change to 3 will take too long, so you will have to select that weapon manually. SpaceOrb players, I will put this in the next version of H360Pro.cfg. I was really hoping that the Assassin could do a grenade/staff of set combo jump...