HEXEN II RING

Hosted by HeXenWorld.net
Introduction

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.

News

April 19 Currently working on revising the Hexen II document. I need this doc modified before I can begin trying out a redesign. Stay tuned.

April 15
HexenWorld Client v1.11 command list is available from this news post. It won't find it's way into the navigation until the redesign of the site is completed. There will be changes up as soon as the old Hexen II command list is revised.

December 24
Man, I never update this site anymore do I? DOH! I just haven't seen any vital news dealing with Hexen II console commands at all.

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.

November 30 Rick updates his .plan with some info about the upcoming H2World:
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 3

This 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.

November 11
Rick Johnson replies about the "lack" of DirectDraw modes in version 1.11.
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.

November 9 Updated the Hardware section to include the settings that I used to get the scores that I listed. The page will update again within the next few days with new Verite scores and pictures with Anti-Alias enabled, and new scores from my new 3D card.

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...

November 8 The old Cosmos demos are back. Wraith has discovered that if three hex addresses are changed in the dem files, that they will play on the new version. Click HERE to get them. I have also modified my 1.09 demos to 1.11 and they can be found in the download section.

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

November 3 In answer to many people's problems with this new auto-centering "feature" that was added to Hexen II version 1.11, I have found a solution. The following is my post in the Hexenworld messagebase:
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.

November 1
Updated the command listing today. The ones that I did not have in there were: ban, commands, cmdline, df, lcd_x, lcd_yaw, mcache, net_allowmultiple, nomonsters, oem, randomclass, scratch#(1-4), sv_edicts, sv_flypitch, sv_walkpitch, and vid_forcemode. I have a few figured out from single-player... need to test out some in multi. Been having some system problems that turned out to be a dead COM port... rendering me SPorbless until I get a controller card. I hope HW comes out before the next Quake2 demo so I can concentrate on HW commands alone...shouldn't take too long.

October 28
Sure enough, v1.11 is not compatible with the 1.03 nor the 1.09 demos...I will have to whip up some new demos for testing soon.

October 27
Hexen II v1.11 Patch is OUT!! Grab it!! This link should help you bypass a ton of traffic....

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.

October 22 Tried out the 3Dfx OpenGL miniport driver from the Quake 2 Test (Mod.Sep26) to see if it actually did give a performance improvement. Ran a timedemo of my ndemo3 that I used for the Verite vs. Voodoo scores. Running with the same settings that I used for the previous test, I hit 39.0. I had to look at what I typed in before to see how much of a performance increase there was.... notice my previous score was also 39.0. I couldn't believe it didn't change at all. Looking at the file's size, it is identical to the old Aug26 version, but looking inside the dll it is very different, even from Sep12! It appears that even if there were some sort of an increase in performance, it's not worth swapping files over. I don't believe 3Dfx updated their miniport on their site for this one, so it seems to be unsupported.

October 19
Demos are listed within the files section. You can find my demos there; the third demo was used for the Verite vs. Voodoo test. These demos are fully operational within v1.09. Also, I have the three original Cosmos demos for version 1.03, but you will need to put a renamed copy of the h2.exe or glh2.exe from your CD inside your \hexen ii\ directory. The copied 1.03 exe will not be able to play the game, so this is only for testing purposes.

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:

  • You need to have v4.75 installed.
  • Copy \defaults\, \games\, \support\, and games.ini into a temp directory.
  • Install the 4.7 release...spc47.exe
  • Copy the folders and games.ini back where they belong.
  • Reboot.
  • News for owners of the Voodoo Rush chipset cards (Intense3D Voodoo, Stingray 128, and Adrenaline Rush3D) that there is a program to improve your cards performance. TweekRush v1.0 by Add21K is designed for you.

    October 18
    Stupid counter keeps getting reset...just pretend that it says 3300 and change or something. Grab the Fonts for the page. They look pretty killer.

    October 15
    I should have noticed when I took the shots. The non-3d windowed mode for 640 x 480 is actually displaying 320 x 240 but doubling the size. I have taken a new shot of the 2D version and ran a 640 and a 512 timedemo. Shows why windowed mode runs much faster than fullscreen. Thanks to Trung Nguyen for pointing this out.

    October 13
    Snapshots comparing 2D to the GL version and the new Verite version can be found in the GLHexen II section. Thanks to Epistaxis for testing out his Verite V1000. Verite version looks good, but it won't make a V1000 run as smooth as a Voodoo. We shall see what the new V2200's will do soon enough.

    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.

    October 8 Impulses are updated for the new version 1.09. For those of you who did not get the patch yet, there is a link to if from the files section. SpaceTec has updated their SpaceOrb 360 drivers requiring me to remap a few functions in HexenII360Pro. Found a solution to the button lockup problem that I had in previous versions, so there is no need to pause the game to correct this.

    October 3
    The custom instructions for installing DirectX 5 for Monster 3D owners is up. You can find this in the new GLHexen2 section that I am working on.

    October 2
    I now have a linking index of the console commands. Right now you can get to it from the command list itself. Go take a look for yourself... I didn't even know that I had 300 commands typed in there until now! The index will make life a little easier for finding the command you need. Hope you aren't running this in 640 x 480.

    October 1
    Oops.. I forgot the "Practice what you Preach" idea with the MeteorJump... I edited yesterdays alias to give the most height possible for the jump. If anyone tried out the one I originally had, use this one instead...

    You can read more about Meteor Jumping and some other custom aliases in the Custom section.

    September 30 Welcome aboard everyone... today is the site's grand opening. I know there are plenty of you that have been itching for a Hexen II exclusive command list...so take a good look around.

    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...

    September 28 Well looks like we are about ready to open up. Everyone, I hope you like what you find here. Feel free to mail me with any comments or suggestions that you may have. A big thanks to Phoebus for his help with the link formatting and making the Hexenworld hosting possible.